An Interesting Statement from the 2009 Producer’s Letter

31 01 2009

This year’s producer’s letter was short and sweet compared to the lengthy volumes that Hartsman used to write. :)   Although oddly enough I found myself wishing for a few more hints of what-is-to-come.

However, we did get some insight into the immediate future with this comment:

[In regards to the hate changes] There are still some things we want to make sure that we address properly, and we recognize that there are some people who don’t quite understand what our goals are. With that in mind, we’re going to postpone releasing these changes to the live servers, while we continue to evaluate the feedback that you are giving us. We truly appreciate all of the data that you provide, and most particularly from those who have joined the excellent folks on the Test server in running through these changes, both on their own, and in conjunction with the devs. In fact, if you play a fighter class now, and haven’t been on the Test Server to experience these changes yourself, we’d certainly encourage you to do so, as your informed opinions are very valuable to us. Once we’re more comfortable with releasing the second part of the fighter revamp, which will include the Hate Meter, we’ll certainly let you know, but in the meantime, please keep play-testing, and continue to give us your thoughts.

I don’t know how Ol’ Fergie does things in his sandbox, but in times of yore, a postponement stood for some pretty strong evaluation of whatever changes are being implemented.

We’re a bit beyond the point of cold-feet, I’d say … I think most people had been resigned to the idea that their classes may change fundamentally.  This is a message that is going to get the armchair designers ALL kinds of riled up, all over again.

While this letter is filled with gratitude, if you read more carefully, it’s a very big and large PLEA for people to play-test and provide feedback.  I typically support playing on the Test server — especially in times like this when large changes are going to be made.  Had this been done prior to LU 13, I think the gamescape would be quite different right now — perhaps we wouldn’t even be addressing the current issue.  So obviously SOE has learned from its past and is trying not to step on that particular landmine again.

I suspect the real goal in getting people to playtest is actually to gather data … on damage.  Not so much on the aggro mechanics, although that is certainly directly tied into it, and so by proxy, it’s important.  I’ve long thought that although these changes are the so-called “fighter changes” what the changes themselves actually will accomplish is a re-alignment of the DPS totem pole — and that means a great many people — pretty much everyone who isn’t a healer — will be affected, and that is what is really going to ruffle feathers.  For instance, when you take away overpowered transfers, certain classes probably won’t be able to put out double the DPS of the next closest competitor (yes, Assassins, that means you!).  And when you force tanks who never taunt to start taunting again, that’s going to lower their DPS — even without the additional stance changes — simply by the fact that they are taking a second here and there to taunt rather than unload some more.

… then again.  The MMO times are changing.  SOE could just be making sure it has its running shoes on before it hits the pavement.





Greetingses!

26 01 2009

Is you’s new to the blog ?

You’s needs to look ats me’s useful infos … move yous eyeballs over to the right and down a tad … theres!

What Araxes is trying to say is that, for those of you who might be new, there is a lot of information linked under the “Useful Info” sidebar on the right.  Things like:

Where to go after level 20 …

What dungeons are in the game and for what levels, and which are popular, easy, or hard …

Advice on choosing your class based on the type of personality you might have …

Fun stuff like screenshots …

… a video archive …

My personal list of gameplay elements I would love to see added to EQ2 …

and lots more!

:)

/shoves the humanoid aside/

Ahems!  And nows back to writings!





More about the upcoming Hate Meter

26 01 2009

The upcoming “hate meter” (from here on referred to as the Threat Meter, officially) has sparked a few questions, one of the bigger ones being “Why doesn’t the meter show all group members’ hate?”  Rothgar gives a pretty good answer:

We opted to not show info about other people’s hate in the window because we wanted to keep it simple.  It should also be the job of the other players in your group to manage their hate as well.  We didn’t want to create a situation where the tank is policing other people’s hate by viewing their information.  Let each person learn to manage their own hate.

The interesting thing about this is that it adds a new dimension to battle gameplay — depending on what tank you’re grouped with, you’ll be able to know your definitive threshold for damage output before you rip aggro.  This opens some neat possibilities that, up until now, were just sort of vague feelings.

For example, without a hate meter, you could take a guess that if you were casting spells X, Y, and Z in a row, you would rip the mobs.

Now, however, you can actually use the meter to know that, with Soandso tanking, you can pump out UP to X% or XXXX amount, and anything beyond that will rip.

