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EQ2 Combining Servers

Darniaq writes "Scott 'Gallenite' Hartsman, Senior Producer for Everquest 2, has announced the pending combination of ten servers with ten other others. Normally, this sort of announcement would be met with immediate derision, a collectively vindictive sneering about a game that wasn't successful or is dying. However, because of when this combination is coming, and how it is being handled, I have a slightly different view." Additional commentary at Aggro Me.

39 comments

  1. Doesn't matter how you spin it... by CaseM · · Score: 3, Insightful

    EQ2 is dying. Frankly, it was DOA.

    1. Re:Doesn't matter how you spin it... by Anonymous Coward · · Score: 0

      The other offerings in the genre were too much.

      World of Warcraft and Final Fantasy online both took crucial shares of the market.

    2. Re:Doesn't matter how you spin it... by Austerity+Empowers · · Score: 1

      And EQ1 kept a lot of the type of people who would enjoy EQ2. If WoW didn't exist I'd have stayed with EQ1, EQ2 had absolutely nothing to offer anyone who already invested the insane hours required to max an EQ character.

    3. Re:Doesn't matter how you spin it... by Sage+Gaspar · · Score: 2, Interesting

      Nah, EQ2 doesn't really compete with EQ1. There's no grinding unless you really want to; a 24 cap on raids, which aren't available in nearly the quantity of PoP; basically four classes, the subclasses only making a huge difference on high-end stuff; very good items that are widely accessible through grouping or crafting instead of raiding (and I'm not talking about LDoN style marathon-grouping); and the gameplay is much less complicated, but more action-oriented. What I mean by the last is that pulling is much easier and chanters are hardly ever necessary, but everyone is constantly doing something, including (especially) the tank.

      Personally, I really dig it. It's the Everquest world for the casual player. The playerbase seems to be much, much more mature than any other MMO I've played (I haven't played Eve, which I think would be the main contender on that front). I'd still be playing it if I didn't decide it took up too much of my time.

    4. Re:Doesn't matter how you spin it... by Anonymous Coward · · Score: 0

      WoW took crucial shares of the market for EQ2, being launched (slightly) after it. EQ2 was launched well after FFXI was, and FFXI lost quite a few people to EQ2.

      FFXI had no impact on EQ2 at all (it was 3.5 years old at the time!). WoW had an enormous impact on the entire MMORPG landscape, taking players from both EQ2 and FFXI.

    5. Re:Doesn't matter how you spin it... by Darniaq · · Score: 1

      Like Sage said, it's not really EQ2 vs EQ1. I personally think WoW is more of a sequel to EQ1 than EQ2 was. Therefore, even without WoW, I doubt EQ2 would do much better or worse than it's doing.

      As it stands, today, EQ2 is a pretty solid experience *as of Publish 19*. Starting your class right away means you don't have to repeat Base classes and Sub-classes for every REAL class you wanted to play in the first place. This alone is a huge and beneficial change to EQ2, and the implementation is very fun. I basically bought the $19.99 EQ2 just to play on Test as of the first 19 patch. I'm eager to migrate over to Live now, but I'm glad I didn't try and play the Live game that exists. It basically was the reason I chose WoW in November 2004.

      But otherwise, what makes EQ2 completely unique from WoW remains. An actual crafting system for one (WoW is only about resource collection), as well as a more robust player-directed economy. Neither of these systems make EQ2 a particularly mass-marketable game though. They're there for a bit more hardcore folks at a time when the biggest growth in the genre is with casual diversion-seeking gamers.

      WoW facilitates that extremely well. Remove that from the equation though and you'd still have Guild Wars doing that. Remove that and I doubt the genre would have gained millions of new players in 2005, particularly in the U.S.

      Immersion is niche. When MMORPGs started becoming more GAME is when the genre really started to grow in appeal for more gamers. EQ2 was not built for that. It was built for veterans. Hence, its size is what it is regardless of the competition.

      In my opinion, of course :)

    6. Re:Doesn't matter how you spin it... by Naikrovek · · Score: 1

      I'm guessing you haven't played it lately, then. It is far more fun for me than WoW ever was or will be, even though every person I know in RL that plays games like this play WoW, I still feel that EQ2 is worth playing more than WoW.

      It has changed a lot in the last year, CaseM. You should give it a try again.

    7. Re:Doesn't matter how you spin it... by Ayaress · · Score: 1

      You can call it fun all you want, but it's still losing players. A lot of them. Great gameplay, awards, etc do not save you if people would just rather play something else.

  2. mistake by after+fallout · · Score: 0, Redundant

    ten other others???
    fix that.

    1. Re:mistake by after+fallout · · Score: 1
      Why does this get marked redundant? I tried to point out a mistake in the article, and was the first (and only) one to do so:

      Scott 'Gallenite' Hartsman, Senior Producer for Everquest 2, has announced the pending combination of ten servers with ten other others. Normally, this sort of announcement would be met with immediate derision, a collectively vindictive sneering about a game that wasn't successful or is dying. However, because of when this combination is coming, and how it is being handled, I have a slightly different view." Additional commentary at Aggro Me.

  3. It just goes to show... by Telepathetic+Man · · Score: 1

    Don't release a game too early. You end up scaring off potential players. I played the game for possibly a month and it didn't take long for me to figure out how badly programmed the game was. Bugs were everywhere in the crafting system.

    --
    Just because you can, does not mean you should.
  4. Just to Many bugs. by Meest · · Score: 3, Interesting

    Its not that it was a bad game. It was amazing! the graphics are great (if your computer can handle them).

