[Next Message in Time] | [Previous Message in Time] | [Next Message in Topic] | [Previous Message in Topic]

Message ID: 23122
Date: Mon Jan 15 13:57:49 GMT 2001
Author: Cook Miller-ETOP03
Subject: Wow! Actual Gordon Statement...


Thought I would include text for those who can't surf during work.

Hello all,

Since the launch of EverQuest: The Scars of Velious, the EverQuest Live team
has been working on a number of things, from addressing issues in Velious to
adding additional content to other portions of the world. At this same time,
we've been working towards a point where we can stop tweaking class-based
abilities, and declare with confidence that they are as 'balanced' as we can
make them.

It is a foregone conclusion that the diversity of EverQuest's population
will never let us reach a point where everyone will be perfectly satisfied
with their class's abilities, as nearly every change we make tends to bother
some people while pleasing others. Still, we are confident that we can reach
a point where problems in our current game systems can be reduced to the
point that those left are either negligible in their impact, or offset
inversely by a similar problem affecting gameplay in an opposite direction.
We're nearly there, but following heated debate and the review of material
and opinions sent in by the players, we've decided to make some exciting and
unprecedented changes to a game system that has remained intact since
release: the experience system itself.

While the EverQuest Message-board FAQ states that the experience system is
not subject to post-production changes, it also explains that as developers
of an ongoing MMORPG in a dynamic world, there are times that we need to be
flexible and address issues as necessary. Though it has always been our goal
to avoid changes to core systems whenever possible, our additional goal of
finalizing class balance takes precedence in this case.

We're going to depart from our usual method of releasing information by
giving everyone some specific information in regards to how these systems
currently work, and how they will work after the patch. It is very important
to us that everyone understands our goals, and the fact that these changes
are helpful to all of the players. We can only do that by giving you the
details necessary for you to draw your own conclusions.

Zone Experience

The first and perhaps easiest to explain change that we are making to the
experience system is the modification of what we call the 'Zone Experience
Multiplier', or 'ZEM'. Currently, every creature in game of a given level
yields a fixed amount of 'Base Experience' (experience before it is
allocated to group members). That base experience is then multiplied by the
ZEM which is set to a value in correlation with the risk in a particular
zone compared with the reward; at least, that is the goal.

Recently we evaluated many underutilized dungeons and considered reasons why
they might be underutilized. Some people suggested that proximity of bind
locations plays a part, and as such we are considering adding more binding
locations to the game. We of course will not allow everyone to bind on the
doorstep of a dungeon, but these changes should hopefully reduce the
potential run for a melee class. While additional binding locations probably
will not be in the next patch, we did want to discuss our thoughts on the
matter.

Another suggestion, one that probably has the most merit, is that some
dungeons are too risky given everything concerned. The natural conclusion is
that we should increase the reward in order to offset the added risk. Our
contention is that most people would rather be grouping and fighting their
way through a dungeon because it's more fun, but feel 'forced' to sit
outdoors and camp zero-risk single spawns because it is safer and thus more
efficient. While that statement might be true in an ideal world, it usually
results in crowding in these popular outdoor zones (for example, Lake of Ill
Omen or Oasis). The crowding in these zones really results in less efficient
progress than one could make in a dungeon given a good group, but is still
SAFE, at least ensuring that one will not have to tolerate 'going
backwards'.

We can increase the reward of a particular dungeon in two fashions: We can
either put in good loot, or we can change the ZEM. The problem with
increasing the quality or quantity of loot is that if the loot is good
enough, it's more likely to draw people far above the desired level range
for the dungeon, making it some place that appropriately leveled folk choose
to avoid. The second problem with the ever-increasing quality of loot is
inflation: as good loot becomes more widely available, its value and the
prestige value from owning it declines.

In this case, we decided that the most appropriate action for several
underutilized dungeons would be to increase the ZEM; that is, increase the
amount of experience that everyone gets when adventuring in the zone.

As of the next patch, you will receive additional experience (per kill) in
the following zones:

Droga increased by 12%
Nurga increased by 12%
Solusek's Eye (Sol A) increased by 13%
Najena increased by 13%
Befallen increased by 13%
Paw increased by 13%
Permafrost increased by 13%
Kaesora increased by 18%
Qeynos Catacombs increased by 20%
Runnyeye increased by 20%
Kerra Ridge increased by 20%
The Hole increased by 25%
Grouping Bonus

We've always been the first to say that EverQuest is designed to promote
grouping. Those who prefer to solo should be able to do so with some
restrictions, but probably will not be able to go everywhere and do
everything like a well-oiled, or like multiple well-oiled groups. This is a
main foundation of EverQuest, and is what drove our decision to implement a
class-based system where classes have strengths and weaknesses that
complement each other.

Aside from making it so that the best gear requires groups, either to get
quest items or get the best gear directly, our goal was to make it so that
groups could advance faster than a solo player. One way we tried to reach
this goal was by putting experience bonuses in dungeons, so our changes
mentioned above should certainly help in that area. Another way we tried to
reach that goal was by giving a per-kill experience bonus based on the size
of the group.

