Brad McQuaid talks about Everquest with Allakhazam

Brad McQuaid, known by many by his pseudonym Aradune, is one of the original producers and designers of Everquest. He went from founder and Vice President of Verant Interactive to Vice President of Premium Games and Chief Creative Officer of SOE, until he resigned recently to pursue other goals. He was nice enough to take the time to answer some questions with me about the background and design of Everquest, his reasons for leaving SOE and his plans for the future. Read on for the entire interview. Thank you for taking the time to do this interview with me. You’re very welcome. You spent 5 plus years designing and developing the game EverQuest. Now that you are “just a player”, do you still play the game and enjoy it? Absolutely – in fact, more so. I’ve a little more free time now than I had before, so I’ve been playing a lot of EQ on the Firiona Vie Role Playing Preferred server. I was very involved in coming up with the ruleset on that server, so my playing preferences fit in pretty well there. As a player, what aspects of the game do you enjoy the most and what do you enjoy the least? Honestly, playing the game as it is now, with my character and his group of friends in their mid-20s, I can’t really think of anything to complain about. I do think VI should remove the ‘must be anonymous’ aspect of the RP flag – it’s often too hard to find people of the class and level you need for a group on FV. Also, I’m sure as I climb towards the higher levels, where the gameplay changes significantly, I’ll probably find a few more irritants. As for what I enjoy… well, pretty much all of it. I’m primarily an achiever, and secondarily both an explorer and socializer. EQ works very well for that type of player, with its focus on character development and item acquisition. Add to that great communication tools, a very immersive and HUGE world and you’ve got most all of the components I need in an MMORPG to have a great time. As a designer, what are you most proud of when you look back at what you accomplished in developing EverQuest? Why? Well, first I’m very proud of the team and the fact that we finished what we set out to do. EverQuest was in a sense an experiment and a gamble. We looked at what made text MUDs so compelling to a niche group of primarily college kids and said to ourselves, ‘if we take all of that and couple it with a more accessible 3D world and proper marketing and support, would such a game be commercially viable?’ And, thankfully, the answer turned out to be yes – in fact, a much bigger ‘yes’ than we’d ever dreamed. I think overall we did a great job adapting tried-and-true MUD mechanics to a commercial 3D game. I think we then added some great new features and refinements to the genre. I’m proud that we stayed focused on game balance and on challenge, not giving into the forces that constantly ask for a ‘Monty Haul’ game (but in reality, don’t want one). And then I think the content designers have done an amazing job building a vast, high fantasy world, full of interesting people, places, and things. There’s really a lot to be collectively proud of and it’s an honor to have worked with everyone who is or was ever involved in developing EverQuest. Looking back on the game with 20/20 hindsight, what (if anything) would you have designed differently? Why? Oh, there’s still a lot that didn’t work out right, despite the game overall turning out fantastic. Let me list a few things that I’d go back and approach or implement differently had I a time machine handy. Camping: Probably EQ’s biggest flaw, in my opinion. We should have approached dungeon spawning and encounter mechanics very differently. The most efficient (and fun) way to gain experience and seek out treasure should be DOING a dungeon, not sitting in one spot, waiting for a spawn, or pulling things to you. Skill Advancement: This should have to do with choices more so than it does… reaching your skill caps on most of your important skills soon after you level, each and every time, isn’t really what we were looking for. Making decisions and deciding to focus on different skills was more in line with what we’d wanted. Damage, AC, and HP: I don’t think these three turned out to be equally important, especially at higher levels. They should have been much more so. Same with stats and resistances: they should be more important. Bottom Feeding: This is still an area that bothers me, although attempts to address it were not very popular. I think, however, that had it been addressed at launch players would be used to it and the game a better one. Meditation and other Downtimes: There’s too much downtime, but I’d not advocate eliminating it as some others probably would; rather, I’d reduce it a bit and come up with more things to do during that ‘rest time’ in-between battles. Players need a break from the action… time to discuss what went wrong or right, time to use the restroom or grab a soda. The socialization that occurs during ‘downtime’ is extremely important and I don’t think non-stop Diablo-style combat is good for MMORPGs. That said, when you find out people are finishing Robert Jordan novels while playing EQ, you know things are a bit extreme. Empty Cities/Zones: The world builders spent a lot of time creating interesting, detailed cities, yet many are ignored – there’s simply not enough gameplay oriented reasons to use them. Also, many of the older dungeons need to be revamped and made more popular again. I hate to see so many interesting and beautiful zones underpopulated and therefore under-enjoyed. Twinking: This is a tough one, and in my mind there’s still no ‘easy’ solution to the twinking problem. One wants a player driven economy and one wants to encourage replayability… but then one also doesn’t want to see a bunch of level 5 characters running around in level 60 gear. Some people advocate significant item decay or hard level limits, but these either don’t address the problem completely, or introduce other, worse problems. In any case, in 20/20 hindsight I’d have devoted a lot more time and energy into solving, or at least addressing, this problem. Whew, I could probably (much to the surprise of those who think we believe we’re perfect) go on and on, but I’ll stop now. Looking back at your initial plans when EverQuest was still being drawn up and looking at the still evolving product we all see now, how does this product differ from what you initially dreamed up, and has it lagged, met or exceeded your expectations? In terms of gameplay, it’s pretty much met my expectations. As for the world and how detailed and vast it is, it’s exceeded my expectations. And certainly, in terms of popularity and commercial success, it’s far exceeded my expectations. John Smedley once noted that EverQuest turned out to be more similar to its original design document that any other game he’d seen developed. I’m pretty proud of this – we set out to create EverQuest and we did, and then we went beyond it, adding a few more features than originally planned (for example, trade skills) and growing the amount of content to an amazing degree. It’s funny… I never had the time to build multiple high level characters, or to play the game nearly as much as many others who eventually joined the development teams. But because of the time I’d invested before that, playing MUDs and such, and because of how closely the game turned out to be relative to the original vision, I could still participate in detailed design meetings and discussions about potential changes or problem issues. And as I play the game more now I really feel at home, thinking often to myself, ‘yep, what I’m experiencing is almost exactly what we set out to create.’ How much does the design of EverQuest owe to popular fantasy literature? What authors and novels did you draw inspiration from when developing the races and classes and characters that populate Norrath? You know, it’s actually all the fantasy novels I read (and continue to read) that give me the inspiration and desire to make these games. When I sit down and read a great book I really enjoy it, but there’s something missing… I want to BE there. I don’t want to just read about the protagonist and his adventures – I want to actually be a person in that fantasy world, able to go where I want and encounter all that world has to offer. I think MMORPGs are the closest means by which to accomplish that dream of actually being there… at least until a holodeck is invented. In fact, it’s my opinion that MMOGs in general will turn out to be the primitive ancestors of holodecks and other virtual reality experiences. With EverQuest, Steve Clover and I from the very beginning set out to create a high fantasy world, drawing influence from all sorts of books and stories and settings. Bill Trost and others later came along and put all kinds of ideas into the world, adding all sorts of detail, and often drawing on campaigns they’d written earlier. And you can clearly see the various influences, and I’m pretty sure we list a bunch of them in the special thanks sections of the credits. Name a popular author of fantasy or a great RPG, and I guarantee you somebody on the EQ team read it or played it, and that it inspired us… molded us into who we are creatively. Aside from the graffiti in the Qeynos Aqueducts, is there any element of EQ that you’d like to take particular credit for? Actually, I can’t take credit for the graffiti (that would be the work of those darn Irontoes), nor for the validity of their claims :) I really had the privilege, as Producer, to be involved in all aspects of the game… I worked on the design, interacted with the programmers, brainstormed with the artists… If I’m to take any particular credit, I think it would be for providing a lot of the willpower needed to see the game through, for co-authoring the original design document, for ensuring that we all stuck to the original vision of the game, and for doing most of the community support and PR before we actually had people to do those things. Oh, and the iced-over river in EverFrost – that was my idea too :) What race/class combinations have you played extensively (as a player, not a developer)? Which did you enjoy the most and why? I’ve always been a ranger and paladin sort of person, ever since my MUDing days. I really enjoy hybrids, and I generally play good aligned races and classes. Humans and half-elfs are probably my favorite as well. I think it’s probably versatility that attracts me most… I like being in there, fighting it out as a melee class… but I also like to cast spells every once in a while too. Do you have any favorite zones? If so, which ones and why? From a visual standpoint, my current favorite is the Twilight Sea… when I wander around in that zone I simply can’t believe it’s EverQuest. Hats off to the Luclin art team for that zone and many others. Gameplay-wise, I think the Warrens turned out to be a great zone. I’ve recently spent quite a bit of time in there, and it’s well layed out and populated. It has decent treasure and experience, and it’s challenging but not too difficult either. Do you have any favorite epic encounters? If so, which ones and why? I’m still fond of the original Vox and Nagafen encounters, and I still remember being blown away watching those early battles. Trakanon is an amazing NPC and where he’s at and the entire layout of Sebilis is awesome. And that we were even able to make the Plane of Sky work at all is something I’m still very proud of. The EverQuest players are fanatical about the game, which has led over the years to its share of criticism, fair and unfair, of both you and Sony. What is your reaction to the level of criticism you sometimes hear. It varies, really, and you’re right – sometimes it’s fair and sometimes it’s unfair. We certainly made our fair share of mistakes during the learning process of developing, launching, and then maintaining and updating a massively multiplayer game. There are several factors that make MMOGs unique, including the fact that these games can be patched. New content, new features, fixes, and adjustments can (and should) be made after the game launches. And while I think this is one of the greatest strengths MMOGs have, it has also led to some frustration amongst players when the status quo is changed on them. Overall, I think it’s just something that will take time for both players to get used to and for developers to get better at. Sometimes, in the attempt to balance or tweak something, developers can make a problem worse, or overreact to it. Likewise, players can sometimes lose sight of what’s really good for the game as a whole and instead get upset about a change they perceive adversely affects them personally. Another issue is what I call ‘MMOG Burnout’. When you play a game for a few days or a few weeks, and then grow tired of it, it’s usually not a big deal. You shrug, put it back on the shelf, and grab the next game. With MMOGs, however, one typically plays them significantly longer. And this is where the Catch-22 arises: it seems that often, the longer a player plays a game, the more upset they are when they finally do become burnt out on that game. This is a bit ironic when you consider that, typically, the better the game the longer it keeps the player enthralled. What’s the solution? Well, that’s a tough one… hopefully it’s something players will begin to recognize more often, and that they’ll leave or take a break when they start becoming really irritated or upset. Also, hopefully developers will do a better job at recognizing irritants and addressing them while at the same time safeguarding the health of their game in its entirety. Lastly, you have the fact that we’re still well within the first generation of MMOGs. There simply aren’t that many out there. I think you currently have a fairly large group of people that are interested in massively multiplayer online games in general, but have yet to find one that really fits their needs and tastes. Since there are so few MMOGs (and since many of the ones that have been released are rather similar), many players are forced to either not play or play the game that most closely fits their tastes. In a sense, they have no choice but to settle. When you combine that with natural burnout and the fact that these games change and are patched, then, over time, the features or other aspects of the game the player never really cared for become more and more annoying. The solution here is, of course, to let the genre mature and to support these games so more and more of them will be developed. That way the games will not only get better through natural competition and through developers learning what works and doesn’t work, but also there will be more choices. Players will be able to dial in more accurately to the MMOG that fits their tastes… are they more of a power gamer? A role-player? A casual