Tag Archives: Progression Server

EverQuest Launches the Mischief and Thornblade Servers

The EverQuest team successfully launched two new special servers, Mischief and Thornblade.

Arrived on time

Originally just the Mischief server was announced back in April, but the team apparently decided that this new server would be popular enough that they would forgo the usual launch day crowd and queue problems and just launch two servers.  And so the Thornblade server joined the mix.

Both servers are up and live

I will be curious to see if there is enough interest to justify doubling up on these servers.

Both servers are “random loot” progression servers which, as I mentioned in the previous post, means that loot from rare and raid mobs in the same expansion all share the same loot table.  So your Lady Vox raid can get loot from any other raid boss of similar level from the initial content.

As an upside, rare mobs are supposed to spawn more frequently, so your ability to test the random loot theory outside of set piece raids is greater.

According to progression server FAQ, which has been updated to include the new servers, Mischief and Thorneblade will unlock new expansions every twelve weeks, though the post announcing the new servers contradicts that, with the following information I previously reported being reiterated:

  • EXP: Mangler EXP Progression
  • Pick Zones Enabled
  • Agents of Change Enabled
  • Truebox Enabled
  • Free Trade Enabled
  • Random Loot Enabled
    • The Mischief server is a new experimental server that randomizes loot.
    • Rare NPCs will drop loot from other NPCs of a similar level within the same expansion.
    • Raids will drop loot from other raid NPCs of a similar level within the same expansion.
    • We may add other special case randomization.
    • Rare NPCs have a greater chance of spawning
  • Unlock Cadence:
    • Expansions:
      • 1 month Classic
      • 2 month Kunark
    • 2/3 month regular release cadence
      • 2 months for no level increase
      • 3 months for level increase
    • Exception: LDoN will only be one month

The exp setting put this server as faster than classic, but slower than current live servers.

“Pick Zones” indicates that multiple versions of the same zone can be active to alleviate crowding.  You can pick which instance of the zone you want to play in.

“Agents of Change” allow players to spawn a raid instance for their group, though there is an exp penalty to keep groups from just spawning them to have their own camp.  You get a full spawn of all mobs in the zone, but no respawns.  Rare mobs have a chance to spawn, but are not guaranteed.  Somebody did a video about them if you want a deeper look into this feature.

“True Box” means you are only allowed to have a single client running the game per machine when you play on the server.  No full group multi-boxing allowed.  If you want there, there is a different server for you.  And “Free Trade” means nothing is bind on pick up, you can sell or trade any loot you get.

As this is launch day, when the servers are the most crowded, the team also published a FAQ about the server login queue, which isn’t quite as user friendly as the ones you find in newer games, as it was something added later on to accommodate such launches.  The queue kind of depends on your trust in it, because the time estimates are approximations and or you are not told your position in the queue.  You could be next and you would never know it.

Still, it is better than the old days when the server just told you “tough luck, try again later!”

And, as with all special servers, you must be a Daybreak All Access subscriber to play on them.  There is no free to play option.

In addition, Daybreak is offering two special packs as part of the server launch.

There is always an up sell

Roguish Rapscallion Pack

  • Roguish Rucksack – One 40-slot 100% weight reduction bag claimable on any server! (Lore)
  • Bottle of Adventure II (x3) – A bundle of three 25% experience potions usable on any server.

Successful Shenanigans Bundle

  • Everything in the Roguish Rapscallion Pack, plus:
  • Shenanigan Satchel – One 40-slot 100% weight reduction bag
  • Bottle of Adventure II (x5) – A bundle of five 25% experience potions usable on any server.
  • Token of Challenged Resurrection (x5) – A bundle of five 85% experience resurrection tokens.
  • Bottle of Clarity Pack – One mana regeneration potion appropriate to your level.
  • Bottle of Alacrity Pack – One melee haste potion appropriate to your level.
  • Potion of Speed – One movement haste potion.

You can apparently only purchase each pack once per account, but you can purchase both, which will let you claim the bag on two characters.  These are not “get one on every character” promotions.

Mischief is Coming to EverQuest

I suppose one of the problems with the special server thing, at which the EverQuest team has done very well over the years, is that after a while you end up having done the basics, done what the fans have asked for, and even done a few things that didn’t make a lot of sense.  At that point you start searching for new gimmicks to keep the special server idea fresh.  And so the EverQuest team is going to give us the Mischief, which is billed as a random loot server.