This will also be a nice indicator of who actually knows how to taunt, while giving the DPS classes something concrete to measure themselves by and thereby THROTTLE their output.







Remember Kurn’s Tower?

26 01 2009

I’m not sure if it was an intentional statement or simply two unrelated subjects lumped into one, but timetraveling has dropped this bit:

1) We haven’t forgotten about Kurn’s Tower

2) The x2 Kander and I have been working on should go up on Test Server some time this week! =)

We’ve known about the new x2 named-baddies-drop-shards instance for awhile, now — but we had forgotten about Kurn’s Tower!

Could they be one and the same?

Will the new x2 instance be part of the Lavastorm revamp / level 80 content area?

Lots of cool things to look forward to!





Shard quests for solo players – LU52

25 01 2009

From Dev Kander

FYI: Stay tuned for the Shard of the Day solo quest, with some additional solo content. Cannot say more, but keep your eyes peeled for GU52.

Getting shards and AP just got easier … for everyone!





Wicked Wand owners … your fears answered!

22 01 2009

Because it just wasn’t enough of a death-sentence already!

Fireflyte confirms the threat attached to this item … won’t be going away.

So it’s not quite a nerf … the item isn’t changing … but that’s just it.  Hate mechanics are changing. :)   This is not.

But really.  We all knew this was coming for awhile now.  The item was bordering on overpowered under the current system (although having Malefic Fury account for 4% of total zonewide damage was nice while it lasted, to be sure!)





Love is in the air? Warlock love?

22 01 2009

I can’t help but feel that warlocks may benefit from some of these upcoming changes more than some classes (but really any AE heavy or DoT heavy mage is going to benefit somewhat) …

The fact that Aeralik chose – for at least part of his playtest – to play a warlock makes me think there may be some other [small] changes in the pipeline for us.

I can hope. :)





Aeralik Explains the hate modifications upcoming in LU51

20 01 2009

Well, read and discuss.

By the way, the bold and highlighted items are things I wanted to emphasize, not in the original post.

An Overview

EverQuest II is a complex game containing 24 classes which all need to have their own personal identity.  This results in a number of spells and combat arts which when put together make players very powerful.  One aspect where this is very noticeable is with fighters.  The goal of the fighter is to deal with incoming damage from an NPC while also making sure the NPC keeps focus on the fighter instead of his or her allies.  This was once true and the fighters did just this holding aggro with taunts and absorbing the damage through mitigation or avoidance of the attacks.  Overtime, this morphed more into the fighter holding aggro through certain buff combinations and by maximizing their damage potential.

In short, these changes are about getting back to those roots. Fighters continue to focus on taking damage but now we need to refocus the fighter on holding aggro through their taunt abilities instead of purely through damage.

From the damage class perspective, things are equally troubled.  Most damage classes can freely go 100 percent with little risk due to certain spells they have or may receive.  This gives little risk to the damage class and makes certain spells which reduce your aggro have little to no value.  Aggro is a two way street.  The fighters need to gain as much as they possibly can but the damage classes need to watch what they are doing.  This is why the changes are not restricted to just fighters because we want to emphasize this fact.


Aggro Changes

The most noticeable thing about the aggro mechanics in eq2 is that hate generation has scaled linearly since inception.  Damage however has progressed exponentially as new effects and spells have been added to the game. This resulted in reduced threat output from taunts and detaunts.  In addition, it was found that aoe based spells and combat arts were adding excessive hate when cast on groups of npcs. Not only did the npc gain hate from the damage applied but a small portion of that hate was added to the npc’s party members. Most of the time you will hit all of them with an aoe based spell so this extra hate spreading was removed so as to not penalize or benefit certain classes more than others due to their spell makeup. For example, take a warlock using Armageddon.  This spell can hit up to 5 targets.  Hitting all 5 targets would then penalize the warlock with approximately 20% additional hate for all of the targets instead of just adding the damage as hate to each target.

One of the first things completed was reworking the scaling a bit. To properly scale with other effects taunt criticals, base taunt amount and normalized taunt amount were added similar to how combat criticals and bonuses work today.  Aggression has also become more important since it impacts taunt based spells.  Aggression will increase the amount of threat added to taunt spells.  In addition, higher threat values relative to your target increases the resistability of the fighters core taunts.

We also expanded on the concept of the single target and aoe tanks.  The single target tanks are the guardian, paladin and monk.  The aoe tanks are then the bererker, shadowknight and bruiser.  The designations are about where the classes excel the most but are not absolutes.  A guardian can tank single targets efficiently but they are still quite capable in situations with multiple npcs.

