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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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SOE offers customers compensation for downtime and security breach

It’s been a little while since we’ve had an official update from Sony Online Entertainment (SOE) since services were suspended last week following the discovery that SOE’s systems had also been compromised in last month’s attack, but today SOE breaks the silence today with a new update. While today’s update doesn’t offer a solid date for services restoration, it does provide a list of what SOE will be doing to make up the downtime and security breach to its customers.

Like NA Playstation Network customers, NA SOE customers will also have the option to enroll in the 12-month ALLClear ID Plus identity theft protection service. Similar programs will be offered to users outside of the US. Subscribers to SOE games will also receive 30 free days of game time plus one day for each day services are down. Additionally, each of SOE’s games will be offering a series of in-game events and in some cases items as part of a "welcome back" to players. Lifetime and Station Access subscribers will be receiving an allotment of Station Cash as well. Check out the official announcement after the break for all the details.

The update notes that services are expected to be down at least a few more days. So if you’re looking for something to do, be sure to browse our game list by clicking "Select an MMO…" located in the upper right corner of the Ten Ton Hammer website. You’ll find plenty of subscription and free-to-play games there to keep you busy while the SOE downtime continues.

Source: SOE Update

 

SOE offers customers compensation for downtime and security breach

It’s been a little while since we’ve had an official update from Sony Online Entertainment (SOE) since services were suspended last week following the discovery that SOE’s systems had also been compromised in last month’s attack, but today SOE breaks the silence today with a new update. While today’s update doesn’t offer a solid date for services restoration, it does provide a list of what SOE will be doing to make up the downtime and security breach to its customers.

Like NA Playstation Network customers, NA SOE customers will also have the option to enroll in the 12-month ALLClear ID Plus identity theft protection service. Similar programs will be offered to users outside of the US. Subscribers to SOE games will also receive 30 free days of game time plus one day for each day services are down. Additionally, each of SOE’s games will be offering a series of in-game events and in some cases items as part of a "welcome back" to players. Lifetime and Station Access subscribers will be receiving an allotment of Station Cash as well. Check out the official announcement after the break for all the details.

The update notes that services are expected to be down at least a few more days. So if you’re looking for something to do, be sure to browse our game list by clicking "Select an MMO…" located in the upper right corner of the Ten Ton Hammer website. You’ll find plenty of subscription and free-to-play games there to keep you busy while the SOE downtime continues.

Source: SOE Update

 

Destiny of Velious introduced an unparalleled strict progression to both its group and raid zones. Players wanting to group up in Velious instances have discovered that there are 3 sets of group zones which each require completing the one before it in progression before being granted access.

For instance, you must clear Tower of Frozen Shadow: Shadowed Corridors to gain access to ToFS: Umbral Halls, which must be cleared to gain access to ToFS: Haunt of Syl’Tor. And aspiring raiders must clear all 3 of these group zones in order to gain access to the Tower of Frozen Shadow x2 raid zone. And as we also saw in The Shadow Odyseey expansion, raiders who wish to take on the most difficult x4 Raid content in Velious must first acquire a clickable debuff item by clearing the Tower of Frozen Shadow x2.

With such a daunting interdependency on all Velious zones from group instances through x2 raid and onto the x4 raid zones, you would think that Progression Quests would have been fully tested through QA and ready for players on day 1 of the expansion. Alternately, you would expect that if bugs were discovered, some of these quests would have been passable through other means. Any MMO is going to have adjustments, tweaks, nerfs, etc. after the launch of an expansion. But it’s quite another to release content that MUST all work smoothly end-to-end, yet doesn’t.

Necretia the Widowmaker

Tuesday’s Update restored Necretia the Widowmaker, a boss of Tower of Frozen Shadow x2 nearly a week after she was removed from the game due to two problems. First, it was noticed several weeks ago that she could be killed and respawned. However it was when an extraordinary item on her loot table, the Necretia Bow of Webs was discovered that she was despanwed. This bow had inflated stats and effects such that it was equivalent to a “level 300 item”. However the issue here is one of progression. Tower of Frozen Shadow x2 cannot be completed without her.

It took several days to get this resolved, and guilds who had already started the zone must wait for their zone to reset and start over to get a chance at fighting her. Until then, certain guilds remain unable to raid Velious x4 content through no limitation of their own.

