| Feb 3, 2012 Developers Talk about Game and More - Part 3 with the Devs |
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| Feb 2, 2012 A Day with the Developers - Part 2 |
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| Feb 1, 2012 Magelo Exclusive: Sony Talks to Magelo About F2P Decision |
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| Jan 30, 2012 EQ to Become Free-to-Play |
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| Jan 26, 2012 Sony Releases Q&A with Chris “Dzarn” Black |
| Feb 3, 2012 Developers Talk about Game and More - Part 3 with the Devs |
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| Feb 2, 2012 A Day with the Developers - Part 2 |
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| Feb 1, 2012 Magelo Exclusive: Sony Talks to Magelo About F2P Decision |
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| Jan 30, 2012 EQ to Become Free-to-Play |
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| Jan 26, 2012 Sony Releases Q&A with Chris “Dzarn” Black |
Developers talk to Magelo about VoA, Customer Service and more
Yesterday in our three-part series, we got to know a little more about the developers behind EverQuest.In today's Q&A, we got to ask several game questions. These questions came from the community on the forums as well as from the staff of Magelo. Come with us as we talk about Veil of Alaris, general game development questions, how EverQuest will celebrate its 13th birthday, and customer service. ![]() General Game Questions
Q: We all know that EverQuest focuses highly on group content. For some players, this content is currently locked behind missions. Given that previously progression-locked zones are unlocked with every expansion, are there any plans to include missions?Thom: Typically, when we unlock, we unlock from a few expansions ago. We would consider unlocking some. I believe Underfoot would be due. We don't have a timeline, but it is something we would consider doing. Q: Many players have jived about how broken the autofollow system is. Are there any plans to revamp this system? Adam: Not at this time. It's a larger project than it sounds, because it's based on our whole pathing system (which has some problems). Q: Another big announcement recently was your cheater crackdown. What types of cheating are you specifically cracking down upon? Adam: We very specifically don't want to release that at this time., because we'll tell people how to have an easier time getting around it. Q: So in short, you've designed a system to detect someone going beyond the game's design? Adam, Thom: Yup Q: Are you able to comment as to how long the crackdown has been in force? Adam: About eight weeks. Q: Are there any plans (now or in the future) to add AoE Lurch for Enchanters? Adam: No. The existing spell is too powerful, so no. So we do not plan to add it now. We do not plan to add it later. We do not want to make an overpowered ability an AOE overpowered ability. The answer is a very strong NO. Veil of Alaris
Q: How does it feel to release VoA?Adam: It is great. We put much work to it and it is gratifying to send it off into the world. Q: What excites you the most about VoA? Adam: We have a very strong storyline, and feel that we gave players many opportunities to experience that story. Q: We are seeing a number of concerns about VoA, particularly a bug which prevents completion. Are fixes in the pipeline, and if so what will be focused on first? Adam: We do continue to look and see if we can fix various issues. Q: We have seen a couple of complaints that the tracking system causes a certain imbalance where VoA is concerned, are there any plans to address this, and if so, what is in your pipeline? Adam: I would need information on how it creates an imbalance to answer this. Customer Service
Q: Recently there has been quite a rumbling on the forums about petitions. Apparently the queue has been full and many petitions are auto-closing. Is this in the pipeline?Eric: You have many situations that lead to petitions. For example, someone may accidentally click on 5 of something where they only wanted one. And so the GM staff goes in and tries to help the player. So on that, they're really really good. Q: So this was temporary, and you had to triage your tickets? Eric: Yes. EverQuest's 13th Birthday
Q: EverQuest turns 13 in March, how do you intend to celebrate?Adam: We hope to give a batch of extra content for everybody. Everybody who's a member will get it. March 14th is when we'll have our patch for that stuff, and we're hoping it's fun. Just keep thinking about "thirteen". We hope you have enjoyed our series as we covered so many aspects of the game and it's developers. A big thank you goes out to Thom Terrazas, Adam Bell and Eric Cleaver for taking the time to sit down and talk with us. Also, a big thanks to Linda Carlson and the SoE team for helping us arrange this unique opportunity. We will have more Q&A's coming in the near future, so watch this space! |
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Developers discuss their beginning with the gaming industry, EverQuest
In yesterday's Q&A, we covered EverQuest's free-to-play announcement. However, as gamers, we are often too accustomed to canned statements and gameplay mechanics discussion that we forget to get to know the people behind the game. Who are those people in the office, making our games?So today, we take a bit more relaxed stance as we get to know the developers, how they started in the gaming industry and how they arrived at EverQuest. Though we ran short on time during these questions, we were able to gain some insights into the people behind EverQuest. ![]() Thom Terazzas, Producer
