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Changes, Changes and More Changes


Changes, Changes and More Changes
Brenden "Magi" Gardner - 8/25/2005


Yesterday [and today] has definitely been exciting if you're an EverQuest II fan in any capacity.

The community was informed by Gallenite (producer, EQ2) that a couple huge changes are being pushed to test server for both death and locked encounter systems. To be brief, shared group debt is gone and the maximum debt that can be accumulated is 50%. Also, to put it simply, locked encounters are gone if groups (and hopefully individuals) wish it so. So yes it means that healers can heal other players, fighters can assist other players: something we have never seen in EverQuest II (this is for non-raid situations only).

So yes these are huge changes. They remind me of the changes made to encounters late last year, when the game became a lot more soloable. EverQuest II, through beta and into the early stages of the game was pretty much a forced-grouping game where soloing was allowed but was far from being viable. So when we saw this change it was revolutionary and it only improved the game immensely.

Will the same thing happen again?

I am divided on this subject, truth be told. I believe that the new debt system (if it makes it onto live) will be a detriment towards the game but the changes to the locked encounter system, despite being an advocate for the original system, will benefit the game immensely.

Experience Debt Changes

I tackled this subject when Blackguard first informed the community of it and I said my two pieces on it. In that piece, I was rather surprised that experience debt was changing for it is pretty weak already, unless you die consecutively. I also added that I saw two things happening: 1) the absurd notion that it would be weakened or 2) the penalty would be increased.

Lo and behold the absurd notion was correct: experience debt has been lessened.

I must ask: why?

I've contemplated this question for the past two days or so and I can't seem to find a logical answer for it. I just don't get it. The penalty (as it stands on live) isn't that harsh at all, yet it is being reduced further? Do some players really have problems with debt so that they die three, four or five times in a row?

I'm sure that others are asking these very same questions. But there is one other important factor to consider as well: what shared group experience debt did.

It created a sense of comradeship, it forced group members to be extra careful and cautious, and remain considerate of everyone else in the group. This is simply because if they weren't then they would be faced with debt and hence the experience point flow would be reduced for a short time.

In this new system this isn't going to happen.

Now I'm not going to suggest either that over-night we're going to see healers and tanks caring less about the safety of the scouts for instance but over time we may see a series of negative impacts that includes grief measures.

In terms of grief, if there is no more shared group debt then we may see deviant players join groups, intentionally not do their part, aggro many adds, and cause group wipes and yet escape from the battle painlessly.

This is what happens in other games. This is what happens when there is no shared group experience debt, or anything like it.

Put aside the grief factors group unity, and community unity, will take its toll as well. As I have stated before group members and other players care more for their fellow players because they are forced to, thanks to shared group experience debt. Take that system away and this will stop.

I sincerely hope that my fellow players reject this proposal on the test server and we never see it make it to live.

Locked Encounter Changes

This is the one item that is being talked about with much more frequency and has more substantial impacts on all facets of the game. Never before have friendly healers been able to drop a few heals on new players, helping them out. Never before have fighters been able to help out a player in need, without that new player sacrificing the experience points from the mob at hand.

When the change is pushed from the test server to live we will at last see these things and it's not a bad thing.

If I had to point out one of the larger problems that EverQuest II suffers from it is community and this change will help it out immensely. A friendly act such as a heal or helping a player in need will lead to more interaction, friendliness and comradeship. This extends, as well, from the new player to the seasoned veteran.

Everyone needs a helping hand, after all, and this will provide it.

I am not suggesting either that EverQuest II's community problems will be instantly solved by this one change that promotes friendliness and comradeship among players, but it definitely is a good first step. There are a number of factors at hand in this topic, too large to spend on in this article, but as I said, what could be done is a very good first step.

Now before it is raised I will say this: griefing won't be a factor at all. SOE really thought this one through in including the ability for a group to turn locked encounters on, in case they don't need help (which really translates into an anti-grief method).