gamer? Do they prefer PvP or PvE? Is fantasy their thing, or is it science fiction? Do they prefer a game more focused on item acquisition or skill development? Are they looking for alternate non-combat related advancement mechanisms? Until these issues are addressed in the many ways they need to be, there will be criticisms. Gamers are vocal people, and online gamers have the wonderful avenue of expressing their likes and dislikes on the Internet, on various message boards and such. This is good – good for the player and good for the developer. The feedback is priceless. And while some of the criticisms take the form of flames and can be hurtful, I think the majority of it is very healthy. Developers need to continue to interact with their player base and to listen. Amongst the variety of players of the game are people like Curt Schilling, R.A. Salvatore and Jacques Villeneuve. Have you run into or heard of other celebrities who play EverQuest? What do you think about having celebrities like that playing the game you designed? I have indeed, although I’m hesitant to list any more because many of them prefer to remain anonymous. But it is incredible and very flattering to create something that attracts all sorts of people, famous and otherwise. I can say I’ve especially enjoyed getting to know Jim Lee and being able to work with him on a comic book (it should come out late this month, btw). He’s a big fan of EverQuest and a great guy, as well as my favorite modern comic book artist. Have you played Dark Age of Camelot and Anarchy Online? If so, how do you feel they compare and contrast to EverQuest? I’ve played both, and I always try to play all of the MMOGs, professionally to see what they are doing and to look for new ideas, and personally because I love these games. The genre of MMOGs is still so new that each game is expanding the game space far more than they’re competing with each other. For example, despite DAoC’s excellent launch and immediate popularity, it only minimally impacted EverQuest. This is a good thing, because in my opinion we’re still well within the first or maybe early second generation of these games. The genre has a LONG way to go, and every company who enters this arena is helping build something I’m very interested in -- so I’m very supportive of them all. Not only that, I’ve rarely met a developer working on an MMOG who isn’t a great person and also a person in love with MMOGs (as I am). For example, Jeff Butler and I hung out with several of the guys from AO at ECTS this year and had a blast. As for publicly comparing and contrasting these games with EQ, I could, but I won’t… at VI/SOE it was against my own personal policy and it will stay that way. Right now with MMOGs I feel it’s the ‘more the merrier’ – each game is great, but could improve, and I know everyone involved wants to see that improvement for the game’s they’re working specifically and for the genre as a whole. You recently left Sony to go out on your own. How hard was it for you to leave a game and company that you had obviously put so much into? It was extremely difficult and painful, and I still get pretty emotional when I think about it. Not only did I help build EverQuest, I helped build Verant Interactive and also did my best to shape and positively influence the growth of Sony Online Entertainment. I worked with a lot of people, many of whom were my personal friends before EQ, and also many of whom became my friends during and after work on EQ. I’m extremely proud to have been part of EQ and to have worked with such an amazing group of talented and passionate people. And while all good things do come to an end, it’s a small industry and I’m sure we’ll see each other around. Can you tell us a little about what made you decide it was time to leave? While I can’t reveal all the details, I am able to summarize some of what occurred. Having risen from being the Producer on EverQuest to a founder and Vice President of Verant and then to Vice President of Premium Games and Chief Creative Officer of SOE, I was able to experience several different levels of management. I was also able to experience rapid company growth, as SOE expanded what was Verant into a full publisher and developer. I think it occurred to me over time, despite the recognition, fame, and financial success that came from climbing the company ladder, that I was happiest producing EverQuest. At one time at SOE I was responsible for EverQuest, Star Wars: Galaxies, Sovereign, Planetside, and several other unannounced titles. Obviously there was no way to be ‘hands on’ with these projects because there were so many. And I’ve found that I need to be hands on and involved with the development and creative process… making MMOGs is what I really enjoy, but working on them indirectly and at a higher level just wasn’t as satisfying for me. I also realized that I personally prefer to be part of a smaller company or studio. It occurred to me that many other well-known game developers have come to the same realization. When I consider several of them and what they’re doing, I don’t see many at high levels of management in large companies, but rather working on one or two projects at a time, able hopefully to focus and remain hands on. A good example I think would be John Carmack. I don’t know him personally, but my understanding is that he gets up in the morning, drives his F50 to work, and focuses on what he enjoys the most (programming). He keeps his company small and efficient, working on one game at a time, and launches hit after hit. I’m thinking this is pretty close to the ideal setup. So I started to realize this about myself, what my preferences are, and what makes me happy and satisfied creatively and professionally. And over time, I’m sure this wasn’t invisible to SOE and in October they gave me the opportunity to be released from my contract. I took it. Sure, there were other factors involved, but overall my departure was very amicable. Sony Online is poised to be the leader in online games for quite some time, is a great company, and I wish them nothing but the best. And people like John Smedley, Kelly Flock, and Yair Landau gave me tremendous opportunities to both excel and realize my dreams, for which I remain eternally grateful. Do you have any plans for the future that you can share with us? I do, and it’s something I’ve been thinking about quite a bit these last couple of months. It’s my intent to start a small development studio and begin work on a third generation MMOG. I’ve recently begun to talk to various publishers and funders and am in search of the right partners with whom to begin this venture. I welcome any feedback, ideas or interest – please feel free to email me at bmcquaid@home.com. I just want to end by thanking you for developing a game that has kept hundreds of thousands of players like myself entertained for several years. Thanks very much. Luckily for us, the game we all set out to make turned out to be something 400,000+ other people were interested in playing. Without all of you, the game would be an empty shell, the world of Norrath a desolate wasteland. I want to sincerely thank all the EverQuest players out there who stuck with us through thick and thin and continue to do so. I’ve met many of you at various trade shows and Fan Faires, read your emails and your posts, and a group of game developers couldn’t ask for a better player base than all of you :) Take care. -Brad