Six Weeks Later

Destiny of Velious’ progression structure ended up concentrating players into just a few certain dungeons, trying to ‘open up’ the game. Yet due to a variety of bugs, players have been flummoxed in their progression. This started right from the beginning with Lord Doljonijiarnimorinar (Lord Bob). He was at first nearly unkillable, and also bugged so that he could be killed repeatedly by raid guilds. He had to be removed from the game, thus making it nearly impossible for players to complete any group dungeons at all unless they had raid gear from Sentinel’s Fate.

In the past weeks, we have continued to see a high volume of progression bugs and script problems with locking and unlocking doors in dungeons, and the mobs themselves despawning, bugging out, or being unkillable.

Progression bugs have not been limited to new zones either:

By many accounts, Destiny of Velious is a good expansion with lots of great dungeons, challenging encounters, well-written quests, and lots of things to do. Although the itemization has been widely panned for boiling down EverQuest II’s 24 class system to a 4 class system, and graphical glitches have partly tarnished the otherwise great artwork,  it is these progression bugs that have prevented some players from just logging in and enjoying the content.

Six weeks after the launch of Destiny of Velious, bugs still remain in the progression and completion of the 9 group dungeons and 4 raid zones in this expansion, presenting additional challenges for those players who wish to enjoy the entire expansion’s content. It seems fortuitous that Velious also brought Public Quests with powerful gear as a distraction while bugs with the instances were resolved.

Your Feedback

Are we making a mountain out of a molehill? Have you been able to find plenty to do in Velious with faction grinds and questing and public quests such that a few bugs here and there in instances and raid zones don’t affect you that much?

 

As first reported by Kotaku.com:

Sony Online Entertainment, makers of D.C. Universe Online and Free Realms, closed three studios and will lay off nearly a third of its workforce, Kotaku has learned.

Word began spreading when George Broussard, best known as the co-creator of Duke Nukem Forever, tweeted earlier this evening that SOE was seeing layoffs and “studio closure is possible.” Kotaku has confirmed through a source familiar with the matter that the closures affect SOE’s studios in Seattle, Tucson, Ariz. and Denver. Half of the workforce at SOE offices in Austin, Texas were pink slipped along with a sizeable portion of San Diego. In sum, it accounts for nearly one-third of SOE’s manpower before today.

Kotaku has reached out to Sony Online Entertainment for official comment.

Sony’s MMO Makers Close Three Studios, Lay Off One-Third of Workforce @ Kotaku

With the faltering FreeRealms now a huge drag on the SOE profit-and-loss report, and no sign of The Agency, a lot rests on EverQuest 2, DC Universe Online, and a growing gaggle of Facebook games. I wouldn’t be surprised if EQNext make a big splash at Fan Faire.

UPDATE: Kotaku has a second source confirming this news.

UPDATE: Sites around the web carrying this article:

Notably, SOE Seattle has been the lead development studio of The Agency, which had been slated to launch in the second half of the year (after a long delay). Neither SOE Denver nor Tucson has been working on anything as high profile as The Agency, though both have continued to operate a number of SOE titles, including Denver’s Legends Of Norrath and other digital card games, and Tucson’s PoxNora strategy game.

 

Let’s Be Honest…

Public Quests completed even at the highest “x4 raid” level demand neither the coordination nor the discipline of any of the raid content in the last 3 expansions. Storm Gorge requires a little more focus than Ring War, but generally speaking, 24-40 players standing in the right place, killing the right mobs, in the right order, stand to inherit a wagonload of Legendary gear with Yellow adornment slots, all without such challenges as timing AOEs, switching to an Off-Tank, agro-juggling, or any complex strategy. The biggest enemy encountered is usually Server Lag.

Public Quests offer a speedy alternate route to gearing up for players who largely skipped Sentinel’s Fate, are gearing up alts, or just aren’t interested in more solo questing (although as we found, the Othmir questline writing, structure, and payoff are all above average and keep the obvious time sinks to a minimum).

