Everquest 2: Postcards from New Halas

Just a few snaps of the sights in GU56’s New Halas in Everquest 2. It’s a pretty place, but not terribly colourful! You can click the picture to see a larger version.

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Frostfang Docks. The first point of arrival for existing characters.

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A view of New Halas

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The Shrine of Erollisi Marr in New Halas.

It’s a pleasant little village, with all the facilities you’d expect. The housing is particularly lovely, and Maltheas is rather dismayed he can’t take one of those 5-room mansions back to Qeynos with him.

Everquest 2: A Pre-Halas Extreme Questing Leaderboard check.

With Halas, and a bunch of probably rather easy new quests imminent, now would be a good time to take a look at the Extreme Questing Leaderboard! When we last checked in back in February, it looked like this:

Maltheas Everquest 2 Extreme Questing Leaderboard 2162 59

Maltheas was on 8th, with stiff competition coming from all directions. I’ve not been playing too heavily since then, but Maltheas has put on another 170 quests, and also had the unexpected horror of accidentally levelling twice in a day. He has also respecced to Carpenter, mostly for reasons other than quests, but has yet to actually do much with that.

Lets have a peek at the new table. Like last time, we’re only looking at characters of level 59 and below, because this is primarily about me seeing how Maltheas compares with folks of a similar level, and a table filled with level-capped folks would not do much for that!

Maltheas EverQuest 2 Extreme Questing Leaderboard 2322 59

The 30-somethings have failed to get onto the table, even with me extending its size a bit, with Maltheas being the lowest level representative, at 40. There seems to be a lot more people trying this playstyle these days, or other quest-count related ones, putting the squeeze on. He’s still lurking at 8th, but given that he’s the lowest level, I’m pretty satisfied with that. The Extreme Team of Annyya and Kirskax, his nearest in level, are still a sizeable distance ahead, as ever inspiring Maltheas to greater effort!

Halas will certainly give a little boost to all currently active extreme questers and other quest-chasers. Maltheas will be chronomancing down to level 5, and will try to get as much done like that as he can. Extreme questing is not just about quest-count. It’s about trying to do quests at the very lowest level you can. I’ll try to check in again in a couple of weeks once the tables have been updated with the results of the Halasian questing frenzy.

Everquest 2: Enter the Copykats

SC Mounts Body

We asked for it. Apparently.

Ugh. “You like, you buy, you ride”.

I have dubbed these the Copykats, on account of them turning up almost exactly a month after WoW brought in RMT mounts, for the exact same price. It may seem, to the ignorant, that this is a flagrant attempt to repeat Blizzards success with the Sparkle Pony. It turns out it’s just a spooky coincidence!

Corvic:
1. I actually concepted this mount a year ago and have been waiting to make it, just have not had the time due to making all the cool stuff we make for the game allready that is not station cash. So we are not following anybody on this one.

2. Price is a tough one to decide, I think the price is good because it gives some exclusivity to the mount. At 5 bucks everyone would have it and it would no longer be special.

Anyhows, I find the idea that the reason the mount is priced at $25 instead of $5 to make it “exclusive” to be highly objectionable. To deliberately exclude players based on their disposable income does not seem right to me. If it would have worked at $5, they should have gone with that to maximise the number of people that could enjoy it. Naturally, being the unpleasantly cynical creature that I am, I am far more inclined to think that the real reason they’re charging $25 is that WoW has shown them that they can get away with it, and it will maximise profits.

These three mounts will be around for about a month, we are told, before being replaced on the market by new mounts. A sort of Mount-of-the-month club. Could get rather expensive. Things like this must be so difficult for parents who have multiple children who play.

Honestly I’m tired about raging about RMT in EQ2. There has been a long pattern of SOE saying they’ve gone as far as they want *, and will not go further. Some segments of the playerbase, and the popular EQ2 bloggers, accept it and shout down those of us who see where it is leading, and then once folks are used to it, the boundaries are pushed further again. We get the MMOs we deserve, and if the players are not willing to stand up to being treated as an exploitable resource, that’s how it’ll be. It’s tiring and probably pointless, shouting like Canute against the unstoppable tide of corporate greed. I love EQ2, and I am not angry with it. Just disappointed. And I do not think EQ2 loves me; just my money. It is not a relationship that will end well.