Comments

1 2 3 4 Next »
Post Comment
#Anonymous, Posted: Dec 18 2001 at 2:32 AM, Rating: Sub-Default, (Expand Post) I'm glad he's gone. Verant people always come off as arrogant, intolerant, and condescending. The aspect I think is most stupid about the game is how much down time there is. I've never been able to find any other explanation for this than Verant's greed. They want everything to take as long as possible so that it takes you longer to reach your goals and thus they make more money. I hope new people come in in place of guys like that who change this. I don't think there's much hope for that as long as the old guard is in charge.
#Anonymous, Posted: Dec 18 2001 at 1:29 PM, Rating: Sub-Default, (Expand Post) You really are a moron, you know that? "Verant people always come off as arrogant, intolerant, and condescending." I think I smell a case of the pot calling the kettle black here. And as far as downtime goes, you ever tried a MUD? Doubt it, else you'd know not to make yourself sound like such a jackass. Just please do us a favor and take your gimp *** back to that hole in the ground you came from and stay there for a while.
Nice =)
# Dec 18 2001 at 1:50 AM Rating: Decent
I love reading things like this. It makes me enjoy the game that much more hearing from one of the guys who actually helped create the game.
Good interview
# Dec 18 2001 at 1:09 AM Rating: Default
Good interview. Glad to see Brad isn't out of the MMOG scene and I'd agree with his software design "Carmack" principle.

I mean, if you can't have fun making games, what's the point?

It'll be real interesting to see what kind of MMORPG he puts together, especially since he should have some capital of VI to run everything himself. Hope it doesn't take 5 years to see what he comes up with though.
Thank You!
# Dec 18 2001 at 12:18 AM Rating: Decent
I really love your interviews, Allakhazam. You do a great job of finding interesting folks to talk to, and ask good questions. Your previous interview with Mr. Salvatore prompted me to go read the Drizzt books, and now I'm reading the rest of the Forgotten Realms books. This interview was just as enjoyable. Thank you very much.

And thank you too, Brad. Obviously these interviews wouldn't be successful without the cooperation of folks like you.
Aradune as in forked toungued?
# Dec 18 2001 at 12:07 AM Rating: Decent
Very well done interview. I also saw "Big Al's" web site was mentioned in CGW issue 209 pg 145 bottom right. As such he has risen to be shown, as most hard core EQ players have known since beta the "godfather" of ALL EQ web sites. Knowing the many long thankless hours and constant frustration of maintaining this site I can only say congrats Al, great job.

Brad if you read this, I respect your love of MMORPG's, but I must say when you had the power to change things we got a deaf ear many times. Your playing ranger's had to limit your scope of what EQ was designed to be. EQ was made mostly for casters and spells as some of your own former posts have indicated and yet you never took the time to "see" the problems of casters and higher level players? Isn't that like making a vegetarian the CEO of a hamburger chain?

After all Brad it was YOUR design team that put in "player dilemma" results. For example: shamans level slower than any other class except ogres and trolls? Why? They are already blind as a bat at night. You put a rogue banker in their hometown of Halas thus hampering them from doing the lang quests without consequences of never being able to bank in their own home town, YET the quest starts there? Palys have to kill their own (Sentry Alechin in So K for quests) and messing up their faction. And on and on and on.
No Brad your "team" was and has been "messing" with players for a long time. You failed to mention addressing any issue that leads to multiple player frustration. Here is another one you should be extremely proud of. The Epic quests put in by "your team" CANNOT be done by a solo player. Hence it becomes not a sign of a players "skill" of playing their character, but of the size of their guild they belong too or a huge friends list. So "BongoBongo" a level 45 ranger who belongs to Uber guild gets his epic long before he should. Yet "trueheart" a level 60 ranger who belongs to a small guild and helps people play the game does without because he chooses to "be true" to his friends and guild than prostitute himself for obtaining. So PLEASE don't mention the "twinking" thing as an issue. This was brought in by you bubba.

