Wintermute
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The long awaited first batch of answers. The following people you are going to see throughout the answers.
Holly Longdale, Exec Producer
Alan VanCouvering, Lead Content Designer
Ed Hardin III, Lead Systems Designer
Jennifer Chan, Technical Director
Kevin Lydy, Lead Artist
Jonathan Caraker, Design Lead
Without further ado!!
1. Have they ever considered enabling and creating some heroes forge armor textures for the classic models, even if it was race specific and player made like the weapons.
Ed: Short answer is that it would take even more work than the original Hero’s Forge and benefit far fewer players. Initiatives with those characteristics rarely make it to the top of the priority list.
Kevin: As the one who actually does that stuff, I can tell you such an endeavor is very much like an iceberg--a little tiny bit is visible above the waterline and everything else below it. Such an initiative would represent a Herculean, multi-person, multi-year effort. For example, a family of Hero’s Forge armor consists of something like 1,000+ individual components. Do the math.
2. If they can’t give us old Freeport back have they ever thought about a second revamp more in the theme of the original, they did a good job in so many zones like commons but Freeport changes too much.
Alan: Obviously it could be done. That was really what the new Freeport was meant to be. However we hadn't really ironed out what it meant to "revamp" a zone at that time. If I remember correctly it was one of the first, and some wires must have gotten crossed. Unfortunately, that's not a simple task, especially since we have added content to the new zone that would have to be moved to an even newer version of the zone. We'd also have to add some stuff that wasn't there before to accommodate that content. So, no, it's probably not going to happen.
3. Necro dot revamp, ever happening? Other revamps seemed so successful.
Jonathan: When time and resources allow, we will tackle consolidating necromancer DoTs.
Ed: What Jonathan said. It’s important and also much too risky to rush.
4. Does Remdag still work there?
Alan: Who?
5. Will you ever put in a fix to stop people from using certain VM softwares, that arent blocked by the current code, on truebox?
Jenn: We regularly review our VM detection code and have been stopping people as they’re finding new ways to get around our code.
Alan: If you recognize people using such software, report them.
6. Do your gms actually ban people? I've seen the same 48 boxer in sirens grotto 24/7 for 2 months. (this relates to question 2 also)
Holly: Yes, we ban people. Fairly frequently. Make sure you report people.
Alan: We ban them and call their mothers to make sure they know what kind of children they raised!
7. PVP server?
Jenn: Zek
Alan: We have one. Play on it and we might be convinced that people actually want to play EQ PVP.
8. Will they consider reopening EQmac the Alkabor server?
Ed: We have considered it, but the significant technical costs make it unlikely to happen.
9. Thank you for answering these questions, I know some of them will be tough. I see daybreak doing lots of things for quick cash, bags, mounts, lifetime memberships. Will Everquest still be around in another 5 years?
Jenn: <Jumps into time machine, disappears for a second and re-appears> in the reality I saw, yes.
Alan: Yes, I think EverQuest will be here in five years. I expect to be celebrating our 30th, if they figure out immortality or something before then.
Jonathan: While no one can predict the future with 100% certainty, I’d say there’s a very good chance that EverQuest will still be around for many years to come. People have pointed out the reasons why EverQuest is near shutting down for decades now, and they’ve all been proven wrong.
Ed: I’ve been around long enough to remember reading about how Velious was full of re-used content and would be the last EverQuest expansion, or how EQ2 would mean the end of EQ1, or how SKlug leaving the team would mean servers wouldn’t run in two months. Eventually there will be an end to EverQuest, yes. There is an end to all things. But we’re working very diligently to ensure that it has a long future.
Holly: We are thrilled that our players see enough value in what we do to keep this game going….and going….and going…. We’ll be around for a long while yet!
10. Dear Holly, Thanks for joining us for a bit! When comparing subs for current live servers vs. TLPs, do the numbers indicate that your overall playerbase prefer older, classic content to newer content? If the answer is yes, how do you think the Everquest team, moving forward, can keep the "old game" fresh, exciting, and relevant?
