Upcoming Gameplay & Downtime Changes

EverQuest developer Rashere sheds some light on upcoming changes to gameplay and downtime, as seen on EQLive:



Regarding changes to gameplay:

AA System – With the increase to level 75, we’ve run into a problem with AAs.  AAs are built around a static amount of experience, roughly what is required to get level 51.  As levels have gone up, the amount of experience you get for killing a creature goes up too and we’re at the point now where a few kills at level 75 would be worth an AA point.  To avoid this problem and the problems associated with continually inflating AA costs to compensate, we’re moving the AA system to a more relative system so the amount of AA experience you gain will be based on the difficulty (con level) of the NPC you killed rather than its level (quest XP and other ways of getting AA are likewise converted over to the new system).  The amount of experience required to get an AA is based around what a level 70 player currently requires in the old system, so players at level 70 shouldn’t see much difference.  Players below level 70 will gain AA at a faster rate than before the change because they were previously gaining at a much slower rate than a level 70 can.

Spell Resists – We’ll be introducing a new spell resist formula that will make spell resists much more lenient than they have been in the past.  The old system was built for the original game when the levels were capped at 50 and the resists were under 300.  It wasn’t built to be very flexible and as the levels have gone up and the resists have gone up, it has maintained the same narrow range of values that meant a spell was unresisted as it had back then.  In a good system, appropriate level spells should land most of the time, but not all of the time, against appropriate level NPCs.  Because of the narrow range on the older system, that isn’t the case currently.  Most spells these days tend to be all-or-nother.  They either land or they don’t and you don’t see much deviation from that.  The new system introduces a formula that scales a lot better and will result in more spells falling into the right realm where spells can land, but don’t always land.

Death – We’ll be changing death so that when you die, you will be “hovering” over your body and can choose to stay that way while waiting for a resurrection instead of immediately zoning to your bind point.  This is being done to help players on slow connections who take a big hit from having to zone twice when they die.

Character Creation – We’ve changed character creation to make it more graphical, allow characters to be created from a single page, and update it to include features associated with the new Drakkin race.  As part of this, we’ve set up some character defaults so starting point allocation, starting city, and starting deity all have defaults now which can be changed if you wish.

Endless Quiver – A longstanding issue we’ve had with ranger itemization is the inability to create specialized arrows because they are never expended due to the Endless Quiver AA.  This has led to arrows become a bit stale over the years.  To resolve this issue, we’ve introduced the ability to create new arrows that are not affected by Endless Quiver.  These arrows will specifically be marked as “Expendable”.   It’s important to note that old arrows will not change and we will continue to create new arrows that work with Endless Quiver.  This just allows us the flexibility to create arrows that have a big effect without the balance issues associated with them sticking around forever.

Dark Blue Con – The concept of a dark blue con NPC has existed in EQ for a while now.  It represents a range of blue con NPCs that give a bonus to their experience due to being very close to your level, generally within 5 levels.  We’ve decided to change the con system to include this range as well so you can visually see when an NPC falls into this “sweet spot”.


Regarding changes to downtime:

Likely the biggest change we are making is one aimed at reducing the amount of downtime in EverQuest.  As EverQuest has grown over the years, the amount of downtime imposed upon players has grown as well and we’d rather players find challenge in the fights themselves than in the tedium between them.  Toward that end, we’ve created a new system that is simple to use, but powerful and flexible enough to control downtime as the game continues to grow.

The basics of the new system are relatively simple.  Once you have been out-of-combat for a sufficient amount of time, you can sit down (or be on a non-moving horse) and begin to rest.  While resting, you enter an accelerated regeneration state that will quickly recover your mana, health, and endurance.  For most single group content, once you are out of combat for 30 seconds you can rest.  While dealing with multi-group content, that time is 5 minutes.  The amount of time you have to be out-of-combat before you can rest varies for group content and raid content due to the different needs of the different encounter types. 

There are a series of icons that will display by your character’s name to let you know what your character’s current state is.

Crossed Swords – You are currently in-combat.

Hour Glass – You are out of combat, but not yet in a resting state.  In addition to the hourglass, there is a timer bar beneath the endurance bar that will count down as you get closer to being rested.

