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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).

Thom: Part of the vast, extensive nature of EverQuest content. Just in terms of static zones- well over 500- but if we add in instance zones, we're talking thousands. That sort of content doesn't exist anywhere else that I am aware of. So if we were to look into pathing, that would be something really, really big.

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.

Thom: Pretty much anyone cheating.

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.

Thom: We began implementing this right after the Veil of Alaris launch.

Adam: Yeah, we took a lot of time to watch the data, and figure out where we might be getting some false positives.We tried to clear out as much of that as is possible before doing anything. So we just watched it for a little bit, and watched the cheaters a little bit. And then we said, "Okay, we're confident enough. Now we're going to start getting people for it."

We're confident we're no longer getting false positives.

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.

But of course, around the holiday time, people take time off. The queue grew to a size that was a little bit larger than usual. And when support time began to be impacted, we had to make a decision. We had to say, "For cases of player error, we might have to turn some of these down."

Now for anything where it was the game still bugging, we still did that. We were focusing more on the immediate and pressing issues than, say, "Oh, I forgot to click this."

It's something every business has to go through. You try to help everyone. But sometimes, you have to focus on the more important things.

This is completely addressed now. Our petition times are back down to where they are normally at and we've started completely helping people once again.

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".

Thom: Yeah, we have a nice theme of "Thirteen" that we're delivering with the content.

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!



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.

As I graduated to be an adult, I played various MMO's – many games which were similar to EverQuest. I do like to play sports games as well. I loved playing FIFA, Black Ops, first-person shooters. Planetside was a game that just kept on building on the FPS mode and taking it a different direction that no game I have ever seen will ever be able to match. It's exciting to see Planetside 2 come out in the near future.

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.

So if I can equate that to the hardship of falling in backwards, I was working in the horticultural field for about twelve years. And construction, development went kinda south. I was doing odd jobs for a few days. And one of my buddies went to work for Sony in the Customer Service Department and Testing Department. He was the brother of our past CEO Kelly Flock over at 989 Studios. And he said “Well, if you're tired of odd jobs and want something more steady, the pay isn't great but it's a great opportunity to put your foot in the door.” And it sure was.

That was back in 1998, I came to work for one of Sony's companies. 989 Sports, Verant Interactive and then SoE testing games. I then went into the Customer Service Department. I ran the Customer Service Department in end-game, and also on the Technical Support and Billing side. I did that for about 5 or 6 years and moved into Project Management on the development side.

I eventually made my way to Planetside. I've touched a lot of games. We were just talking about that – about how many games I've touched here on the development side. Vanguard, Planetside – just games we still see running around. But EverQuest was that game I played ever since it launched. Got myself into trouble with my spouse and family members, just like a lot of other people for playing it too much. And now its kinda cool to be on the game and actually leading the charge.

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.

We got a TRS-80 Model 1, way back in the age of computers. Tape drive to load everything, the sound was a crystal radio stuck on top of the computer. And I've had a computer ever since then.

Most of my play has been computer games. I've gotten a few consoles, but they never really stuck with me. I don't play them very much. I've played some Final Fantasy on console.

I typically play MMO's. I played EverQuest for a long time. I played EQ2, Star Wars Galaxies. I dabbled in WoW, but it just didn't interest me. I've dabbled with a few other people's games, but I find myself coming back to EverQuest.

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.

I am a longtime gamer. I got my start in the industry by being a community representative of NCSoft on the City of Heroes title, and I am now a Senior Community Manager over at SoE for EverQuest and Legends of Norrath.

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.

I was a day one EverQuest Player. So I always had a huge love of the game. And I always wanted to be that guy who was out there talking to the players, finding out what they wanted and communicating what the company wanted to tell the players.

And so, for me, it is the most interesting place in the MMO industry. These games are all about our players. So this was exactly the spot I wanted to be. And after several years, I found an opening I wanted to be in for EverQuest (it's always been my first love). It is my all-time favorite game, so I had to go for it.

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.



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.

Thom: The free-to-play system is something we have been working on for a long time – since long before the Veil of Alaris launch.

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.

Thom: Even though we've kinda toyed and talked about, “Wow! It would be cool to do this or that,” between the two games. It's definitely not a possibility.

Adam: The technology is too different.

Thom: Pretty much everything about it is too difficult for anything like a merge.

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