So here’s some old posts on it:

The launch of Station Cash.
Profits and Prophecies: DDO and EQ2, and their money-making schemes.

* For instance, when the Exchange servers (which allow players to buy and sell items and characters with real money) were implemented, players were concerned it was another slidey step down a slippery slope. This is what we were told:

22nd of December, 2007.

We aren’t going to be allowing RMT in any way, shape or form on the non-exchange enabled EQ II servers. Period. End of statement. If we catch people, we ban them and have been for a long time now. The truth of the matter is it’s very difficult to combat them, but we have people at SOE who fight the good fight each and every day. In the near future you’re going to see us becoming a lot more public about this then we ever have been. I think we’ve done a bad job at communicating just how seriously we take this fight.

We’re interested in working with LiveGamer because they are unique in the RMT world due to the fact that they are pledging (and are putting technology behind it) to not buy from farmers. Farmers are the bane of our existence at SOE. They cause us endless amounts of grief and do real financial damage in a meaningful way.

What do I mean by that?

Many of them use stolen credit cards, obtained by unsuspecting users who give them credit card #’s to purchase in-game gold. I’m not saying all of the RMT shops out there use stolen credit cards, but a LOT of them do. Your credit card is absolutely not safe in their hands.

In addition we recieve large scale (over $500k so far) fines for chargebacks that these scumbag farmers routinely do. They purchase a new account.. use it for a month and then call the credit card company to say “I never paid for this”. Over time, as the # of these incidents rise we get fined by the credit card companies. And it’s not just us, other large MMO companies are seeing exactly the same problem.

In any event, I wanted to stop in and at least set the record straight – you aren’t going to be seeing RMT allowed on the non-exchange enabled servers.

John Smedley
President, Sony Online Entertainment

EverQuest 2: Maltheas and the Vision of Valor!

Maltheas’ sleep had been troubled of late. In his dreams he flew across icy vista, as if in search for something, but what? At first, he chose to believe it was just his tail telling him he needed to stop buying gnome-sized blankets for the cool cog designs on them. Yes, every tinker loves cogs, but every priest of Nife knows the importance of wrapping up snug and warm! However, even after investing in a rather more sensible dwarf-sized quilt (with hammers on, so bedtime tinker-cred was still assured) he awoke shivering and perplexed.

“Bahs!”, he squeaked, knowing full well that it was clearly a vision. Maltheas is no stranger to visions. Indeed, he owes his very sanity, if not life, to the one that brought him to Qeynos, where Seeress Ealaynya Ithis was waiting for him. This, though, was an altogether less useful sort of vision that just made his toes cold without giving him any sort of instructions. Still chilled to the bone, he decided to pop down to the kitchen for a hot drink. But he was not the first one there. There was a small meeting already in progress, and they were a sorry and miserable sight indeed. Zoltoon had somehow managed to put every single one of his robes on at once, and Muldoon the Lurikeen was sitting on top of a hot-water bottle almost as big as himself. As Maltheas entered they looked at him glumly, and handed him a steaming mug of cocoa.

“It won’t help much, me furry pal, but it’s better than nothing. We’ll be catching our deaths o’ cold if we don’t get this fixed! Be telling him yon theory, Zolt.”

“It would appear, after discussion with our colleagues, that rather than being a vision for a specific person, like all experienced adventurers are used to, it is in fact some sort of psychic leakage. I would surmise that a being of great power, probably a god, is looking for something, somewhere rather cold, and getting overly emotional about it. Quite inconsiderately, I might add. From what you’ve told us about your dealings with him, I believe the culpable entity to be Mithaniel Marr.”

“Oohs! I hopes he findings it soons!”

“If only we knew an expert on gods, and getting them to behave properly.”, Zoltoon remarked, giving Maltheas an extremely hard stare.

And so it was that Maltheas was sent out into the Qeynosian morning, with a heatstone in each pocket, and a determination to ensure that the toes of Norrath would be safe from overnight frosting.

You too can investigate this perilous event! From now until the launch of GU56 there is a special prelude quest, Vision of Valor, which you can pick up from a Priest of Marr at the Temple of Life in Qeynos, or any of these other locations. It is the continuation of the Marr plotline that has been going on for a couple of years now, and shouldn’t be missed by any lover of Norrathian lore.