Poison Drop – You are no longer in combat, but cannot rest because of a debuff that is affecting you.  You must get rid of the debuff before you can rest.

Void – The void is the default icon and indicates that you are not in-combat and you can rest at any time.

Energy Swirl – The energy swirl indicates that you are currently resting.

That is pretty much all you need to know to make full use of the new system when it goes live, but for those of you interested in the behind-the-scenes details, here is how the system works.

The system is based around you being in one of two states at all times: in-combat or out-of-combat.  Being in-combat is defined by being on the hate list of any creature in the zone.  To prevent problems with being stuck in a combat state due to some creature on the other side of the zone hating you because you ran past it 15 minutes ago, creatures will remove you from their hate list if you get far enough away from them that they no longer care about you and remain that way for more than 30 seconds.

Every NPC in the game has a rest timer associated with it.  When you enter combat with a creature, you will gain their rest timer if it is greater than any rest timer you currently have on you.  Once you are no longer in a combat state, that timer will begin to count down.  The rest timer varies depending on the difficulty of the encounter you are fighting.  For most creatures, the rest timer is 30 seconds but for multi-group content (defined by the initial intention of the content) the rest timer is 5 minutes.  This difference is included to prevent potential exploits associated with classes that can drop hate at will (fading memories, evacs, etc.).  In a raid situation where fights can last for quite a while, this could easily be abused.  Rest timers are persistent through zoning and logging out, but are cleared upon death (the death debuff itself, though, keeps you from being able to rest until it is gone).  NPCs that give the extended rest timer will have extra text in their con message that denotes them as a multi-group encounter so you can know ahead of time that they will give you the longer rest timer.

There are a few special cases that we included to ensure we’re covering any potential loopholes.

  • If you buff, heal, or otherwise positively interact with a player who has an active rest timer, you will inherit their timer if it is greater than the one you currently have.
  • If you attack (or are attacked by) another player in a pvp setting, you will gain a 30 second rest timer.
  • If you have a debuff on yourself, you cannot rest even if you do not have a rest timer on yourself.  Certain debuffs can be flagged to not impact your ability to rest if needed.  Those debuffs will have a yellow border instead of a red one on their buff icon.
  • If you are attacked, you gain the rest timer of the creature attacking you.  The exception is if this is self-inflicted damage.  Self-inflicted damage does not incur a rest timer.

Resting regeneration is percentage-based regeneration for health, mana, and endurance and is currently set to take you from 0 to full in 3 minutes.  This allows it to scale with gear, so you aren’t penalized for getting better gear, and ensures that downtime never becomes a problem again as the game continues to grow.  This system replaces the older advanced regeneration that was introduced for health.

Rashere

Comments

« Previous 1 2
Post Comment
spell effects vs out of combat
# Sep 19 2006 at 7:25 AM Rating: Decent
Ok,
all they are telling you is that when you are "Out of Combat" there will be a new system that helps you regenerate HP Mana and Endurance (and sense they changed Stam to End and didn't bother to adjust the spells along with it ...) while you are resting out of combat. Spell effects from Regen, Clairvoiance
/ Tranquility / KEI, ect. will still come into play while you are in combat and not using this new regenerative style. Granted this will make down time for soloist alot less because they will not be waiting on mana hp or endurance to regen (and having a lvl 70 warrior with his 6k endurance pool empty and that it regens at 20 standing 30 sitting trust me they needed to do something with that at least) but in group situations and raid situations if you want to chain pull go ahead things will be like they always have been ... if you want to sit back and do things at a bit slower pace this will help that out alot but keep in mind that there are the respawns comming up behind you as you move forward and you wont always be able to just move at a stroll through some places (creator missions, Ferubi ect)