So Brad the truth is, your game design "appeals" to many players but at the same time it repels as many as it attracts. I hope when you do, as I know you will, develop a new game that you will bear in mind the old adage that VI has LONG forgotten and that is "The customer is always right."
RE: Aradune as in forked toungued?
# Dec 18 2001 at 9:25 AM Rating: Decent
I aggree that many of the quests don't make any sense. Another good example is that in order for a Paladin to get Ronium for the Armor of Ro, he has to obtain fairy dust. Fairy dust is carried by faries, and to obtain it a paladin would have to a) either kill it, b) get someone else to kill it, or c) hope someone killed it and sold it to an appropriate merchant. In any case, it would make no sense for a roleplaying paladin to commit this act. This is just one example of how the in-game continuity seems to suffer. Personally, I love a good story, and EQ has many, I just hate story's that make no sense (Of Course, I could be wrong and Faries could actually be evil and wicked Brownies in disguise).
RE: Aradune as in forked toungued?
# Dec 18 2001 at 8:32 AM Rating: Default
Sentry Alechin comes in two flavors. Human form and Werewolf form. Both might drop the locket for the quest, but you are not supposed to kill the human form.

This is supposed to be somewhat a roleplaying game not a Phatlewtzpharming game. It pains me to see the countless druids running into Qeynos Hills to kill Haden for his fishbone earring essentially murdering a good factioned NPC because he might drop phat lewtz :( even druids who worship Tunare the mother of all.

Now a good complaint would be:

Brad,

You said you don't like the camping aspect of the game, but you realize the way the dungeons are set up players found out they have little choice. Once you shove 60+ players into lower Guk deadside or Sebilis they either need to stake a claim to a piece of ground or they will end up running over each other causing many unneccessary deaths and other problems. Also since certain NPCs always spawn in the same spots and drop the best loot. It makes no sense for players to advance further into a dungeon once they have their prefered camping spot (if not taken by another group) Now Chardok it seems is setup to promote dungeon crawling and I had a blast there that first week exploring and testing our worth, but the best loot drops from static spawns still which leads to camping and farming. The third day crawling through Chardok when I saw the shout "Camp check" I lost hope.
RE: Aradune as in forked toungued?
# Dec 18 2001 at 8:08 AM Rating: Default
You will not ruin your faction badly enough to bank of you only do the langsaxe quest a few times. Only if you farm the crap out of it will you ruin your faction. There are so many things you could complain about, but this is not one of them. Oh btw if you ***** your faction then go kill 40 or 50 small mammoths and turn in their hides to the guy upstairs for the rogue armor. It will give you some nice cash and good faction with the rogue guild NEWB!
RE: Aradune as in forked toungued?
# Dec 18 2001 at 7:45 AM Rating: Default
Couple things to say in this reply...

1) I think you meant Barbs level slower than any other race? except ogres and trolls.... Where did you get that info, because it's pretty much not true... Barbs have great faction in all the good cities, they don't have a racial exp penalty, and it is your choice to play a blind barb, as it is your choice to do the langseaxe quests (which I might add are a level 20+ quest, and if you are that level, then Halas is probably not the best zone for you to be bound at...)

2) If you did mean Shaman, then once shaman reach 35th and beyond, they become some of the best soloers in the game, and they are bar none the best partners...

3) Bongo Bongo can't even talk to the quest givers until 50th.... And if Trueheart has reached 60th and doesn't know enough people, have enough friends to help him with his epic, they he has missed the entire point of EQ... And that is why they are called "EPIC" weapons, gotten by "EPIC" quests, and used for "EPIC" fights...

Aliciana Auraquin, 55th Enchantress of Fantasy Guild, Vazaelle
RE: Aradune as in forked toungued?
# Dec 18 2001 at 7:23 AM Rating: Default
well just to put a little spanner in your works im a lvl 60 ranger with no epics...have been for quite a while..

and as far as getting them im not in a real rush but if i decided to put the effort in to finish my last 3 steps i most likely could and thats without the help of whats a uber guild on my server..

my point is that "trueheart" who you described above...probably you or your friend hehe shouldn't be worried about epics anyway if he/she is only in a small guild...having the best equipment is nice but its not the end of the world if you dont have it....the uber guilds who go out and get them for thier members pretty much need them as the encounters they go through require finely tuned players to be able to win..you cant just throw 100 people with junky gear at a high lvl boss and win..you need good gear and skills too of course

but "trueheart" who is happy in a small guild with a close circle of friends grouping for exp and doing little quests while benefitting from having epics most likely can survive and have a great time still without them..