Coming May 26, 2021

So far as I can decipher the rules, the Mischief server will be a time locked progression server based on the Mangler server rules when it comes to xp gain (the Mangler server was one of the 20th anniversary special servers that they had to tweak the rules on before they got it right), with some random loot magic in the mix.

The rules, as listed right now (but, you know, might be subject to change):

  • Agents of Change Enabled
  • Pick Zones Enabled
  • Truebox Enabled
  • Free Trade Enabled
  • Random Loot Enabled
    • The Mischief server is a new experimental server that randomizes loot.
    • Rare NPCs will drop loot from other NPCs of a similar level within the same expansion.
    • Raids will drop loot from other raid NPCs of a similar level within the same expansion.
    • We may add other special case randomization.
    • Rare NPCs have a greater chance of spawning
  • Unlock Cadence:
    • Expansions:
      • 1 month Classic
      • 2 month Kunark
    • 2/3 month regular release cadence
      • 2 months for no level increase
      • 3 months for level increase
    • Exception: LDoN will only be one month

I am not even sure what “Pick Zones” means in the context of EverQuest servers these day.  Maybe Bhagpuss can help me out on that front?

“True Box” is the no multi-boxing rule, “Free Trade” means no drops will be bind on pick up, so you can sell or trade whatever you grab, and then there is “Random Loot,” which honestly doesn’t sound as exciting as I expected.

Though that lack of excitement might be because, as a rule, it seems to impact mobs that I likely won’t ever see, much less bring down.  I was kind of hoping that random, run of the mill mobs might get something special.  That would have been exciting to me, even if it was lotto scratcher level of rarity.

The unlock cadence seems a bit quick, jumping out of Classic in only a month… dude, that is 50 levels at slow xp… though, honestly, I could make the case that they ought to just start at Ruins of Kunark and go for three months just on that.  I think that would be an interesting way to start a progression server.  But I do kind of favor just the first expansion or two in any case.

One interesting side item is that not only will the May update bring this new server onto the scene, but a new feature will be introduced.  EverQuest will get item compare!  When you get a drop there will be an option in the details to compare it to your currently equipped item.  It looks a bit clunky… but so does just about everything in this 22 year old MMORPG.  Let’s face it, this game is old.  The week it launched Cher was at the top of the Billboard Hot 100, and she’s older than my mom.

This is the first new special rules server for EverQuest in the Enad Global 7 era and I am going to guess the first one to be planned from scratch since Holly Longdale left the Norrath team for Azeroth.  We will have to see what kind of reaction this new server will get.  The game’s fans can be particular and the team has been known to bend with any particularly strong wind when it comes to special server rules.

EQ Aradune Server and Trading One Problem for Another

I almost wrote a post this past week about how queue times had disappeared from the EverQuest Aradune server.  After all, that was the problem when it launched late last month, the problem that Daybreak was focused on addressing.

Nostalgia is live

Unfortunately, in opening up the server to allow more people to get into the game led to different problems.  Something is always the bottleneck, so when you fix one you often end up finding the next one.

In this case, people could log into the game, but moving between zones began to take as much as 15 minutes at times and often simply led to the game client getting disconnected or crashing.  Tipa declared her Aradune adventures over based on this state of the game.

The cure seeming worse than the disease, Daybreak announced that they were rolling back the population cap increase and would be working on server stability.

We wanted to update players on Aradune with some changes made recently. Since launch we have been working on solving the issues with server performance that has affected game play for many of you. In the interim we have reduced the server capacity slightly as a short term fix. Disconnects while zoning have been greatly reduced, and some of the sources of crashes while zoning will be addressed in the upcoming June update.

While the server is at a reduced capacity it is likely that you might see a queue during peak times, we know this can be frustrating and thank you for your patience while we continue to work on the outstanding issues.

So the server is back to queues again.  Those are more palatable than problems once you are in the game.  Tipa even suggested that she might return to Aradune, since queues were at least a consistent issue to deal with.

Darkpaw Games studio head Jenn Chan also put out a note to the EQ community (and the EQ2 community as well) last week about the problems that had hit their games last month when they did the server merges and add the new servers.  Players of both games got something for the problems.

So it goes.

On the bright side, being too popular to handle all the people who want to play on a new server is a good problem for a 21 year old game to have.