So what’s to stop players from logging in alts, parking them near the scene of a Public Quest, and going to get a coffee while their toon “earns” amazing gear? Apparently not enough. While we have taken issue with certain players who spend an awful lot of time critiquing how others play the game and all the ways in which those methods are unfair or unbalancing, even we would be foolish to defend standing around AFK in a Public Quest all while earning Legendary or Fabled gear. We believe its in everyone’s interest that your favored MMO have a long-term plan besides “More dungeons and more lootz in the next Game Update!” Gameplay that allows leapfrogging most of the content progression is disruptive for the game. Velious has got to last us the next year, and as robust as the Game Updates may end up being, the end of the treadmill should never be visible.

With the nerf bat swinging pretty hard in the past 2 weeks, knocking some 60% off the Critical Mitigation of Public Quest gear sets for Fighters and closer to 40% for Scouts, Mages, and Priests, not to mention the removal of Fabled transmutables, some feel that the honeymoon is over and there remains little point to Public Quests. But even with these changes, Public Quest gear remains an excellent launch point into Velious’ merciless instances. They are a step up from the Othmir quest gear and open the door with yellow adornment slots (thus giving you something to burn up all those extra Marks of Manaar from Odus on).

Even without the gear, Instant AA (about 8-12% depending) totems, Deity sacrifice items, and most importantly — Velium Cloudy Jewels – remain valuable and inventive rewards to these accessible events. Those Velium Cloudy Jewels are hot ticket items as they can be pawned into any Velious faction, especially the elusive Thurgadin who have chosen not to offer any daily faction quests outside of dungeon crawls. The other three factions (Othmir, Snowfang, and Ry’Gorr) aren’t much less stingy, each offering just 2-3 daily (18 hours) faction quests. [See our Velious: A Continent Divided by Faction article]

And even with the PQ armor getting knocked down in effectiveness (and no doubt keeping Customer Service QUITE busy with petitions as players ask for all their old Sentinel’s Fate gear back), Public Quests still offer that rare chance to acquire a Fabled Weapon, Fabled Chestpiece, or choice of Yellow or Red Adornment. Now, these are RARE, not on smart loot, and of course subject to EQ2’s evil “Random” Number Generator (perhaps some day EQ2 will consider a truly random number generator), as EQ2’s own Domino discovered after spending a couple of weeks to finally earn a nice fabled Scout weapon for her dirge.

Away From Keyboard?

During Beta, Public Quest head honcho Windslasher indicated that a certain degree of participation was required in Public Quests to unlock certain degrees of reward. In response to continued concerns since the launch of Velious that players have been reaping the rewards of Public Quests while AFK (Away from Keyboard), Windslasher has added some additional detection code and a participation threshhold. So far, the feedback seems to be mixed.

Many players are now receiving the message “You are not entitled to any rewards.” despite being active participants in the Public Quest from beginning-to-end. Players provided detailed explanations of how they participated, and it was not limited to healers who were getting “counted absent”.

Windslasher responded:

I’ve discovered another issue [regarding the participation filter] and I’m fixing it along with the upcoming lag optimizations.

and:

The people who went through the whole SG fight, defeated Goredeth Maulhammer and got Pulsating instead of Humming were probably right on the cusp of getting full credit. So my anti-afk tweaks went just a tiny bit too far. I will fix it.

The next big update for Storm Gorge will restructure the event to reduce lag significantly, and I think the improved playability will solve this problem too.

and as for how Public Quests are playing out on PvP servers:

If you’re just PvPing to the exclusion of all else, then you won’t get credit because you’re not participating. But a mix of pvp and pve fighting is fine.

Generally whichever side’s winning will tend to be better off loot-wise, but if you’re tough and sneaky you can get the best loot even when the whole place is camped by hostiles. I haven’t tried it myself yet, but it sounds really fun…

What are your thoughts? What have your experiences been since Thursday’s changes?

 

From EverQuest2.com:

We’ve got more info today about the new Freeblood playable vampire race that’s coming to EverQuest II! Read the initial lore story we shared yesterday at this link, then be sure to check back next week when we’ll have additional details and a new lore story that explains even more about this new race and its place in Norrath.

We also have some new screenshots to share, showing a variety of looks, and some of the special features available with the Freeblood. Because the nature of an MMO is ever-changing, we’re not necessarily done with the appearance of the vampires yet. There may be more adjustments and it’s still a work-in-progress, but we wanted to share a sample of the current state of the race’s female appearances.

One of the special features of the Freeblood is a Racial Trait, “Reveal Inner Self,” which lets the character change from attractive to demonic in appearance. Another Racial Trait, “Bloodletting,” grants a minor Lifetap spell to occasionally drain health from targeted enemies.