Alan: As a content designer, I would like to weigh in here. Actually, I tried to weigh in everywhere. I have a lot of weight to share. The problem with old content is that its old. I've heard people suggest that we should add to that content, or make an expansion for that old content, or something like that. But what does that really mean? Sure, I could add some quests to High Hold and other parts of Antonica and sell it to you as an "expansion", but that wouldn't fly, would it? I love that old content, but I don't think we want to mess with it. As you have seen from the new Kunark stuff in Empires of Kunark and Ring of Scale, I think it's far more interesting to show what happens in those places after time passes or major events occur. It’s a way of revisiting those places without replacing them or mucking them up with new junk. I think it's the best way to offer new content that touches on the old world.
Jonathan: Some of our players like the ever-expanding modern game and some players like the classic original game experience, and some enjoy both. It’s important to our business model to cater to both as much as is reasonably possible.
With regards to keeping the old game fresh and interesting, note that we make changes, some subtle and some substantial, to every new wave of Progression Servers.
Holly: We are actually fairly well split in terms of what our players respond to, ask for, and stick with. This team does an extraordinary amount of work on live issues every week in addition to building new content. And as EQ grows, it’s a bear to stay on top of, but they do. And we are always listening and watching. OooooOOoooo...
11. Hi Holly, Were you rooting for Amtrak or Faceless?
Jenn: Katie Couric
Alan: Who?
Ed: No.
Holly: Tony Danza
12. Are EQNext questions kosher for this? If so, there's one I've been curious about ever since the game was canceled. One of the big features that was pitched for EQN was adaptive AI that would react to what was going on in the world around it. While voxels felt like they could be a neat gimmick, the AI stuff felt to me like something that could legitimately transform the genre, if it could deliver. So I've wondered since the cancelation: was there ever substantial progress made on that AI system in EQN's development? Was there something actually functioning, or did it never really make it past the idea stage?
Assuming that system was at all viable, I'd love to see someone take another swing at it someday.
Alan: I agree. There were essentially three "pillars" for Next. Deformable terrain (I think that was cool, but a mistake for an MMO), a world where the NPCs react to what players do, not just for combat for all sorts of things, and … something else that I forgot. I think the best idea there was the AI stuff. I think we made some progress, but it never really got a chance to make it into the game. Personally I think we were on the right track and would like to see something like that come into use in the MMO space. Details are not mine to share, but I have ideas on how I might want to see that sort of thing work in a way that might just be possible.
Ed: Alan and I discuss this sort of AI nearly every week. I want it so much. Of course, the fact that no one’s ever brought something like this to market is an indicator that it is a simple-sounding idea with many complications.
Jonathan: The real trick lies in crafting a complex adaptive AI system that results in not only interesting NPC behavior, but fun gameplay.
Holly: What my awesome nerd pack said. Dynamic and adaptive AI is the future of MMOs that players want to “live” in, in my view. That will always be an ingredient we’d want in our recipe when we make one.
13. Hello Holly! Is there any work being done on the game client UI's to make them more "DPI Aware" with broader adjustable font setting options? Larger high resolution screens and ... older eyes ... would like to see this!
Alan: As an owner of older eyes I know what you mean. I have to use reading glasses to answer these questions! I just wanted to complain about being old. I can't answer technical questions about our UI.
Holly: Not currently, but we always have a backlog of things we need to consider or discuss. That seems like a good one.
14. Hello holly, I’m playing my fifth tlp now and still have no interest in live or approaching later expansions. with the complete isolation of two different player bases with Eq, have you guys considered the fact that you effectively have two different games? Have you considered building net new “tlp “ era expansions for people in your base like me?
Alan: Do you mean content for lower levels? Because if you mean adding content to TLP servers that wasn't there when we launched, then I have to say no. You are correct, we really are serving two communities here. And as such we need to know what works for each and where our efforts are best spent. Since the idea of progression servers is to relive what once was, it doesn't seem like a good idea to add stuff to that. And our live players wouldn't get a lot of use out of low level content.
Ed: There are many changes we’ve made and will continue to make to early era content, but adding more content that wasn’t ever present before isn’t currently under consideration. We’d end up further segmenting our population between current-content players, original-content players, and players who like the original with new things added in that is somehow different but not different enough to be new.
Jonathan: There’s enough level 30 content in EverQuest already. It’d be more realistic for us to find ways to encourage playing in different ways and in different places on future Progression Servers.
Holly: Hello.
(These folks answered super well, so that’s that.)