EQ Aradune Server Remains Over Crowded

In addition to launch day problems on Wednesday, the Aradune “Truebox Dedicated Progression” server remains over crowded.

Nostalgia goes live

Rather than being able to simply log in and adventure, players are finding long queues most hours of the day.  Daybreak has spent some time in the past creating a structure that could absorb more players on these special servers, adding the ability to spawn multiple versions of popular zones and creating a login queue for the launcher.  But the draw of a fresh new, true box progression server remains a bigger draw than they can handle.  The following statement was issued on the forums this morning:

We know lots of you are excited to play on Aradune, and wanted to provide an update. We’ve been monitoring queue times for the server closely and at this time we’re at the maximum capacity it can safely handle. We have noticed, If you have a flexible play time, there have been little to no queues between 12 AM and 7 AM PDT. We have made changes to the AFK timer to improve queue flow and are continuing to look at further improvements to reduce queue times during peak hours.

This does not apply to the Rizlona server, which also launched on Wednesday.  Logging into the game on that server is not nearly as difficult.

Aradune is, of course, a special name, being the handle EQ developer Brad McQuaid used in game, and was no doubt chosen to remember his passing last year.  That no doubt drives a bit of the desire to be on that server.

Also, the Rizlona server is not a “True Box” server, allowing players to multi-box if they like, a practice that has angered some players who have been quite vocal in the forums about Daybreak needing to do something about this sort of thing.  That has probably driven people to choose Aradune over Rizlona as well.

The question now is whether the pressure on the Aradune server is something Daybreak can manage until the population spreads out and the initial enthusiasm wears off, at which point the queues will likely disappear, or if they will need to add an additional server, the old school way to solve this sort of problem.

Adding a new server inevitably ends up with the second server being low population after a while, necessitating a server merge down the road.  We shall see which path Daybreak chooses.

 

EQ Aradune and Rizlona Servers off to the Usual Rocky Start

Yesterday was the big day, the day that saw the launch of the two latest EverQuest progression servers, Aradune and Rizlona.  You can read more details about these servers at a previous post.

Nostalgia goes live

And things looked to be going better than normal, with the server launches hitting the promised noon Pacific Time launch window unlike so many past launches so that Daybreak was able to post the news on time.  I was even able to peek in and see that they were up and going.

The launcher shows them live

Of course, as the situation often unfolds, there was a rush to get on the servers and into the game as soon as the servers went live, though it appeared that Daybreak’s somewhat opaque queuing system might be up to the task.  Some people got in while others had to wait.

19 minutes isn’t a bad queue… it just doesn’t update

And then things fell over.  I saw an update pop up indicating there were problems and bringing up the launcher seemed to confirm that all was not well.

Yeah, that is not looking good

That apparently sent people scurrying to the forums to find out what was going one, so that they too promptly fell over.  Too many connections.

These are not the forum messages you were looking for…

The forums were available again after not too long, but all the forums are interconnected, so it seems that the EverQuest II forums were seeing problems.  And, apparently, the EverQuest II login servers as well.  I did not know they were connected, but I guess since the games share accounts that makes some sense.

Twitter updates not too far apart

Once the forums could handle the load there was a note about working on the issues followed by updates.

I am loathe to blame the user base for believing that Daybreak could successfully launch two new servers on time and without issue… but really, it is the same story every launch, isn’t it?  Delays, crowds, problems, they are all part of the authentic experience here now.

This is one of the three problems I feel MMORPGs are never going to solve, or bother solving at least, because it is transitory.  A week from now the crowds will have thinned and in a month any additional hardware applied would be sitting idle.

On the bright side, it does speak volumes about the ongoing popularity of EverQuest, now past the 21 year mark, and the desire to get back to a more primeval state of the genre.

As we got into early evening Pacific Time it seemed like Daybreak had finally gotten a handle on the problem and that things would finally kick off at about the usual time for these servers.  Logins were allowed and the queues quickly swelled up t about an hour.

And then something fell over again and all the servers were taken down once more and stayed down until around midnight, when the situation seemed to finally be settled.

This morning the servers appear to be up and running.  Maybe they should always launch at midnight?

The Aradune server, the true box progression server, had a queue this morning when I checked, once again running close to an hour in length.

The Rizlona server, which allows multi-boxing, seemed less in demand and I was able to pop right in and make a character to try out.