As Brad said EQ was kind of a experiment...why flame him if it didnt turn out how you wanted it to...the fact is its pretty much a social game and those who form the biggest eq social clubs ie guilds have the firepower to go after the bigger targets
Email address
# Dec 17 2001 at 11:54 PM Rating: Default
Question .. now that @HOME is dead ... is that email even correct?

SB
RE: Email address
# Dec 18 2001 at 2:06 AM Rating: Decent
*
84 posts
My @home address still works just fine.
RE: Email address
# Dec 18 2001 at 2:01 AM Rating: Decent
@home is not as yet dead. I do not have any easy links for you, but basically, depending upon your region of the country you may still have up to about 3 months of service. My email is trhough @home and it works fine.
#Anonymous, Posted: Dec 17 2001 at 10:15 PM, Rating: Sub-Default, (Expand Post) Bright colors make me feel naughty.
Random Loot
# Dec 17 2001 at 9:40 PM Rating: Good
Another thing besides camping as Aradune mentioned, but one which is basically the reason it ever occurs is that the only place to get most loot in the old world was from one specific mob. The Flowing Black Silk Sash for example is only obtainable from the Frenzied Ghoul in Lower Guk. As such, everyone and their mother (literally, I know mother's who actually play, but thats a different story...) has to sit through that camp to obtain that item, or trade for one, but someone has to do it. If the loot tables were more random spread throughout the world, camping wouldn't have been as much of a problem. The expansions made more random loot, and this is the way more of the games are going today, and it seems to work. One thing I like about DAoC is that the player crafted/quested items are actually better than alot of what you can loot in the game.
Luclin improves this a lot
# Dec 17 2001 at 10:04 PM Rating: Decent
***
1,075 posts

I've already found a couple ok things which can drop from various mobs in a zone in Luclin.

Luclin much more realizes what Brad says about "doing" a zone. One such zone is the scarlet desert in Luclin. Essentially to "do" this zone a group will need at least one tracker (druid will do fine) and to kill as many varied type of creatures as possible. Besides the fact that as with dawnshroud peaks you sometimes get semi-named mobs on track which drop lore quest items for the twilight sea or other quests, you also occasionally even get a different named creature who drops a good piece of loot.

The best part is that the area is set up for BOTH types of players. If you want to be the FBSS farmer type guy you can set up shop and camp several more static camps in scarlet and get some items from various semi-named or in at least one case I know of one item which only drops from a particular mob and is EXTREMELY good. Or you can, like I said above, do the zone "right" and run all around killing all the "lightcrawlers" in the hopes that a new obviously named different lightcrawler will spawn.

An example of what I'm talking about is how you may see:

Grol baku sentinel
Grol baku shaman
Grol baku sentinel
Grol baku sentry
Grol baku shaman
Grol baku sentry

on track. You've killed these before and know they are nothing special but in killing them you might have:

Grol baku keeper spawn.

The keeper is what I mean by the semi-named. Its a mob that if you look at the full track list it stands out from the rest and it might either drop a lore twilight sea quest thing or a particular item. The nice thing is IT WILL ALWAYS DROP SOMETHING LIKE THAT ;)

This is a bonus, its unlike the old world camp centric mobs who have the FBSS as the rare and otherwise have trash. If you see a different named mob like that YOU KNOW it is going to have either a lore quest thing or a drop. Perhaps it still does have a more common drop or a rarer drop but its still a drop (and from my experience in several luclin areas the rarer one is still not FBSS kind of rare.. not in the least)

So far from JUST dawnshroud peaks and scarlet desert I have retrieved 24 lore items for twilight seas quest. Though I've spent time in both zones and kill EVERY odd name I see come up on track, I've NEVER got the same one twice (meaning never the same lore item twice) I once spent 2 hours in dawn shroud and it seemed I was either getting an odd named wolf with a quest drop or an odd named stonegrabber popping up every 10 minutes. The odd thing was no one else in the zone seemed to be noticing this or trying to do the same thing.

SO I'm enjoying the hell out of luclin. The above coupled with the skills you can get in alt advance (as a 55 druid I'm putting all xp into that and going for the 3 mana regen ASAP ;) ) have really made EQ the game I ALWAAYS wanted it to be.

With a bit of tweaking it also plays QUITE well for me on a tnt 16 meg agp, 384 meg ram, p2 400, win 98, with ALL models enabled and textures set to LOW, texturecache=TRUE, and no new textures in the old world (they bury me because the clipping does not seem to work there and I see too far in freeport or rivervale)

I'm really seeing the potential of the game design changes and I've only barely scratched the surface of luclin. Luclin is basically EQ2 and probably the only EQ2 we will get.
RE: Luclin improves this a lot
# Dec 18 2001 at 2:05 AM Rating: Default
What, do you work for Verant? You sound like an ad.
RE: Luclin improves this a lot
# Dec 18 2001 at 6:45 AM Rating: Decent
Oh yes he likes the new additions to the game. He must be working for VI. Sheesh!!!

It still amaze me that peoble that obviously carry animosity toward the game keeps playing it.
Game
# Dec 17 2001 at 9:06 PM Rating: Default
Well, I must say Great Interveiw. Also I would like to say Brad Mcquaid is the man and any other games he decides to develope will have my vote.

