> *********** snip ***************** 

> Topic: HUGE changes coming to an EQ near you! 
> Aradune 
> Station Member posted 01-14-2001 04:48 PM 
> -------------------------------------------------- 
> Hi all, 
> The following is the new Producer's Letter, which will 
> be posted to everquest.com on Tuesday. I wanted to get 
> it up on the message boards sooner so you all can get 
> the word out, and because you guys are where we get 
> most of our feedback and deserve a little advanced 
> info now and then 

> These are BIG changes, and are a summary of reactions 
> to months of thought and a ton of feedback. I don't 
> think we've made changes this fundamental since beta, 
> so cross your fingers and read on: 

> --------------- 

> January 14, 2001 

> 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 (SolA) 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