Maltheas has been in the presence of Mithaniel Marr before, during the investigation into the vanishing of Erollisi Marr, but never his manifested avatar. He is one of the better behaved of the gods Maltheas has met, neither asking to be brought booze, or playing childish pranks.

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Maltheas learns of the coming of New Halas from Mithaniel Marr

Though players have known it was coming for a while, this is the first that the folks of Norrath have heard about the coming of New Halas. Sales of warm clothing, already high from the chilly dreams, are likely to skyrocket as adventurers prepare to investigate this new land unveiled to us by Mithaniel Marr. Maltheas will meet you there!

Update: I forgot to show the quest rewards! You receive a book called “Journal of a Disciple of Marr” which recaps some of the Marr plotline, and a Valorian Bloom. The book is sitting on the table in front of Maltheas.

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Maltheas likes sparkly things, and books.

Everquest 2: Mounted Combat is saved after SOE listens to players.

You’ll recall that yesterday I wrote about Everquest 2’s new producer, Smokejumper, making this statement on the removal of mounted combat:

Well, I guess it’s time to stick my head in the dragon’s mouth. Here goes nuthin’.

I’ve played with the system as it is currently on Live (rather extensively). I’ve also played the system that is on Test now.

It’s basically a change about “what looks best”.

The fact is, the Live solution doesn’t look very good. Especially if you’re playing a character with radical animations, like a Monk.

Also, we already have the conceit in the game, for things like climbing and swimming, where your mount turns off/on.

Additionally, there is no way that we can add the literally hundreds of necessary anims and hunks of code to make combat look spectacular while on a mount. (At least not with our existing task load for future features.)

So, the solution is to turn off the mount while in combat. You may ask, “When does the mount off/on occur?”

1) It doesn’t happen if you’re just aggroed. It only happens if YOU attack something.

2) We’re going to massage the code a bit (soon) so that your mount doesn’t immediately pop back in until a few seconds after you destroy your current opponent. That way, if you’re not using AoEs, the mount doesn’t keep popping back in before you can switch to a new target and continue fighting.

This system allows you to continue seeing the great combat animations and makes the game more visually appealing for all players.

Regarding the “/showmount” request…that’s not something we want to do either. If you’re getting the speed boost, other players should know why that’s occuring.

Regarding a graphics option to show the mount even while you’re in combat, we’re not doing that either. This is an aesthetic decision that keeps the game more attractive for all players. The currently munged animations that occur while riding look like (well, actually “are”) a bug. Since we don’t have time to create all the extra anims required to fix that in the perfect way (which would also make it *much* harder for us to create new mounts in the future because they would need all those extra anims also), we’re going to have to go with this solution.

We fully realize this won’t please all players, but it will result in a better looking game for most players, so that’s why we’re making the change.

Things looked dark, with the idea of a /showmount command or player-controlled switch being ruled out entirely.

However, we’ve just had this second Smokejumper post:

Late-breaking news on this feature! Basically, we hear ya. Here’s the details:

1) Mounts will still be suspended while in combat…by default.

2) However, there will also be a new graphic option that lets you set your view of mounts to one of three settings:

a) Default (mount disappears during combat, reappearing 5 seconds after you are out of combat).

b) You never see mounts at all. (Useful in raid situations or for low-end machines that are trying to get better framerate.)

c) You always see mounts, even during combat. (Useful for folks that like the way things look now and want to continue seeing things that way.)

NOTE: The mount settings are client-only, so they only affect what *you* see, not what everyone else sees. Their view is affected by their own personal setting.

Make sense?

Firstly, obviously it’s fantastic that we get to keep mounted combat. More importantly though, it is encouraging that he has shown himself willing to listen to reason, and put the extra effort in to create a solution that will leave everybody happy.

Now we just have to save the Isles. Perhaps we can persuade him to take the sensible player-choice-orientated approach to that too.

Islands and Mounted Combat. Everquest 2 removes content and features.

There are two horrible decisions in the current Everquest 2 test-build that are being protested strongly by the playerbase. You’ll find them both at the top of the patch notes.

GENERAL

* Qeynos and Freeport have been disabled as starting cities.
* Mounts will now be temporarily suspended while in combat.