All in all just try it out and see if you like it. If ya dont well thats entirely up to you.
Weird
# Sep 15 2006 at 1:38 PM Rating: Default
**
364 posts
but whenever I submit a post it never shows. Guess I'm being censored. Keeps telling me a similar post was detected x amount of seconds earlier. I submitted my post and it took me to another totally unrelated post.
Had something to say
# Sep 15 2006 at 1:36 PM Rating: Default
**
364 posts
but whenever I submit a post it never shows. Guess I'm being censored. Keeps telling me a similar post was detected x amount of seconds earlier.
Good reason to wait
# Sep 15 2006 at 1:27 PM Rating: Default
**
364 posts
This patch will be a good reason to wait before buying the new expansion. Maybe I am missing something or not enough detail is being given to players concerns. Will this new sysem replace the old one completely? Does this mean that until players are resting the regen buffs they have won't do anything for their mana or health? Will the only non rest regens be worn effects on high end gear? Is this just a patch that won't affect high end players as they will have the most gear with worn regen?

To me this seems like a very significant change if it replaces the old system, but would be better as a add on to the current system. I have had the bar raised up so far out of my reach over the years that I am very skeptical as to who this patch will be good for. Not enough explanation is being given here. This could make a Xegony raid impossible if you have to be at rest to get even a tiny bit of mana to keep things going.

One thing I would suggest is that if this is an addition to the current way to speed things up, that being in a downtime state with a melee character with a debuff on where you cannot rest that the debuff timer should run down faster if you are either sitting or bandaging. Uh oh that would make bind wounds an even better skill to keep working on.
Bha
# Sep 14 2006 at 4:20 PM Rating: Decent
*
101 posts
bha just pointing out a few things and you get tagged

it would be better if the timer was longer , theire will be some easy abuse with this setup unless the timer changes if your group agro's and not you

btw how will it be affected by feign death , just to give your another example.

sometimes it helps to have constructive idea's instead of rants
sure i can complain about how my xp was wasted with a 20% xp penalty for beeing a troll , doesn't change a thing do , instead look at the possible uses / abuses of the system and tell me where you draw the line

Taz out...




Tazrak 70 shammy ( Ravages )
Boxed version?
# Sep 14 2006 at 12:52 AM Rating: Decent
So...
Any news yet on a boxed version?
Curses, foiled again by dialup..
/e starts lookin for a new place to live..
Boxed version ?
# Sep 14 2006 at 12:50 AM Rating: Decent
So..
No news on a boxed version yet?
Curses, foiled again by dialup..
/e starts lookin for a new place to live..
Boxed set yet?
# Sep 14 2006 at 12:48 AM Rating: Decent
So...
still no word on a boxed version yet?
Curses, foiled by dial up yet again...
/e starts looking for a new place to live...
looks good to me
# Sep 13 2006 at 6:15 AM Rating: Default
This is a positive step peoples. Get a life. Bet the complainers find any little thing that doesn't benefit THEM to be a very bad thing. WAKE UP and smell the roses. sheesh!!!
"rest timers"
# Sep 12 2006 at 11:35 AM Rating: Decent
i just find it extremley funny to watch everyone complain about SoE finally giving us a way to keep playing, i get so frustrated with my warrior and my wizzy... i take on a mob and now its time to sit...i dunno about the rest of you, but most times i even walk away from the computer while medding--becuase it takes so long! now i invision the abbility to sit, "rest", and back to fighting.... video games impress me, but only becuase they dont follow the same dull boring aspects as real life. if i wanted to "play" sit down and med for 15 min then i could do that with out giving sony an extra 14$-20$ a month. now i will feel like i'm playing a video game again rather than playing some cheezy let's sit and wait game! to all who feel like their class/race is getting the shaft---SO WHAT?!?!? every class/race gets the shaft at one time or another so do your class/race a favor and dont make them look like whiny crying little prisses!
Resting regeneration :s
# Sep 11 2006 at 12:52 AM Rating: Decent
*
101 posts
I play a Troll Shaman myself , part of going for a troll was my regenration

now for a shaman i don't see a lot off change with the new regen as a shaman gets into the agro list of a mob the verry momnt of its arrival

now take a look at wizzy / mage and other dps classes with nukes

invis yourself / mob arrives and you hang back to go into regen state only takes you 30 sec anyway so probably after the last mob got killed and the new one arrives you might be close or allready into regen state

higher end group fights will easy take 2 - 3 minutes , meaning you can regain 1/3 of you mana or if you skip a mob go to full mana

sounds like mana burning will be a new favorite play
Resting regeneration :s
# Sep 11 2006 at 4:35 PM Rating: Decent
**
342 posts
Difficult to say if we will be able to simply "sit one out" while the rest of the group is in combat. I'm guessing we will inherit any of the groups' rest timers by affiliation, even if you do not stand up before a new mob is engaged. You could always disband, however, but then lose the exp. for that kill.