Halas on a crisp May morning

I ran out to Everfrost where I almost immediately had somebody train a red con skeleton onto me, which stunned me then killed me before I could do anything.  So all is normal in the world.

I haven’t really decided if I will give either server any sort of real effort.  I am always a bit interested, but I am not sure I am up to the task.  We shall see.  And if I let it pass, there will likely be a new server next year.

Others on this topic:

Darkpaw Announces and Adjusts Plans for the Rizlona and Aradune Time Locked Progression Servers

Sometimes it pays to wait a bit after Daybreak announces something as they are a company that is willing to change their mind in front of a live studio audience.

That can be a good thing.  As I said back in the SOE days, they do try to get to the right answer.  The problem is that their starting point does seem oddly wrong at times.  I don’t think this was necessarily one of those times, but feedback did seem to change their minds.

This all has to do with the Rizlona and Aradune time locked progression servers that were announced as part of the ramp up to the EverQuest 21st anniversary celebration.  This week we got a target date and some more information about the plans for those servers.

Coming this month

The rules were posted and seemed both restrictive and a bit confused.

The restrictive aspect was the plan to stop both servers at the Planes of Power expansion after unlocking an expansion every three months.  That was a plan similar to the Agnarr server that launched back in 2017, which was advertised as a “PoP Locked” server, and which hit that end point back in 2018.

That seemed like a reasonable idea back then, an attempt to recreate something like the locked in time spirit that rose up around the now seven years gone Al’Kabor server that hosted the EverQuest for Macintosh community.  But I am not sure they need to reboot that idea every few years, and not with two servers.

But they changed their mind on that and now neither server will be “PoP Locked.”

They also announced that both servers were to be “GM Dedicated” servers, the meaning of which I’ll just quote:

Rizlona and Aradune are GM dedicated servers, this means they will be more visible on your server and petition queues will go direct to them. It is possible that there will be instances where other GMs may assist when available but most will go to your specific GMs. Stay tuned in the coming weeks for more about your server’s GMs!

I remember a time when GMs were pretty visible in EQ, so maybe they are trying to revive that era again.

And then there is the confusing bit… or at least the bit that is confusing to me.  The full titles of the two new servers are:

  • Aradune Truebox Dedicated Progression
  • Rizlona Boxed Dedicated Progression

In the parlance of past severs, “truebox” means no multi-boxing at all, while “boxed” is a new one on me, but at least implies that they will allow some for of multi-boxing.  But then there are the rule sets described for the two:

Aradune Ruleset:

  • Mangler XP Progression
  • Agents of Change Enabled
  • Pick Zones Enabled

By playing on Aradune you agree to:

  • Absolutely No Automated/Unintended Game-play, any incident of automated gameplay is immediate suspension, second offence is ban including Aradune associated accounts.
  • Boxing any more than 2 characters will result in the following actions taken against your account. First Offence: A written warning from the GM. Second Offence: A 7 day suspension of account privileges on all Aradune related accounts. Third Offence: Permanent ban on all Aradune associated accounts.

Rizlona Ruleset:

  • Mangler XP Progression
  • Agents of Change Enabled
  • Pick Zones Enabled

By playing on Rizlona you agree to:

  • Absolutely No Automated/Unintended Game-play, any incident of automated gameplay is immediate suspension, second offence is ban including Rizlona associated accounts.

Does that mean you can dual-box on Aradune and multi-box to your hearts content on Rizlona?  Did the meaning of “truebox” change at Darkpaw?  It is possible.  I don’t keep up that closely.

And I can imagine why Darkpaw might want to give multi-boxers a fresh server to play on.  While the practice is often decried by the forum warriors, it has been a thing for most of the life of the game and… of course… you have to have to have a subscription for each account in order to indulge in the practice on these special servers.  No free to play allowed.  So if you want to box a fill party to level cap, Darkpaw will be happy to take your money and direct you to a special rules server just for you.

I don’t know that I will opt to play on either server, but my Daybreak All Access subscription will still be running when they launch, so I might log in for a peek.

In advance of these new servers, there is also the planned server merge coming a week earlier.  On May 20th the following which will see the following servers merged:

  • Lockjaw into Ragefire
  • Trakanon into Vox
  • Fippy Darkpaw into Vox
  • Brekt into Firiona Vie

I covered the origins of the soon-to-be merged servers in a previous post, so won’t repeat it here, but there are some good reasons for these merges.  Details on naming conflicts and character slots and the like are available in a Darkpaw post.