They’re similar, in a way, in that they both take things away from the game, instead of add new choices. We were already somewhat aware of the threat to Qeynos and Freeport, and I have discussed my opposition to that change in this post.

We have been able to fight while mounted, if I remember rightly, since the beginning of the game. Back then, Paladins even had some combat moves that could only be executed while mounted, so mounted combat was always the intention, and an important feature of EQ2. The animations if you’re on the back of a horse or other animal look fine, and if you’re standing on a flying carpet then they’re exactly the same as if you were standing on the ground, except for, you know, that you’re standing on your awesome flying carpet.

Now your mount is going to vanish every time you enter combat. Nobody was asking for this. Even the raiders, who are concerned with lag, just wanted to be able to turn mounts off for raids, not for the entire world.

Mounted combat is a feature that most MMOs would kill for. How can it be that SOE is prepared to give it up so easily? I love my mounts. I was even going to post about my very newest, the Hotwired Gnomish Hoverpad, and quite how awesome it is. Not feeling quite so enthused now, seeing as Maltheas won’t be able to do this any more:

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Everquest 2 Mounted Combat - Enjoy it while you can.

There has been a response to player unhappiness from Smokejumper. My comments are in green:

Well, I guess it’s time to stick my head in the dragon’s mouth. Here goes nuthin’.

I’ve played with the system as it is currently on Live (rather extensively). I’ve also played the system that is on Test now.

It’s basically a change about “what looks best”.

The fact is, the Live solution doesn’t look very good. Especially if you’re playing a character with radical animations, like a Monk. It looks bad in your opinion. In the opinion of the players it was working fine. Even the folks with kicks looked perfectly fine on flying carpets. Fighting on the back of your mount is cool, and makes some of us happy.

Also, we already have the conceit in the game, for things like climbing and swimming, where your mount turns off/on.

Additionally, there is no way that we can add the literally hundreds of necessary anims and hunks of code to make combat look spectacular while on a mount. (At least not with our existing task load for future features.)

So, the solution is to turn off the mount while in combat. You may ask, “When does the mount off/on occur?”

1) It doesn’t happen if you’re just aggroed. It only happens if YOU attack something.

2) We’re going to massage the code a bit (soon) so that your mount doesn’t immediately pop back in until a few seconds after you destroy your current opponent. That way, if you’re not using AoEs, the mount doesn’t keep popping back in before you can switch to a new target and continue fighting.So we get to see even less of our mounts.

This system allows you to continue seeing the great combat animations and makes the game more visually appealing for all players.If we cared so much about seeing the “great combat animations” then we’d get off our horse. We already see them when fighting in dungeons (mounts are disabled in indoor zones), so having some variety when outside was nice.

Regarding the “/showmount” request…that’s not something we want to do either. If you’re getting the speed boost, other players should know why that’s occuring.That’s an utterly spurious argument. The game is packed to the gills with items that increase run speed, such as the Earing of the Solstice and the Journeyman Boots. Other players can’t see them, so that is no argument whatsoever for not having a /showmount command. You may well have a reason not to implement the /showmount command, but it certainly can’t be that.

Regarding a graphics option to show the mount even while you’re in combat, we’re not doing that either. This is an aesthetic decision that keeps the game more attractive for all players. The currently munged animations that occur while riding look like (well, actually “are”) a bug. Since we don’t have time to create all the extra anims required to fix that in the perfect way (which would also make it *much* harder for us to create new mounts in the future because they would need all those extra anims also), we’re going to have to go with this solution. Why? Why has this suddenly become so important?

We fully realize this won’t please all players, but it will result in a better looking game for most players, so that’s why we’re making the change.. Having our mounts pinging back and forth into existence is NOT aesthetically pleasing.

Elsewhere, Cronyn had this to say about the Qeynos/Freeport issue:

Hey folks. I understand that many of you would like to see the old starting islands remain, but I’d like to explain the decision, at least so you see where we were coming from.

Primarily, the starting islands and following content, simply put, are not up to the standards of the newer starting cities. Players who start in these zones are at a disadvantage when compared to players who start in the newer zones. In the more recent starting zones, the play experience is laid out better, with improved loot and quests. From an art and design standpoint, the islands were great five years ago when the game launched, but the game has changed and improved in many ways and we don’t feel the newbie islands are as good as they should be today. Then update the loot. How long would it take to change the stats on some items?