Korur
Cleric of Morell Thule
Great interview !
# Dec 17 2001 at 9:02 PM Rating: Decent
Thank you Brad for giving such a great interview, and best wishes to you in your future endeavors. It is our pleasure to make your acquiantence through this interview.

Additionally, It is neat to think you could be fighting along side of me on Firiona Vie. Perhaps you are even in my guild and I don't even know it.

Be safe and may Tunare guide your path.

-Anders Silverblade [Elven Blades]on Firiona Vie
-Midland & Midwest Patriot
(retired on Tallon Zek)
-Ohio Guru & Sabanim
(retired from Fennin Ro)


Edited, Mon Dec 17 21:04:23 2001
thanks
# Dec 17 2001 at 8:48 PM Rating: Default
Thank you both for that great interview =)
Nice Interview
# Dec 17 2001 at 8:48 PM Rating: Decent
Agree with Darkflame, a very well done interview, was extremely interesting to read, I hope there are more coming.
Can't wait
# Dec 17 2001 at 8:41 PM Rating: Default
It'll be a ways away, but I just can't wait to see what Brad has in store for us. He's probably more qualified than most anyone to create a game with all of the good parts of everquest, none of the bad, and plenty of new and interesting :)

I wish I had a time machine myself, although not to travel back, but to travel forward....

Kahdius
bottom feeding
# Dec 17 2001 at 8:36 PM Rating: Default
Im pretty sure he means high(er) level players camping greens purely for loot. This is what led to the controversial trivial loot code.
RE: bottom feeding
# Dec 18 2001 at 7:08 AM Rating: Decent
19 posts
By bottom feeding, I think he actually means where you find a high level player in a relatively low level area, slaughterling particular monsters for their loot, at the expense of the lower level players who should actually be fighting there.

An examples is ...

Rathe Mountains - There is almost always at least one level 55+ necro slaughtering the Hill Giants for platinum with complete disregard for the level 30-40 players who are actually trying to play the zone the way it was intended.

The drawback with TLC was that if a monster was green and had an item you could benefit from, there was no way you could get it on your own.

The problem isnt in the game, it is actually the players, there are far to many powergamers (aka uber) at the moment. Where is the sense of achievement in winning a fight you where guaranteed to win? How can you be happy when an item drops from a creature after the 10 time you kill it?

The purpose of any 'game' is to have fun, and your having fun should not be at the expense of reducing other players chances of having fun.

The most enjoyable fights I have in EQ are those where I feel I am lucky to defeat the monster, and I did so due to me skill. The greater the risk, the greater the feeling of achievement is after you overcome it.

By all means, camp the FBSS if you are going to use it. In fact, I have no problem with people camping it to sell, but I do if they prevent someone who will actually use the item from getting it.

Edited, Tue Dec 18 07:17:54 2001
He is god
# Dec 17 2001 at 8:35 PM Rating: Default
That man is god, and a Paladin too :)
#Anonymous, Posted: Dec 18 2001 at 4:54 AM, Rating: Sub-Default, (Expand Post) Er brad damn this cream soda.
RE: He is god
# Dec 18 2001 at 4:53 AM Rating: Default
This must be bard posting about him self again. PS: Rangers/Paladin/bard/Shadow knight suck well not really i just like to say that has a ring to it ;)
RE: He is god
# Dec 17 2001 at 9:40 PM Rating: Default
You mean Ranger. )
RANGERS RULE!!!!! Go Hybrids!!!! We are the best!
Just my 2 cp
Brings a tear...
# Dec 17 2001 at 8:29 PM Rating: Decent
Very nice Allakhazam. I thoroughly enjoyed this review, and and very impressed with your writing/interviewing ability. You asked all the right questions and weren't pressing about them. Because of this interview, I read your others and I can't wait to see what you have for us next! I'm glad you could get the time to talk with Aradune too! His insight on his own game is very interesting and I'm sure others feel that way too.


Dandai Elementalist 57 Magician
<Sentinels of Chaos>
The Tribunal
Actually...
# Dec 17 2001 at 8:15 PM Rating: Default
Excellent interview, btw, I really enjoyed it and it also answered several of my questions about Brad!

Not to flame or anything, but, I have Cox@home and my email address is still @home.com, so I'd assume it is only some of the addresses, maybe those that have AT&T@home?
#Anonymous, Posted: Dec 17 2001 at 7:56 PM, Rating: Sub-Default, (Expand Post) Why dose this site all ways have **** ads up?
RE: Wtf
# Dec 17 2001 at 8:17 PM Rating: Default
They arent really **** ads... Just really odd ways to make revenue. Unless you considering purchasing a mail order bride ****!
RE: Wtf
# Dec 17 2001 at 8:18 PM Rating: Default
err...