EverQuest Progression Servers vs WoW Classic

For the last few years one of the key arguments to my mind in support of the idea of something like WoW Classic were the progression servers that SOE and the Daybreak rolled up for the EverQuest community over the years, starting back in 2007 with The Sleeper and The Combine.

A splash screen of many expansion splash screens

There was a lot to be learned from even that first rough run, including the idea that it might be more popular than expected requiring the company to roll out another server.

After running lukewarm-to-cold on the whole special server idea during the SOE years, where they would launch with some fanfare and then never mention the servers again in any official capacity, Daybreak has turned the special server nostalgia thing into a part of their ongoing business plan.  When Holly Longdale says that EQ has more players in 2019 than it did in 2015, it is in part due to the cottage industry for Norrath nostalgia they have created.

So now Blizzard is in the nostalgia business with WoW Classic, and is clearly seeing some success from having done so.  But it is interesting to see the different paths Daybreak and Blizzard took to get to their respective positions, both in how the went after the idea and how their respective games evolved over time.

The Classic Splash Screen

The idea for this post came via a comment from Bhagpuss on the post where we were having trouble finding a definitive answer on the functionality of meeting stones.  He noted that information about mechanics in WoW Classic were not as readily available as they were for Daybreak’s games.  While places like WoW Head have been able to recreate WoW Classic versions of their site with quests and locations pretty well covered, they are not quite complete as we discovered.

Meanwhile, if you start digging up stuff on EverQuest you will find old articles, often not updated for a decade or more, are pretty spot on, both for live and progression servers.

Part of this is, of course, due to how SOE and then Daybreak approached the nostalgia idea.  While Blizzard set out to recreate the 2006 experience running in its own version of the client, an EverQuest progression server runs on the same client as live and draws on the same assets and resources.

This was no doubt due to a few reasons, with a lack of resources being at the top.  Blizzard has the personnel and the budget to create something like WoW Classic while the EverQuest team hasn’t had that sort of opportunity since the early days, at which point it probably seemed like a silly thing to take on.  The team was cranking out two expansions a year for quite a stretch, and expansions made money and kept people subscribed.

There was also something of a lack of commitment to the nostalgia idea.  While I give SOE props for even getting into it back in 2007, just eight years after EverQuest launched, it wasn’t until well into the Daybreak era that the company really took the idea seriously, that resources were dedicated to make the nostalgia server idea a thing and address some of the problems that the fans had been complaining about since the first round of them.

But SOE and then Daybreak were able to get away with their half-assed approach to progression servers largely due to the way the game have developed and evolved over time.

The thing is, if you log into an EverQuest live server today you can wander around a lot of old zones that have remained pretty much untouched since they were launched.  The EQ team has released expansion after expansion, adding zone after zone, while never doing anything to really reform or consolidate the world.

Yes, there is the Plane of Knowledge, the travel hub of Norrath, and SOE updated a few old world zones like Freeport, but a lot of content was just left where it was dropped and rarely looked after again.  Somebody might add a new zone connection for another expansion, and a few places got a Tome of Knowledge added to get people to the Plane of Knowledge, but for the most part if you wander through old zones they look like they did back in the day.

And you can add to that the fact that the team didn’t go hog wild on revamping classes with every expansion.  If you roll up a warrior on a live server or a progression server, they still start with the same old skills from back whenever.  Spells got a bit of a revamp, losing the every five level aspect at some point, but otherwise you still get Spirit of the Wolf at about the same point you got it in 1999 or 2007 or 2011 or 2018.

In that environment where you haven’t really added a bunch of new stuff to the old zones, where classes are about the same now at level 1 though 20 or 50 as they were back in 1999, where content has been delivered in nice little stand-alone silos, a company can get away with a low effort, same client nostalgia experience.  Fippy Darkpaw is still running at the 1999 gates of Qeynos. delivering his line, over and over again.  So they can fiddle with some toggles about which zones you can access and play with the experience slider and call it a day.

Yes, there is Project 1999 and the purist attempt to really recreate every little detail of the original game. (They have a new server coming too.)  I admire the effort, but it does feel a bit like a niche of a niche, the desire to get back the entire experience.  Daybreak delivers about 80% of the experience already in a… I was going to wite “modern client” but let’s not be silly… supported client that gets updates on servers that get a lot of traffic.