15. Are there any plans for engine updates or enhancements on either game, ie fullscreen borderless windowed game play?
Jenn: Yes
Holly Longdale, Exec Producer
Alan VanCouvering, Lead Content Designer
Ed Hardin III, Lead Systems Designer
Jennifer Chan, Technical Director
Kevin Lydy, Lead Artist
Jonathan Caraker, Design Lead
Without further ado!!
1. Have they ever considered enabling and creating some heroes forge armor textures for the classic models, even if it was race specific and player made like the weapons.
Ed: Short answer is that it would take even more work than the original Hero’s Forge and benefit far fewer players. Initiatives with those characteristics rarely make it to the top of the priority list.
Kevin: As the one who actually does that stuff, I can tell you such an endeavor is very much like an iceberg--a little tiny bit is visible above the waterline and everything else below it. Such an initiative would represent a Herculean, multi-person, multi-year effort. For example, a family of Hero’s Forge armor consists of something like 1,000+ individual components. Do the math.
2. If they can’t give us old Freeport back have they ever thought about a second revamp more in the theme of the original, they did a good job in so many zones like commons but Freeport changes too much.
Alan: Obviously it could be done. That was really what the new Freeport was meant to be. However we hadn't really ironed out what it meant to "revamp" a zone at that time. If I remember correctly it was one of the first, and some wires must have gotten crossed. Unfortunately, that's not a simple task, especially since we have added content to the new zone that would have to be moved to an even newer version of the zone. We'd also have to add some stuff that wasn't there before to accommodate that content. So, no, it's probably not going to happen.
3. Necro dot revamp, ever happening? Other revamps seemed so successful.
Jonathan: When time and resources allow, we will tackle consolidating necromancer DoTs.
Ed: What Jonathan said. It’s important and also much too risky to rush.
4. Does Remdag still work there?
Alan: Who?
5. Will you ever put in a fix to stop people from using certain VM softwares, that arent blocked by the current code, on truebox?
Jenn: We regularly review our VM detection code and have been stopping people as they’re finding new ways to get around our code.
Alan: If you recognize people using such software, report them.
6. Do your gms actually ban people? I've seen the same 48 boxer in sirens grotto 24/7 for 2 months. (this relates to question 2 also)
Holly: Yes, we ban people. Fairly frequently. Make sure you report people.
Alan: We ban them and call their mothers to make sure they know what kind of children they raised!
7. PVP server?
Jenn: Zek
Alan: We have one. Play on it and we might be convinced that people actually want to play EQ PVP.
8. Will they consider reopening EQmac the Alkabor server?
Ed: We have considered it, but the significant technical costs make it unlikely to happen.
9. Thank you for answering these questions, I know some of them will be tough. I see daybreak doing lots of things for quick cash, bags, mounts, lifetime memberships. Will Everquest still be around in another 5 years?
Jenn: <Jumps into time machine, disappears for a second and re-appears> in the reality I saw, yes.
Alan: Yes, I think EverQuest will be here in five years. I expect to be celebrating our 30th, if they figure out immortality or something before then.
Jonathan: While no one can predict the future with 100% certainty, I’d say there’s a very good chance that EverQuest will still be around for many years to come. People have pointed out the reasons why EverQuest is near shutting down for decades now, and they’ve all been proven wrong.
Ed: I’ve been around long enough to remember reading about how Velious was full of re-used content and would be the last EverQuest expansion, or how EQ2 would mean the end of EQ1, or how SKlug leaving the team would mean servers wouldn’t run in two months. Eventually there will be an end to EverQuest, yes. There is an end to all things. But we’re working very diligently to ensure that it has a long future.
Holly: We are thrilled that our players see enough value in what we do to keep this game going….and going….and going…. We’ll be around for a long while yet!
10. Dear Holly, Thanks for joining us for a bit! When comparing subs for current live servers vs. TLPs, do the numbers indicate that your overall playerbase prefer older, classic content to newer content? If the answer is yes, how do you think the Everquest team, moving forward, can keep the "old game" fresh, exciting, and relevant?