One thing that has been confirmed by many of our high level players, both
inside and outside the company, is that the 'best' groups can already
advance faster in a grouping situation than by any one member camping a
single spawn. However, it has been pointed out that not everyone has the
opportunity to get in the 'best group'. This led to many players choosing to
'camp the single spawn' because they then do not have to worry about someone
else getting their character killed. This in turn exacerbated the problem,
as many players chose to 'camp the single spawn' from creation to old age,
and are just beginning to experience grouping and learn group-skills at
about the time that dungeons become the most unforgiving. The inevitable
result is that the level 50 'dungeon newbies' contribute to the fact that
the group isn't the 'best group'.

Our goal is to get people grouping earlier, and provide them enough of a
bonus where they do not feel that they are losing ground during the learning
process. We feel we can do this by doubling the grouping experience bonus
and by scaling it up based on the size of the group. Currently, the bonus is
an additional 2% experience per group member, not counting the first one,
leading to a maximum bonus of 10%. Following the next patch, the bonus will
be as follows:

2 person group - 2% total bonus.
3 person group - 6% total bonus.
4 person group - 10% total bonus.
5 person group - 14% total bonus.
6 person group - 20% total bonus.
This bonus is applied to the total experience reward for killing a creature
prior to distributing it to the group.

Many people have pointed out that when killing in a group you get less
experience per kill. This is of course true, but what is often missed is
that you can kill many more creatures, and creatures of a higher level when
in that group. For instance, a good two-person group should be able to kill
things of a higher level over twice as fast as a solo person should. Now,
we're going to give them even more of a bonus for doing so, AND make it
easier for people to find pickup groups on the basis of getting higher
scaled bonus.

Finally, we very well may decide to revamp and/or readjust NPC populations
and/or experience multipliers in the future in order to ensure that groups
adventuring there find them worthwhile.

Experience Penalties - Description

I think that it would be appropriate to say that most players are aware that
there are different experience requirements for advancement based upon the
race and class you choose to play. Ogres, for instance, require more
experience to level than Halflings, and Shadowknights require more
experience to level than Warriors. As such, an Ogre Shadowknight requires
FAR more experience to level than a Halfling Warrior does. What some people
have discovered is that when in a group, everyone shares in this penalty.
Before getting into our plan, I think that its important to talk about what
our goals were regarding experience penalties and the group sharing in that
penalty.

When EverQuest player characters were being designed, it was immediately
apparent that some races and classes would be more powerful than others
given versatility and other factors. Later, it came to light that the
concept of being 'more powerful' began to break down at the upper levels,
given that everyone capped at the same level. We could not let any one race
or class be immensely more powerful than another at that final point, as it
would essentially put parts of the game off limits to those who chose the
less powerful classes. While we did a good job of making races vary in
power, but not so much as to be unbalancing, the same could not be said for
classes. Still, though classes would be roughly equivalent in regard to the
compelling reason to play them through versatility, the experience penalties
were kept.

In regards to the sharing of the experience penalty, it was apparent in
beta, before the penalty was shared, that those playing characters without
an experience penalty leveled faster than those that did. It was obvious
that this would occur, but it was to the extreme that a group of friends,
all playing together, would become separated to the point that they could no
longer group efficiently in the mid to upper-mid levels. So we chose to
distribute experience in the group on the basis of the total experience of
each member rather than the level, in order to keep groups together.

As such, a level 20 Troll SK, having more experience total than a Human
Wizard of the same level, would get more experience from each kill, while
the total experience for the kill was unchanged. Essentially, the SK would
take part of the Wizard's share were everything distributed equally to begin
with.

Experience Penalties - Resolutions

Over the past week the EverQuest team has been considering experience
penalties in all their forms. We had many meetings where the issue was hotly
debated from both sides. We had to consider not only the effect on the
individual player, but also the effect of any changes on the game as a
whole. Eventually, we nearly unanimously decided the following:

1. Race-based penalties are appropriate. An ogre, for instance, does indeed
make a better warrior than a halfling. It is not so little that the faction
and size problems make up for it, and not so much that it is really
unbalancing at upper levels, but enough that the penalty should apply.
Secondly, the penalty is not so severe (compared with class-based penalties)
that it would cause groups to break up on the journey from one to sixty due
to level differences.

2. Class-based penalties are not appropriate. Classes are roughly equivalent
in power throughout the level ranges, and the versatility does not make up
for that penalty. In fact, the majority of changes made to classes in the
name of balance in the last year were based on the assumption that, at the
high end, each class should still be roughly as needed and balanced as any
other.

3. Penalties, in any form, should not be shared with the group. Players know
that no one class is immensely more powerful/valuable than another, and as
such it is not fair to ask them to share a burden. If classes with penalties
were really more powerful or valuable than the other classes, then it might
be right, but that isn't the case here. Furthermore, sharing of penalties
causes people to reject potential group members on the basis of them
'sucking' too much experience.

4. We're going to fix it.

5. Class-based experience bonuses (which warriors and rogues get) are also
not appropriate, as they cannot be so if penalties are not. However, we've
decided to leave this as-is, since the bonus is not so severe as to be
unbalancing. Bottom line: we don't feel the bonus is enough to warrant a fix
that could be interpreted as a 'nerf'.