Compare this with Blizzard’s lot.

The elephant in the room is the Cataclysm expansion, which redid the old content, updated the old world to allow flying, and added zones that adjoined to classic zones, and basically stirred the pot radically.  This is ground zero of the “missing old content” movement.

But that is only the most stark example of change.  Blizzard stirs the pot with every expansion.  Occasionally I see a call for “WoW 2.0″ and I laugh, because we’ve been there already.  The Burning Crusade was literally WoW 2.0, and while its changes were not as sweeping as Cataclysm, the game changed the day it dropped, as it did with Wrath of the Lich King and Mists of Panaria and so on and so forth.  And while Blizz gives us a new city to hang out in each expansion, it also pushed to keep us in Stormwind and Orgrimmar as well, with portals to ease getting back and the auction house to serve as a draw.

I have written about how the hunter in WoW Classic is so different that retail, but even the simple classes have seen change.  Compared to rolling a warrior in EverQuest today, rolling one in retail WoW is nothing like the 2004 or 2006 experience.  You go through different content with skills that work differently up a different skill path to unlock different talents on a different talent tree.

In that environment there is no cheap way out to create anything like a vanilla WoW experience.  You cannot half-ass an attempt to test the water, you cannot just roll out a new server with only the level 1-60 content unlocked, because that 1-60 looks different, plays different, and for the most part is different.

I think this is why, as Bhagpuss noted, that some info is just difficult to find about WoW Classic.  With Blizzard shaking up the game and every class with each expansion, there hasn’t been the sort of static, almost sedimentary, layers of development the way there was with EverQuest over the years.  Fifteen year old articles at Allakazam are still relevant because SOE and Daybreak laid down some content and moved on.  Blizz doesn’t play that way.  Blizz changes the whole world, touches most everything, in a regular ~24 month cycle.  There was no simple path back to vanilla because it was so well and thoroughly gone.

And so we got Blizzard pushing off the idea of vanilla WoW and things like J. Allen Brack’s now infamous line for at least a decade.  I was already referencing calls for “classic” Azeroth servers back in August 2009.  Private servers offering a vanilla experience were already pretty common seven years back when I dabbledwith the Emerald Dream server.  But for Blizzard to get there required such a commitment that it was only after retail kept sagging that they decided to play the nostalgia card.

Daybreak got their imperfect nostalgia merely due to their rather silo focused content delivery.  Blizzard got more perfect nostalgia but had to rebuild it as a new client due to their propensity to change the world.

I suppose the lesson to take out of this is to plan for nostalgia… at least if you think your game is going to run 15 or 20 years.

Daybreak Sketches Out some EverQuest II Anniversary Celebration Plans and Other Items

Destined to remain ever in the shadow of World of Warcraft, EverQuest II has its fifteenth anniversary coming up in November, just a few weeks before WoW celebrates the same milestone.

Oddly monochromatic logo, but sure

Daybreak published a Producer’s letter for both EverQuest titles yesterday which give some details, and more hints, at what to expect from the coming anniversary.

The EverQuest update says that the senior title, which turned 20 earlier this year, will celebrate the EQII milestone with the launch of a new progression server.  Go figure.

This will be a new style of server, with players starting as level 85 heroic characters… nice to use a mechanic that is already in place… and content through the House of Thule expansion unlocked, with further expansions unlocking every 2-3 months.  The details are not set yet, so there will be further updates as the plans mature.

The EverQuest II update offers both more and less when it comes to anniversary celebration details.

A progression server for EQII is also planned, also featuring players starting off with level 85 heroic characters, with content unlocked through the Chaos Descending expansion.

There are also mentions of completely new server-wide event on live servers, including a dragon themed event that will reward players with something never before seen in the game.  As before, more details will be made available as the events draw closer.

The Producer’s letters for both games also reference the coming expansions for each game.  While no names or themes were mentioned, both will see a increase in level cap, boosting the top level in EverQuest to 115 and in EverQuest II to 120.  As is customary, the current expansions for both games are now available for a discounted price.

There was also a mention of in-game bonuses for the coming US Labor Day holiday, and a reminder that the next update for EverQuest II, which includes the annual summer panda event, will land on August 27th.

August 27th is also the official opening date for WoW Classic, so in a way history continues to repeat itself.