Editor’s Note: The highlighted section was added after publication.

Another feature of the Freeblood race is a new hand-to-hand combat animation set. In addition, it will include a special “invisible” appearance weapon that lets the character use these combat animations, even if they’re wielding a sword and shield.

Check EverQuest2.com again next week for more information about the Freeblood, how they react to sunlight, how they are treated by the citizens and guardians of Norrath, and how they live amongst the people.

 

Community.

What does that word really mean in an MMO?  We don’t live in the same neighborhoods, nor even know each other outside a virtual world, so what does a gaming community mean to those playing the game?

In the past few weeks, since SOE’s announcement of going free to play, I have been exploring other games that are out there.  I’ve been trying to see what makes other games tick and what is missing from this game.  I have been having a lot of fun being a part of communities who’s game hasn’t even released yet.  Just a bunch of crazy gamers on a forum, talking about the game, discussing ideas for the game in question and what they liked and didn’t like from different games, discussing things out side of games and finding common ground.   This is even before they can play their chosen game.

This got me thinking about EQ2, and what it’s lacking right now.  I feel SOE has become detached from its community.   I think it happened before free to play, and now that free to play is out, the writing is on the wall.

Sure we get a bone now and then about an update, an explanation about the newest release, or even a post about mechanics.  SOE does throw fan faire, a great event to really catch a dev and speak to them.  But the majority of the fan base can’t go to fan faire, due to lack of spots, money or what have you.  Also it is sorta like talking to a politician on a campaign race…really how much of a difference is your one suggestion going to make?  I thank SOE for putting on that great event, but in my opinion its not enough.

There are discussions on the forums every day about x thing that doesn’t work, about y mechanic that is broke.  About what a class wants on the next expansion.  However, most of these discussions are “reactive” in nature.  Something is broke in the game, alright lets talk about it!  I don’t see a lot discussion coming from those who created the game, they aren’t answering our questions, or even telling us their ideas anymore except for the rare post that you may find about a specific issue for testing.

I came across this thread today.  Last year around this time, they had Q&A sessions each month, a series of questions and answers…we have 70 some odd questions just about free to play  floating out there waiting for answers and all we’ve gotten is silence.

I also don’t see the interaction between the community and it’s managers (not just the current one) like we had a long time in the past, and that newer games have now.  As one of the previous articles here on this website stated, why does eq2 only have 1 community manager that gives information to us, why don’t they have a couple to keep us together as a community and communicate with us?

I think SOE needs to communicate more with it’s player base.  Honesty is the best policy, if they are going to make a decision, tell the community.  Sure there will always be naysayers, but in the end, they will be dubbed semi-honest and less shady and they won’t loose the respect of most of their loyal players.

If a developer has an idea, they should share them.  Not all of them of course, but the ones that will be a broad change.  Or even ideas like “wouldn’t be cool if…what are your thoughts”.   I will use the new UI for example, I think if they asked for player input on ideas that they would like in a UI that works for both new players and veterans, they could have came up with an awesome innovative UI that worked for everyone.  Instead, they change it, then ask for feedback, then tell us that’s the way it is for the most part except for little changes.

I think in the end, the EQ2 community has lost it’s cohesiveness.  We are split over free to play, and soon we will be split even further onto two separate forums.  We are split over hardcore raiders and solo players.  We are split over those who are disillusioned and dissatisfied and those who are happy with SOEs current status and decision making.

SOE needs to bring us back together, or we will find another community to be a part of that we feel like we are a part of.

In my opinion, the community is the biggest and most important part of an MMO, it is why I play the game.

 

I still talk about the 1-50 (or 1-89) game in EQ2. I would be naive not to realize that once most folks reach 90, does it really matter how they got there? To a growing population — not really.

However people quit EQ2 all the time. Whether over an unpopular policy, or the draws of real life, a slow trickle of players are always leaving MMOs and they must be replenished. You need new players. All the great players of eq2 had the luxury of leveling up at a pleasant pace, playing fun content from at *least* 35-70 with KoS and EoF.

If you aren’t training up new players, then eq2 is a bucket with a steady leak and no refills (thanks to whomever coined that apropos euphemism).