Experience Penalties - Implementation

Though people often refer to the class-based penalties as the 'Hybrid
Penalty', most classes have a penalty. Hybrids just have the largest. A
hybrid requires 40% more experience to level than standard, Monks require
20% more, and Intelligence casters require 10% additional experience.

Unfortunately, we cannot change the experience tables themselves without
running each character (which number in the tens of millions) through an
'Experience Converter' without existing players changing levels
spontaneously. While some might argue that we should grant free levels to
everyone with a penalty, that would not be in the best interest of gameplay.
After all, who would want a paladin with level 40 skills (skills in the
player-sense, rather than the character-sense) in your level 60 group
tomorrow? Everyone earns his or her experience under the rules that exist at
the time.

This means that we must address the penalty differently: basically, for
every kill, after all grouping bonuses and zone bonuses are applied, the
experience will be split up according to level, rather than experience. For
those classes that do not have a penalty, they will then be given that
share. Those classes that have a penalty will get their share, multiplied by
their experience penalty. Essentially we are creating extra experience to
give to those with a penalty after everyone else has gotten their share.

Since penalties are always a value over '1', this results in the creation of
additional experience. And, since shares are determined by level rather than
total experience as before, a character will get just as much experience for
a kill based upon the size and level of the group, regardless of the class
makeup. Finally, everyone in the group gains experience at a faster rate
because we're creating the additional experience for those with penalties
out of thin air, rather than taking it from other members of the group. That
means that after implementation, those without penalties will get more
experience for every kill than they would have if they ever grouped with a
class with a penalty.

Now you'll notice that we are dividing up experience based upon the level
makeup of the group. For instance, if a level 20 and a level 21 group
together, the level 21 will get more experience per kill. That is however
only fair since the level 21 does actually contribute more value to the
group.

There is a problem, however, with this 'new' formula. Death penalties are
currently based off of the level before your current one. Secondly, everyone
suffers the same numeric experience loss on death as anyone else of their
race, regardless of class or class-based experience penalties. What this
means is: if I am a cleric, and you are an SK of the same level and race, we
both die and lose the same numeric value of experience (Example: 100,000
experience points). When we go back to recover from death, you as the SK
will get your 100,000 points back faster than I will as a cleric, since all
of the experience you get is multiplied by your class-penalty (1.4).
Essentially, I lose and gain experience at 1.0, but you lose at 1.0, and
gain at 1.4.

This is a balance issue we decided was also necessary to address. If we are
going to make the statement that class experience penalties should not
exist, we then have to do it on both ends (with exception to the two classes
that we've decided to leave as-is). As such, rather than losing the same
numeric value, loss on death will also be multiplied by the experience
penalty. Since everyone currently loses experience as if they are a warrior
of their own race, we do not want anyone to lose more relative experience
(e.g. experience such that recovery from death is more difficult). Hence, we
further multiply the experience loss on death by the class experience
modifier for warriors (0.9).

In our example above, my cleric would lose 90,000 XP on death at my level
(Same as before since clerics do not have an XP penalty), but your SK will
lose 126,000 XP (Same as before, plus something to offset the experience
gain bonus). Death is, however, still easier to recover from for both
classes since we create experience out of thin air for every kill.

We felt that it was important to announce this as well since those with
penalties will see a larger portion of their 'bubble' lost upon a death, but
will now recover that experience much faster. It's VERY important to
understand this. Again, if you play a class that gets a bonus now when you
make a kill, you will also lose more due to death. Please remember this
when, after your first death post-patch, you see a greater experience loss
on your screen: you are also gaining more experience for each kill.

Summary

The changes that we are making in the next patch should have a profound
impact upon the game:
Classes no longer have a true class-based experience penalty, making it
easier for people to play the class that they want to play, rather than the
class that they feel compelled to play due to faster advancement.
Race based penalties are no longer shared with the group, and in truth are
not severe enough to greatly impact the advancement speed of any particular
race. Even the race with the worst penalty will level no slower than a human
monk does now, and in truth will level faster due to the other changes that
went in.
The grouping bonus increase, in addition to the other changes, makes
grouping much more efficient, without reducing the current efficiency of
soloing for those who prefer that route.
Experience modifiers turned up in the other zones should encourage people to
spread out, have more fun, and allow those staying behind in other areas to
have more fun themselves since the area is less crowded.
All players, assuming that they have an experience penalty, or ever group
with anyone who does, will level faster.
Many of these changes are quite involved in regards to their implementation,
and as such we want to be sure that everyone interested understands them.
Alan 'Absor' VanCouvering will be happy to answer any questions that you may
have on the EverQuest Message boards. Until then, we sincerely hope that
these changes will help all players, whether 'uber' or 'causal', experience
and enjoy EverQuest to their greatest potential.

For Brad McQuaid, Jeff Butler, and every dedicated member of the EverQuest
Team,

Gordon Wrinn
Associate Producer, EQLive
Sony Online Entertainment

Oh my goodness,

Piemur