A great positive effect of having four starting zones is that it helps focus players into areas with other people, and encourages interaction and community. The current content revamp helps players travel along a common path as they level up, so that they will more likely come across other people, and form relationships, form communities, and experience the game when it’s at its best – with friends. Making sure they have this chance by focusing them into content we feel is strong is one of the goals with turning off the islands as well.If you follow that logic, then I guess this is just the first of many zones to be removed. Anything not on this newfangled golden path had better watch out.

Finally, I’d like to say that we are not planning to abandon Freeport and Qeynos. However, we’d like to repurpose them somewhat into content destinations rather than starting points. A good deal of overarching content deals with these cities directly, and we’d like to create even more content that basically turns these into important quest and activity hubs, so to speak – I can’t go into it too much right now (although you saw some of what I mean during the destruction of Freeport live event), but there’s definitely an idea on how we’d like them to be presented going forward. The legacy content that is there (especially the racial quests) are not being removed, but we’ve been discussing ways to make this content more functional overall.

Anyway, we really appreciate all of the feedback, and we hope you can see why we felt this was a necessary change.

The other thing these changes have in common is that the solution chosen to the perceived problem has been the one that requires least effort, rather than fixing or making something new. If the newbie islands are truly lacking, than the proper thing to do would be to bring them up to speed, not to just cast them aside.

Nobody was asking for either of these changes, and we’re being utterly ignored and overruled. I am beginning to wonder why they have a feedback forum at all if we’re just going to be told that father knows best. We’re not being listened to, and it feels like many of the reasons being given have been made up after the fact to justify the decisions. It is feeling at the moment like some sort of “old is bad” ideology has crept into the thinking. Possibly because most of the people who made the original content have moved on, and people are naturally more supportive of content they were involved in making.

You can see the main forum threads pertaining to these issues at “Qeynos and Freeport have been disabled as starting cities”, and Mounts will now be temporarily suspended while in combat. Thus far, it is very clear how the majority of players feel.

This would be a good moment for our new Producer, Dave Georgeson, to make an appearance. In a recent interview, Zam asked him:

ZAM: Have you yet gone and thrown out any of the plans that were on the table as of last Wednesday?

Dave: No. I will go so far as to say that any of the short term plans are not going to be changed a bit. The farther it gets from today the more impact I’ll have on what’s actually happening. But I would expect it to be a month or two before any kind of shifts the I’m making will have any kind of difference in what we’re doing on the game.

This is your opportunity, Mr Georgeson, to show that you are willing to listen to us. It would be unfortunate for you to spend the first month of your reign standing by and letting this happen.

I would rather have written that post about how fun the new tinkered mount is. I’d like to be planning to rave about Halas. As it stands, the breezy and dubiously argued way that player feedback is being discounted is the thing I’m thinking about most when I consider EQ2 at the moment.

Update: It turns out Smokejumper IS Dave Georgeson. I find that EQ2’s producer would have said what he did in his comment on mounted combat to be deeply discouraging.

Everquest 2 – Maltheas the Carpenter

A quick followup to yesterday’s post.

Respeccing to carpenter went without a hitch. You become a level 9 artisan, ready to pick your first specialisation of scholar, outfitter, or craftsman. Some relatively painless levelling later, and Maltheas became a level 20 carpenter.

The Shady Swashbuckler did indeed change which “Shadows of the Betrayed” reward he offered, and the legendary Sculpting Hammer of Twiddy Bobbick now rests in Maltheas’ backpack. As Fiddy Bobbick was also a keen tinkerer and famed explorer, he has always been a source of inspiration to Maltheas, so it seems appropriate that our Ratonga friend now wields his favourite tool. Maltheas can’t actually use it yet, of course.

Everquest 2 Maltheas And The Hammer Of Twiddy Bobbick

I's gots a hammer! Now I's needings the bell!

It occurred to me that if I was feeling particularly keen, I could have respecced and quickly levelled for each of the professions, getting myself a complete set. Obviously not too useful for wielding, but they do also convert into very nice looking furniture items, and are steeped in Everquest lore. I’m going to resist the temptation, mostly because I’m a bit crafted out right now.

Anyhows, thats all done. Now begins the slow slog back up to 90. I think I’ll wait until I have some crafting vitality for that!