Will be interesting to see how this pans out. I would bet serious money it gets tweaked a bit before all is said and done. :)
no love for the TROLL
# Sep 08 2006 at 6:29 PM Rating: Decent
Sucks to be a Troll
heh
# Sep 08 2006 at 3:39 PM Rating: Decent
So, this basically means we're now playing WoW?
clerics
# Sep 08 2006 at 10:40 AM Rating: Decent
sooo...does this mean as well that clerics will know who needs to be debuffed or will the groupies still need to ask for debuff removal? also, if thats the case, what about the spell book changing? i myself dont use the highest mana costing spells when i gain lvls.....unless its something i need of course....
Old characters to new content
# Sep 08 2006 at 3:38 AM Rating: Decent
*
110 posts
Quote:
Ok, I have a silly question. I have a 69 beastie on Fennin Ro. When the new expansion comes live will I be able to bring him into the new zones or not? I would "assume" that I can, but it is being hailed as a "Game with in a game" which leads me to believe that I cannot bring said beastie into the new zones. If this is so, I am not sure if I want this new download.


You will be able to bring your old character into new content as long as you have bought and registered the expansion. There is no way SOE would not let an old character into the new expansion content if they payed for it.
good 'ol R&R
# Sep 07 2006 at 12:14 PM Rating: Default
Improved mana regen for bards. So one of our biggest class downfalls is being lifted after 30 seconds of non-combat? No complaints are comeing from me. My nights of wishing to solo farm evolving items that sell for 80k+ should show a bit more action than down time now. One thing i see is going to REALLY help out with this also is raid down time after a whipe. Wont have to wait 10-15+ mins for our clerics and shammies to get mana back from buffing and so on. My GEMS skills are going to drop dramatically (-.-)
Good 'ol R&R
# Sep 07 2006 at 12:08 PM Rating: Default
A big benefit i see is when a raid is wiped and everyone is getting rezzed back into the raid zone. The down time for that particular case is going to dramatically shorten. You will have excellerated mana/hp regen for the buffing classes and now you won't have to wait 10-15+ minutes to get everyone rebuffed and clerics/shammies back into a good margin of mana to keep the main tanks alive. One thing I notice is that they dont get into any specifics about bard regen. We are capped on our mana regen as a downfall for us being able to use so many songs that dont cost any mana to begin with. Most bards complain about it, but to me i see the point of it and agree with it. So are bards going to have a much improved mana regen state after 30 secs of no combat? All i can say is sweetness. But then again because of our AE songs during raids, we will always have the highest rest timer sense we are helping who ever has the highest timer at the time. But then again i hardly ever use mana during raids unless except one or two times in 4 hrs i use Fade. New concept to toy with i like it and to all you nay sayers look at ALL the facts before you bash another attempt from SoE to help us play the game. Iksars and Trolls will still have more base regen than a barbarian EVEN in the excellerated regen state. To whine about facts that are clearly posted you just didnt take the time to read is kinda stupid.
heh
# Sep 07 2006 at 7:43 AM Rating: Default
All I can say is goodbye EQ. I tried to come back for the progression servers but that was pointless. Thank god I'm out and can have a good laugh at the poor saps who are still trying to make the best out of their stupid ****...