I am dissapointed, however, by the fact that soloers aren't included in this mechanic. But I'm sure we'll see the mechanism expanded to soloers in good time.

Power-leveling, as well, won't factor into this either. The player who started the engagement must do at least 51% of the damage in order to receive credit for the kill, and if that player only does the minimum, the experience points received will be at a reduced rate. I'm sure, as well, that players may still try to power-level even with the way it is set up but it will not be productive at all.

Most importantly, admist all these changes is that this will only apply to non-raid encounters only, which should come as a sigh of relief to many people, such as myself, who were loud advocates of locked encounters in the past.

After all, no one wants to go back to the days of kill-stealing after you waited 4 or 5 hours for a mob to pop, like in the days of first generation MMORPGs.

The changes to the experience debt system needs to be re-thought but the changes to locked encounters are solid. The former will make the game worse off and the latter will improve it tremendously.

Though, even if both systems make it in - and the experience debt system becomes a detriment - the changes to the locked encounter system will write off the negative.

EverQuest II keeps improving and just in time for the Desert of Flames.

лл Back to Main Editorial Page

Posted by Malgore of ShadowHav at 2005-08-26 12:05:38
As a healer I look forward to being able to heal people in need and rez people who are out of my group. Many time I have seen a tton go down to the dirt in front of me and there was nothing I could do. A simple light heal could have saved this person and then poof the re-rez themselves. I am glad to see that change. I think it will foster a sense of community. Group Debt. I dont understand why this was removed. I feel that the minimal debt incurred on death is not a big deal and makes me strive to keep my group alive. THis sytem will allow for griefing by players who like to cause problems. Its hard enough to keep the tank alive in some encounters without some jerk bringing in adds and not getting any penalty for it. I guess we will see the affects after a few weeks in live.


Posted by Alweynne at 2005-08-27 04:42:55
I totallt disagree with the group debt view. I am HAPPY to see it is gone even though it may only be a few debt. As a healer I am insulted that the only reason a healer heals is to keep from gettin xp debt. I heal because it is my job. I take pride in my character and her abilities as a healer. I always stop if I see someone dead and ask if they need a rezz as a healer we have one baby heal that will work on those not group with us if I see someone low on health I always pop a heal on them. As far as worrying about bad players who will hurt a group you may have some incidences but I dont think it will be a problem. Even now there are those I have grouped with that I will never group with again. If someone causes this type of grief I can say they will most likely be kicked from group and those players will never group with them again. This method is already being done with those who dont play very well or do a very good job. So I dont see how this will escalate into worse. In simple terms you will have those that play the game to only cause other grief no amount of rules will change that. All this does is make it a lil easier on us as it is a pain when you are 90 into level with no vitality and 2 debt.So I dont think doing away with shared xp debt is going to make grouping any worse or better than it already is. If you dont like the way someone plays the game then dont group with them simple as that. There are more good players than bad it seems. So again I dont see this issue being a big deal.


Posted by Sossorio at 2005-08-29 12:10:01
xp debt is something I dont mind. I can live with any system they put in. Community should be such that players care to keep eachother alive and social control should work to enforce peeps dont abuse not sharing in someones debt. Back in EQ1 you got a good feeling through comunity chat for who were the griefers and could just avoid grouping with them. I too am glad for the drop of encounter locking. As posted above most healers take pride and pleasure in helping someone out with a heal or a rez. Now you need to drop group then group with whom you wish to help out and then regroup with your former party. Used to be so easy to shoot someone a tell asking if they needed a hand or just keep your eye on a char and drop a heal when you thought they could use it. It begs the question if changes to the buff system are next though. Nothing like PoK and MGBs maybe to start with but peeps will put buffing out of group on the agenda real soon. And why not community helping eachother out. Perhaps have GMs softly enforce a policy of no-pay for buffs perhaps let buffs out of group be shorter duration too.


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