Finally, there is also a poll linked in both producer’s letter related to a possible EverQuest oriented player event, possibly for next year.

Addendum: The latest episode of The EverQuest Show has some extra screen shots from the next EverQuest expansion which they have posted to their site if you want to examine them for clues as to what to expect.

Also on this topic, Inventory Full has a post up about both producer’s letters.

And Massively OP has their own update on the letters.

Faster Selo Server, Faster!

Daybreak continues to explore just what “fast” or “casual” or whatever means in terms of a progression server as they announced a boost in experience gain on the Selo server that launched with the 20th anniversary.

Selo moves even faster

From the forum post by Holly Longdale:

We have been watching and evaluating community concerns by playing on Selo before and after the experience bonus in order to gauge pacing. Given we envisioned this as our fastest progression server, we do want to keep the feel of the 50% bonus players have had as part of the Selo experience for the past three weeks. With the 50% bonus, Selo feels in line with how we presented the intent of the server.

As of noon PDT on Friday (today), the 50% bonus is permanent. After the update on the 17th, the server’s base rates will be updated in code so that future XP bonus days will affect the new, increased XP rates making them truly ridiculous (by EQ standards!).

We’ll continue to evaluate the experience rate – and other rates – as we move forward to make sure it delivers on our vision of Selo without breaking continuity and progression.

I suppose it isn’t so much of a boost as it is a return to what thee experience rate was for the balance of March, when there was a 50% experience boost game-wide.  Players on the Selo server apparently got used to that boosted rate and have been asking for it back in the forums.

I am not sure where that places the experience curve relative to the live servers, since they said it was going to be slower than live initially, but this should allow people to keep up with the speedy unlock schedule detailed in the FAQ for the server.

This does not apply to the other progression servers that Daybreak launched back on March 16.

Quote of the Day – EverQuest Hubris and Reality

If we tried to broaden our horizons and invite new people in, I don’t think we’d have enough servers to be able to handle the influx of new players.

Holly Longdale, Interview at PC Gamer

I love EverQuest as much as any bit of my gaming history.  And all the more so here on the 20th anniversary.  But I also try to inject at least some tiny amount of objectivity into my rose colored glasses view of the game.  In that spirit, I would have to say that there is no way that EverQuest could attract and hold enough new players that server capacity would be a worry.

20 Years Ago…

The idea strikes me as very much an “if I had a magic wand” sort of hypothesis.  I’d have to see an example of another game of similar vintage hauling in new customers to be convinced.  Remasters of games, like Age of Empires II, and return launches of old games, like last week’s appearance of Diablo on GoG, happen.  And the will likely continue to show up.  But I don’t see much evidence that this has meant any sort of gold rush of new players these titles.  Rather, it seems more a plan to sate demand from an older demographic… people like me who played those games when they were new.  There is money to be made on that.  Not chart topping, League of Legends money, but enough to support a small team.

That said, the article linked… which I also linked in Friday’s post… is well worth a read for fans of the franchise and has a lot to unpack and there are enough tidbits that I could probably write half a dozen posts exploring them.

Key among them are:

  • “We have more players now than we did in 2015 and our revenue has gone up.”
  • “I’m not allowed tell you exactly how many people have come through the game over the years, but it’s enough to sustain us.”
  • “So we just have an agreement in place that they [Project 1999] don’t launch stuff around the same time we do.”
  • “Our biggest customer service request is people asking what email they used for their EverQuest account 15 years ago, because they want to log back in and play with their old characters again.”
  • “Every three years we do a level increase, and we have changed the way some things work.”
  • A new expansion, The Burning Lands, was released in December last year, and another is on the way.
  • “But fundamentally, we don’t want to change the game. It’s like when we did the New Game Experience for Star Wars Galaxies and everyone quit.”

Those are all out of context, but not dramatically so.

Meanwhile, given the fact that every single time EverQuest opens up a progression server there are queues and problems and crashes until things settle down… and that was going on yesterday as Daybreak tried to get the Selo and Mangler servers off the ground… I agree that if they could attract a bunch of new players, there is no guarantee that their current servers could handle it.  I just don’t think there is any way they could attract those sorts of numbers.

We’ll see if Daybreak has better luck on day two, which also happens to be St. Patrick’s Day as well.

I used Station Cash just to get this screen shot

Maybe a bit of luck will help them.