They arent really **** ads... Just really odd ways to make revenue. Unless you consider purchasing a mail order bride ****!
question
# Dec 17 2001 at 7:52 PM Rating: Good
What did he mean by Bottom Feeding?
RE: question
# Dec 18 2001 at 8:00 AM Rating: Default
I really do not understand why they want to get rid off bottom feeding.
Bottom feeding is what makes a player driven economy run.
Removing bottom feeding would remove the player driven economy and thereby also tradeskills.
I think Aradune has no realized the concept of a player driven economy, maybe because he plays games and read books, where tradeskills and cash are not really needed or implemented into the game/book.
RE: question
# Dec 17 2001 at 9:10 PM Rating: Decent
Bottom feeding is killing greens for the loot they drop. Its a problem because they designed that item for people of the level that would be killing there and secondly because there should be an upgrade to it that you can get by hunting elsewhere more appropriate to you level.
RE: question
# Dec 17 2001 at 8:52 PM Rating: Default
I think he meant high level players farming low level items.
RE: question
# Dec 17 2001 at 8:47 PM Rating: Decent
Bottom Feeding is the name game developers have given to what most players know collectively as "farming".
It is when higher lvl characters continuousely kill lower lvl mobs, non-xp battling, for the drops from the mobs. For instance, a well known occurance would be lvl 60's killing Hill Giants in the mountains of Rathe zone. They are definitely not there for xp, they are there because the HG's tend to drop rather large sums of plat.
This is known as bottom feeding, and is generally looked down upon by developers and many gamers as well. Unfortunatly, it is and will undoubtably continue for the forseeable future, as some things, such as plat, are typically just too time consuming to get thru the normal hunting tactics.
I mean come on, the cheapest horse I've seen is like 10,000 platinum, and except for the idiot I've seen posting who says he works for MicroSoft, and has found a bug that gives him an ungodly, not to mention unbelievable sum of plat, this is just way too much for anyone to accumulate thru normal means.
RE: question
# Dec 17 2001 at 8:56 PM Rating: Default
The horse idea was totally genius. Imagine how many hundreds of thousands of platinum pieces that are disappearing from each server, taken out of the economy forever.
RE: question
# Dec 18 2001 at 1:42 AM Rating: Default
Aye!!! DOWN WITH FAYMART =) If your winning a cobalt BP to just sell it to another person, then you dont deserve to have won it. And killing a million HG's does not make you deserving of a cobalt helm or cobalt BP either. Killing Trak or killing the Juggz makes you worthy.
RE: question
# Dec 18 2001 at 8:08 AM Rating: Decent
I guess you do not play a char over level 20.
On some raids, some classes will not get a single drop, since there are no drops for those classes there.
Should they then ignore the zone and go somewhere else?
If clerics do not go into on zone, enchanter do not go into another and warriors do not enter a third zone, then it will be hard to get a raid going.
Also remember that the won BP can be sold/traded for better suited items, which is what a player driven economy is about.
Better items just requires more items or cash to go into the deal, and that is the place where bottom feeding comes in.
People that are against bottom feeding do not know the EQ world. The EQ world is not a simple D&D world or an univers from a book. Its a pretty close copy of a normal society with everything.
RE: question
# Dec 18 2001 at 8:04 AM Rating: Decent
Well someone sold a red dragon scale for a whopping 7k last night on Veeshan, maybe the prices on things are finally going down, or it just may have been a fluke. Hopefully its that people are wasting their money on horses and the like though.

Strohm
RE: question
# Dec 18 2001 at 6:53 AM Rating: Decent
Well according to the economics in EQ I do deserve it. VI wants us to buy and sell items. So if I sell my cobalt and buy a horse or what ever with the money, it is my buisness (litteraly) and I don't need some self proclaimed goody-two-shoe to lecture me.
RE: question
# Dec 17 2001 at 8:42 PM Rating: Decent
Yea I'm not sure I understand this either!
@HOME no longer
# Dec 17 2001 at 7:14 PM Rating: Default

All former @home.com addresses are now @attbi.com, assuming Mr. McQuaid stayed with his ISP.
RE: @HOME no longer
# Dec 18 2001 at 12:13 AM Rating: Default
I'm with Cox in Las Vegas and my @home is now lvcm.com (las vegas cable modem)
RE: @HOME no longer
# Dec 17 2001 at 8:06 PM Rating: Decent
You are incorrect.

Not ALL of @Home has been changed over to attbi.com (I should know, I still have an @Home address).

ATT was not the only Excite@Home company (for example Cox & Comcast).
Bravo
# Dec 17 2001 at 7:08 PM Rating: Decent
Really Good Read...excellent interview answers & repsonses.
sweet...
# Dec 17 2001 at 7:04 PM Rating: Decent

Asked all the right questions. And he clearly gave some generally thoughtful answers, which is cool. I wonder if his decision to leave (the part that he will not talk about) has anything at all to do with the SOL release.

sweet...
# Dec 17 2001 at 7:03 PM Rating: Decent

Asked all the right questions. And he clearly gave some generally thoughtful answers, which is cool. I wonder if his decision to leave (the part that he will not talk about) has anything at all to do with the SOL release.

RE: sweet...
# Dec 17 2001 at 10:00 PM Rating: Decent
*
51 posts
I don't think it has anything to do with SoL. I think that it has more to do with Sovereign and Planetside never making it out the doors.
Congratulations
# Dec 17 2001 at 6:18 PM Rating: Decent
Another great interview by our Sitemaster. Hopefully more will come.
Great Interview
# Dec 17 2001 at 6:04 PM Rating: Excellent
Spankatorium Administratix
*****
1oooo posts
Well done and very informative......
____________________________

1 2 3 4 Next »
Post Comment

Free account required to post

You must log in or create an account to post messages.