The last 3 expansion have been all at endgame. I’m not saying they were great. But the focus is in the right place.

But I feel that level grind + aa grind using parlor tricks like RAF, potions, and high xp potions is a sorry introduction to an MMO for new players.

Remember all that time spent revamping named and adding achievements and quests for level 1-50 content?

Imagine if there were optional quests to unlock AA lines. Imagine quests that reward 1-2 aa points for experiencing defining content of the game. Imagine if Alternate Advancement really were an alternative means of advancing.

I know 1-50 or 1-89 is meaningless to endgame raiders. Honestly I want to blow through those levels myself. But you know what happens if you stop scouting and drafting from high school and college games? You get empty Pro teams with no players.

Of course announcing 1 week before Fan Faire that the eq2 subscription servers will be all *downside* compared to F2P servers does not instill confidence either. Nobody wants to start playing a new-to-them MMO on older servers that, by all accounts will be “teh suck”.

 

Starseeker is another new contributor to EQ2Wire and wanted to share a viewpoint on the aftermath of EQ2’s F2P announcement.

This is my commentary on Free to Play.  I have to get it off my chest.

EverQuest 2 is an old game, 6 years, that is a long time for an MMO.  I have been playing this game since launch.  I remember the days when you would have spirit shards, and experience debt that would take away XP instead of just give you a % penalty.  I remember when your guild could lose levels, and when there was heroic content in overland zones.

Things change.  It is the way of life that nothing can stay the same forever.  EverQuest 2 is no exception. It has changed and morphed and gone through its trials and tribulations.

The rest of the article after the jump…

I started this game as a solo player with a friend.  We played that way up until the Echoes of Faydwer expansion pack, and then we got into raiding.  Our raid guild wasn’t that great — a casual guild with alot of problems — but it was always fun to log in on a raid night and joke around with 24 other people.  To banter in teamspeak, to have duels before the raids, in which some folks would get feared off the islands and we’d all have a good laugh.

Currently, I am in a different casual raid guild that I lead.  Being a guild leader gives you a different perspective on how things affect the servers, the game, and the community.

As the expansions went on, and the days went on, the game changed.  It became more about loot, more about stats, and min/ maxing.  The gear became inflated, but it was and still is a good game.  Just not the game it was originally.

They made leveling easier, they made raid mobs harder.  They came out with more instances, and less overland zones.

Now they have changed the game again, to free-to-play.  It is understandable why they have done it, they need subscriptions.  However, all of those memories I mentioned above, that are experienced by the new player when they first wander into EQ2 will be experienced on a new server.  With new support, new people, and a different rule set.  A server that tells them that they do not have to work for their game play experience.  They only have to spend a few dollars, and they’ll have everything at their fingertips.

One of my best memories of the game, is when I finally earned 4 platinum, to buy myself a horse.  Even though it was ugly, and looked like a blob, I rode that thing everywhere.  It took me nearly a year of saving.   Now for $12.50 you can buy a mount at level 1.  Have I bought the station cash mounts?  Yes.  I like the look of them, but for a new player, who doesn’t have 3 accounts, and 8 toons over level 80…perhaps earning things would make them stay in the game longer, like it did for all of us.

It saddens me that the game has been reduced to this level.  When free-to-play was announced, the outcry from players like me — veteran players — was like a death scream of an era that only we remember.  The outcry was loud, fierce, and largely unheard.  Our words are twisted.  We now have a gun to our heads that basically is “accept the SC marketplace or watch the game that has gotten you through 6 years of your life die slowly.”

What choice do we have? Quit?

I imagine that is the route a lot of people are going, several people I have known for a long time have gone this route.  I have also canceled my extra accounts.  I’m holding on to that last one with hope that something will save us, but I think the boat has left the harbor.  We are now in a “conform or die” stage of this game.

The veterans remember what the old game was about, and what it has become.  This knowledge, this “lore” so to speak, will be lost on the new servers.  It will be lost with more and more people canceling.  Eventually, perhaps no one will remember the plague that took over Norrath, or when the gods came to us, or when avatars were present.  It makes me sad and disappointed.

It will be a different world, one where you can buy your way through.  One where you can purchase access to the things you want.

EverQuest was supposed to be an escape from real life. A fantasy game with no limits. Now the limit is your wallet. A lot of us are wondering — where will our next escape come from?

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