Q: What is your gaming history, both personal and professional?I started out on consoles back when I was a little runt. The Atari 2600 was my first game system. Q: Was this your dream job? What got you started in this industry? I completely fell in backwards. Much like the San Diego Chargers, how they enter the playoffs. And that is talking from a San Diego homer of course. I'm not bashing them, but telling how hard it must've been. Adam Bell, Lead Designer
Q: What is your gaming history, both personal and professional?I also started out on the Atari 2600. But then my father brought a terminal computer home from work. I played a little Space War on that, and it sorta got me hooked on computers. Q: Was this your dream job? What got you started in this industry? A: I didn't really start out in this industry. I started in college with Electrical Engineering, then veered off. I actually did technical support for America Online. And from there, I was doing a site called EQTraders. And from there, that launched into the job here. Q: What would you call your biggest achievement in EverQuest? As a designer, my biggest achievement that I liked was my first creation raid. I did the Underfoot final raid. I really liked it, despite players somewhat disliking it (because of how hard it was). Eric Cleaver, Community Manager
Q: What is your gaming history, both personal and professional?Well, just to be different than everyone else, I started with the ColecoVision. That is my console of choice. Which is far superior to the Atari 2600. Q: Was this your dream job? What got you started in this industry? A friend of mine was working in the industry, and they said, Hey! We want you to start working with us, but in order to get you working we gotta start you in Community So I said, What's 'Community'? But it turned out to be the job I always wanted. Q: What would you call your biggest achievement in EverQuest? In Community, it's hard to point out one achievement. But the thing I am happiest with right now would be successfully communicating the free-to-play release. That's definitely a big, exciting moment for us here. And to be involved in such a huge moment in EverQuest history is quite an honor. In the third and final part of our coverage, we will tackle some game questions (including a couple from the community). We will also gain an insight into how EverQuest will celerate its 13th birthday. |
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Developers discuss F2P decision in part one of three in our exclusive interview
Yesterday, we got to sit down with Thom Terrazas (Executive Producer of EverQuest), Adam Bell (Lead Designer) and Eric Cleaver (Community Manager) and talked about EverQuest, the free-to-play announcement and so much more!In the first of our three-part coverage, we focused on EverQuest's free-to-play announcement, and the changes the transition will bring. ![]() Q: EverQuest is almost 13 years old. As such, it is the longest running paid MMO. Why go F2P? Thom: For us, it's a no-brainer. It makes sense for us to go free to play like all our other games, and to give the same type of offering our other games have. We're designing a nice, flexible system for anybody to play the way they want to play. So many people have played our game that we see this as a great opportunity for our past players to come back and play, and to give new players an incentive to play. Q: Will there be currency locks, such as we see in EQ2? Adam: Yes, there will be a maximum amount of currency. Currency locks are in place for our free and Silver users. Q: So was this in the pipeline during VoA development? Thom: We were talking about it then. Unfortunately, we couldn't do it at the same time. Veil of Alaris was consuming most of our time. It was something we wanted to take the extra time to do well, and to put a nice polish on it. Especially the tutorials. Q: So will the F2P transition affect the pace of new content development? Adam: No, it shouldn't have a significant impact. There was that one minor bump as we were developing the tutorials. We spent some time working on that where we weren't making new content. Going forward after launch, it shouldn't affect us at all. Q: So will there be a reduction in services (such as customer service or technical service) for those who have the free service? Adam: Yes, full customer service is only available to those with a Gold Membership. Billing will continue to provide full service. Q: Will there be class locks, such as we see in EQ2? Thom: Yes. There will be warrior, cleric, wizard and rogue. (To be clear, those are the ones that are UNLOCKED and available for free. The rest will need to be unlocked, unless of course you are gold) Q: Will there be any type of system in place to balance any class flood-out (such as 100 warriors being rolled on the same day)? Adam: We have no specific checks. Those things tend to balance themselves out, though. Plus, the mercenary mode would allow 100 warriors to play. Q: Is the F2P transition a primer for any kind of merger of EverQuest and EQ2? Adam: No. This is not due to any consolidation needs. EQ and EQ2 are completely different games. Q: You previously announced that there will be changes to EQPlayers along with the F2P launch. Any details you'd like to announce? Adam: It is still a little too much in development at this point for us to go into it. Q: What will happen to certain paid services, such as Recruit-a-Friend? Thom: Recruit-a-friend has already been removed from our website. You cannot invite new recruits at this time. The recruit-a-friend program will then be unsupported at the time we go free-to-play. We are already in discussion about a new Recruit-a-friend program. The development team did not have any information about whether there would be any compensation for paid services. The free-to-play transition will take place in early March. Come back tomorrow, as we get to know the developers of Everquest, the games they like (and the football teams they don't). Update (2/1/2012): Clarified answer attributions |
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