The single target tanks gained additional efficiency to their single target taunts while the aoe oriented classes improve in gaining aggro in the group encounter settings. In general, the aoe classes have a slight disadvantage in the single target fights by having to use higher power and higher casting time spells. The single target tanks then have higher values and improved efficiency when it comes to single target creatures.  Single target tanks should still be effective when multiple npcs are encountered but the aoe tank will be more efficient in these types of encounters.

As stated above, aggro is a two way street between the fighters and the damage based classes.  Certain spell combinations were effectively leaving high damage classes with no risk of pulling aggro even though they were going all out.  So the adjustments to abilities like hate gain, hate reduction and transfers were made.

Hate gain and hate reduction were plentiful from a small number of spells.  This made it easy for many players to hit the 50% cap and have little risk from their action. Thus the values were toned down or removed from these spells in favor of new methods.  This will in turn allow us to grant these effects sparingly on items and have a meaningful effect. In the past this was not possible due to the ease of hitting 50% through certain spell combinations.

Hate transfers had similar issue to the hate gain and hate reduction.  Hate gain at least allowed for improved hate from the players actions while hate reduction was just removed completely.  Hate transfers on the other hand moved hate from one player to another.  In limited use, this makes for an interesting gameplay element.  However, once again the values often hit an extreme amount.  It was decided though to shift the emphasis from the damage classes more to the fighters though.  The shift resulted in several transfers like Amends being changed to something more appropriate.

Stances and Spell Consolidation

When the stances were analyzed several things stuck out.  First was players tended to favor the offensive stance for tanking over the defensive stance.  This is largely due from the fact that damage is the preferred method for holding aggro. The second was that a fighter essentially ran one of the stances along with several other buffs.  A common complaint from all of the classes is time to rebuff after dying.  So instead of casting multiple self buffs they were merged into the stances.  Third, the skill bonuses and reduction of the stances was changed slightly.  Skills have a relatively low cap allowing for a few buffs to quickly get the player there.  Thus the skill gains stop in the level 40 range now instead of their continued linear increases.  The reductions also have a similar cap and no longer continue a downtrend which in the past made lower level stances slightly more effective due to reduced penalties.  Also the skill penalties are much less than they were previously.

The offensive stances have been altered slightly to give the fighter viability when they are not tanking.  It allows them to do decent damage which keeps them viable as an extra in a group or in a raid. Slight damage improvements come with penalties though.  In the offensive stance hate gain is reduced, damage taken is increased and taunts actually reduce your threat.

The defensive stances on the other hand give improved viability to tanking.  There is additional hate gain, defensive skills and variety of other effects you would expect from a class built to hold aggro and take damage. Like the offensive stance, these bonuses come with penalties.  In this case, defensive stances reduce overall melee damage while also making it more difficult to hit.

The object of the stances is then to give the player a decision to make.  Do they need to tank or are they better off doing damage?  The choice is theirs based on the situation.  Tanking for a group would make the defensive stance a better choice.  Soloing or clearing raid trash might make the offensive stance a better choice.

In Closing

Hopefully, this gives everyone a little insight into why these changes have occurred.  They can be quite shocking at first glance.  However, we feel if you play through them with an open mind you will see things are not quite as bad as they may seem.  We would encourage people to make use of the Test Copy server and try things out there with their normal group if possible. Using this play data, then submit feedback using the /feedback command.  We will then read and evaluate the feedback and make adjustments as needed.

What say you?

Official discussion is here.





New Video Up

19 01 2009

I added another video to my YouTube channel.  This was made from a quick excursion into SoF (I know, I know, it’s an old and boring zone and our group was way overpowered for it, yes … but it’s a cool looking zone and I wanted to make a video!)

Watch it in HD at YouTube

Low-def embed:






An Astonishing Panorama of the Endtimes

15 01 2009

First of all, props to Marilyn Manson for coming up with the most phonetically-pleasing song title in history.  Just saying the title is like sex for your tongue.

Secondly, this video is pretty cool for a few reasons: celebrity deathmatch circa 1998, clay-mation, and … crazy spider TV’s and monkeys.

Plus the song was tailor-made for a raiding video.

(No this is not a new song, for those just wandering in here from Google.  It’s more than 10 years old, actually.)