Liveye (lvl 70 Wizard)

heh
# Sep 10 2006 at 9:05 PM Rating: Excellent
***
3,128 posts
Can I have your stuff?
heh
# Sep 09 2006 at 12:42 AM Rating: Decent
Good bye, you wont be missed.
re: bleck
# Sep 06 2006 at 7:59 PM Rating: Good
*
150 posts
Quote:
bleck, so if im soloing in a zone with tough mobs n i get in a fight and lose 80% of my hp i cant sit down n start to get it back , i have to wait for some silly timer? i suppose we cant use heal pots either until the timer goes off, bunch of cr%p is that, lose that part, it dont make sense and i agree with the troll thing why i made a troll to begin with, if thats the case give us something to compensate for that loss
think before u act sony blunderheads


The way it sounds to me is nothing really changes while in combat other than it is noted next to your name. The big change is during down time, 30 seconds or whatever it is after you are off all mobs aggro list you will go into an accelerated regen period.
Old characters to new content?
# Sep 06 2006 at 12:50 PM Rating: Decent
33 posts
Ok, I have a silly question. I have a 69 beastie on Fennin Ro. When the new expansion comes live will I be able to bring him into the new zones or not? I would "assume" that I can, but it is being hailed as a "Game with in a game" which leads me to believe that I cannot bring said beastie into the new zones. If this is so, I am not sure if I want this new download.
bards will charm kite better
# Sep 06 2006 at 12:32 PM Rating: Default
just a note with the faster regen..bards get a crappy 1 per tik regen standing and 2 if sitting...now certain high end chamr spells use up mucho mana..now with this new system bards will rule again with charm kiting..just my 2 cp's worth
why does sony hate the beastlords
# Sep 06 2006 at 9:24 AM Rating: Default
I have to ask this question.Um did the beastlord get passed over again?If so what your problem? hell we got screwed on P.O.R Still trying to figure out why we didnt get auras.The high end bl well the nicest way i can put this is um we suck. We have nothing that makes us groupable.Now if i am a designer and i ask my self why would i want a bl in my group? compared to a shammy,monk and etc you would be saying the same as all us high end bl ask are selfs why does sony hate us?Look just gives us back at least are solo exp back i would be happy with that then i dont have to sit lfg and get 50 tells asking me if i want a w.o.s group

why does sony hate the beastlords
# Sep 27 2006 at 9:03 AM Rating: Decent
if I hear one more person complain about their class getting the shaft for the second or third expansion I'm gonna snap. Shadowknight have been consistantly getting the shaft since Velious came out. We havn't gotten a new snare since PoP and are still expected to snare things. DoDH came out and put fear back into the game, and in the 5 spells we got with that expansion, we got 4 fear spells and a life tap. You keep whining about getting shafted two times in a row, and the shadowknights will be laughing at you (and your new 3k heal.)
Dilution of the race pros and con.
# Sep 06 2006 at 5:53 AM Rating: Default
Sadly, the dilution of the race characteristics is a serious issue for serious players. Instead of trying to equalize the game, another avenue is possible with the new races. Stop changing the rules on which characters have been selected on. Iksar and Ogres and Trolls were chosen by players for games strategics advantages, these advantages came with a serious penalty on XP. If Sony wishes to equalize the game then change the penalty rate for these classes.

In my case, having known , I would have chosen a Halfling that would probably 70 and 2000 A by now...
Dilution of the race pros and con.
# Sep 06 2006 at 5:53 AM Rating: Default
Sadly, the dilution of the race characteristics is a serious issue for serious players. Instead of trying to equalize the game, another avenue is possible with the new races. Stop changing the rules on which characters have been selected on. Iksar and Ogres and Trolls were chosen by players for games strategics advantages, these advantages came with a serious penalty on XP. If Sony wishes to equalize the game then change the penalty rate for these classes.

In my case, having known , I would have chosen a Halfling that would probably 70 and 2000 A by now...
Dilution of the race pros and con.
# Sep 06 2006 at 12:16 PM Rating: Decent
I agree I am a Troll..
bleck
# Sep 06 2006 at 5:20 AM Rating: Decent
bleck, so if im soloing in a zone with tough mobs n i get in a fight and lose 80% of my hp i cant sit down n start to get it back , i have to wait for some silly timer? i suppose we cant use heal pots either until the timer goes off, bunch of cr%p is that, lose that part, it dont make sense and i agree with the troll thing why i made a troll to begin with, if thats the case give us something to compensate for that loss
think before u act sony blunderheads
« Previous 1 2
Post Comment

Free account required to post

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