Alan: As a content designer, I would like to weigh in here. Actually, I tried to weigh in everywhere. I have a lot of weight to share. The problem with old content is that its old. I've heard people suggest that we should add to that content, or make an expansion for that old content, or something like that. But what does that really mean? Sure, I could add some quests to High Hold and other parts of Antonica and sell it to you as an "expansion", but that wouldn't fly, would it? I love that old content, but I don't think we want to mess with it. As you have seen from the new Kunark stuff in Empires of Kunark and Ring of Scale, I think it's far more interesting to show what happens in those places after time passes or major events occur. It’s a way of revisiting those places without replacing them or mucking them up with new junk. I think it's the best way to offer new content that touches on the old world.
Jonathan: Some of our players like the ever-expanding modern game and some players like the classic original game experience, and some enjoy both. It’s important to our business model to cater to both as much as is reasonably possible.
With regards to keeping the old game fresh and interesting, note that we make changes, some subtle and some substantial, to every new wave of Progression Servers.
Holly: We are actually fairly well split in terms of what our players respond to, ask for, and stick with. This team does an extraordinary amount of work on live issues every week in addition to building new content. And as EQ grows, it’s a bear to stay on top of, but they do. And we are always listening and watching. OooooOOoooo...
11. Hi Holly, Were you rooting for Amtrak or Faceless?
Jenn: Katie Couric
Alan: Who?
Ed: No.
Holly: Tony Danza
12. Are EQNext questions kosher for this? If so, there's one I've been curious about ever since the game was canceled. One of the big features that was pitched for EQN was adaptive AI that would react to what was going on in the world around it. While voxels felt like they could be a neat gimmick, the AI stuff felt to me like something that could legitimately transform the genre, if it could deliver. So I've wondered since the cancelation: was there ever substantial progress made on that AI system in EQN's development? Was there something actually functioning, or did it never really make it past the idea stage?
Assuming that system was at all viable, I'd love to see someone take another swing at it someday.
Alan: I agree. There were essentially three "pillars" for Next. Deformable terrain (I think that was cool, but a mistake for an MMO), a world where the NPCs react to what players do, not just for combat for all sorts of things, and … something else that I forgot. I think the best idea there was the AI stuff. I think we made some progress, but it never really got a chance to make it into the game. Personally I think we were on the right track and would like to see something like that come into use in the MMO space. Details are not mine to share, but I have ideas on how I might want to see that sort of thing work in a way that might just be possible.

Ed: Alan and I discuss this sort of AI nearly every week. I want it so much. Of course, the fact that no one’s ever brought something like this to market is an indicator that it is a simple-sounding idea with many complications.
Jonathan: The real trick lies in crafting a complex adaptive AI system that results in not only interesting NPC behavior, but fun gameplay.
Holly: What my awesome nerd pack said. Dynamic and adaptive AI is the future of MMOs that players want to “live” in, in my view. That will always be an ingredient we’d want in our recipe when we make one.
13. Hello Holly! Is there any work being done on the game client UI's to make them more "DPI Aware" with broader adjustable font setting options? Larger high resolution screens and ... older eyes ... would like to see this!
Alan: As an owner of older eyes I know what you mean. I have to use reading glasses to answer these questions! I just wanted to complain about being old. I can't answer technical questions about our UI.
Holly: Not currently, but we always have a backlog of things we need to consider or discuss. That seems like a good one.
14. Hello holly, I’m playing my fifth tlp now and still have no interest in live or approaching later expansions. with the complete isolation of two different player bases with Eq, have you guys considered the fact that you effectively have two different games? Have you considered building net new “tlp “ era expansions for people in your base like me?
Alan: Do you mean content for lower levels? Because if you mean adding content to TLP servers that wasn't there when we launched, then I have to say no. You are correct, we really are serving two communities here. And as such we need to know what works for each and where our efforts are best spent. Since the idea of progression servers is to relive what once was, it doesn't seem like a good idea to add stuff to that. And our live players wouldn't get a lot of use out of low level content.
Ed: There are many changes we’ve made and will continue to make to early era content, but adding more content that wasn’t ever present before isn’t currently under consideration. We’d end up further segmenting our population between current-content players, original-content players, and players who like the original with new things added in that is somehow different but not different enough to be new.
Jonathan: There’s enough level 30 content in EverQuest already. It’d be more realistic for us to find ways to encourage playing in different ways and in different places on future Progression Servers.
Holly: Hello.
15. Are there any plans for engine updates or enhancements on either game, ie fullscreen borderless windowed game play?
Jenn: Yes
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