    The issue they had was that they rushed the release. They are slow on bug fixes. and they're trying to attract the WoW crowd by making it easier. The problem is that EQ2 already had its core gamers! By making it easier to attract new gamers fromw WoW they in turn have killed of the original EQ2 crowd (ie Me). I don't enjoy everything being handed to me. I don't enjoy solo'ing all the way to 60 (much like WoW its getting to be the easiest way to get to 60 instead of risking pickup groups) I want to be grouping, I want to know that if someone is lvl 60 they actualy KNOW THEIR CLASS AND HOW TO USE IT. You have no idea how many people that are 60 still don't know what their class is used for and how to act in a group.

    They also are SLOW TO FIX BUGS! High end raiding content is suppose to be their crown jewell. But yet when you go to try and kill a mob that has been in the game since launch, (Drakota in The Ferrot) He still has bugged adds! At least the last time I attempted him which was 2 months ago. I had a neighbor that was in a High end raiding guild that was usualy one of the first 2-3 to beat the new content. They had to wait 2-3 weeks to even fix zoning and agroo issues with mobs. So many issues with the game that they are slow to fix, and they never have fixed. I can understand a few bugs on release. I can understand that. But this many and after this long they still aren't fixed...

    I'll give EQ2 one more try on the PvP servers (Although i wish they had a sullon zek ruleset...) and after that I just will have to wait for an MMO to suit my needs. I'm still hoping Vangaurd will live up to its promise... It is a Microsoft game though, so time will only tell.

    1. Re:Just to Many bugs. by Sage+Gaspar · · Score: 1

      "The issue they had was that they rushed the release. They are slow on bug fixes. and they're trying to attract the WoW crowd by making it easier. The problem is that EQ2 already had its core gamers! By making it easier to attract new gamers fromw WoW they in turn have killed of the original EQ2 crowd (ie Me). I don't enjoy everything being handed to me. I don't enjoy solo'ing all the way to 60 (much like WoW its getting to be the easiest way to get to 60 instead of risking pickup groups) I want to be grouping, I want to know that if someone is lvl 60 they actualy KNOW THEIR CLASS AND HOW TO USE IT. You have no idea how many people that are 60 still don't know what their class is used for and how to act in a group."

      I agree on this front. I kept running into level 50-60 players who would constantly overaggro, tanks that didn't understand how to taunt or hold aggro, people pulling in adds every which way and using armor from the 30s. Also, it's very easy to avoid any challenging areas, like you said. So you end up with level 50 tanks that don't know what body pulling is or social mobs. My last week in the game I had to sit down and explain it to three or four tanks that wiped us after I asked them to body pull and they shot a couple arrows into a room filled with mobs.

      "They also are SLOW TO FIX BUGS! High end raiding content is suppose to be their crown jewell. But yet when you go to try and kill a mob that has been in the game since launch, (Drakota in The Ferrot) He still has bugged adds! At least the last time I attempted him which was 2 months ago. I had a neighbor that was in a High end raiding guild that was usualy one of the first 2-3 to beat the new content. They had to wait 2-3 weeks to even fix zoning and agroo issues with mobs. So many issues with the game that they are slow to fix, and they never have fixed. I can understand a few bugs on release. I can understand that. But this many and after this long they still aren't fixed..."

      I don't agree that high end raiding content is supposed to be their crown jewel. EQ2 focuses much more on the group and solo content than on the raids, though it has a fair bit of raiding content. One of the three "ultimate" quests in the game right now can be single-grouped, and it's pretty much bug free. Overall they've been great about fixing bugs and adding in useful features, plus they've had a lot of live events -- even if they're not your bag, it's neat to have them trying. That said, they do need to fix raid content, for both "casual" and "hardcore" players. As more guilds get up in level and attempt raids, they're beginning to get as frustrated as the raiding guilds were at that level. No one likes getting 24 people together to fight level 64 epics for level 20 crap loot that's worse than common crafted (guild raids), or getting to Darathar and losing to a buggy encounter instead of poor tactics.

    2. Re:Just to Many bugs. by Winterblink · · Score: 1

      Everyone bitches about the graphics, but they always fail to mention that they give you complete and utter control over the engine so you can tailor it precisely to your preferences. Want a smooth framerate? Turn down the eyecandy. Want more detail? Turn up some eyecandy.

      I have a 1.7GHz P4 with a Geforce4 Ti4200, and I was able to get the game looking pretty damn nice with a great framerate, even when in a large group with tons of effects. There's a FANTASTIC guide in the EQ2 forums written by a player that explains each and every one of the hundreds of graphics options and what you should set each to according to whether you've got a low end or high end setup.

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
    3. Re:Just to Many bugs. by Meest · · Score: 1

      That their is great graphics. Like i said. if your computer can handle it. That wasn't even a gripe of mine. I myself have an athlon 2800+ with a Radeon 9600 pro and i run low details. I was just stateing that graphics wise its an amazing game.

    4. Re:Just to Many bugs. by garylian · · Score: 1

      Slow to fix bugs? They are speed demons compared to Blizzard!

      How many months was WoW live before they had a test server?

      How many times in Blizzard did we see bugs that were known and widely complained about on their test servers go to production, simply because Blizzard didn't want to fix it?

      How often does Blizzard make hotfixes for exploits, but leaves bugs in the game until the next scheduled patch?

      I played EQ2 for about 2 months, tops. The game itself was boring to me, and these newbie character changes probably will help a lot. (Not having any real idea of your character's strenghts of weakness until 10 and 20, because that's when you chose them? DOH!) But I saw SoE patch nearly every single day when I logged in. Blizzard patches once a month at best. SoE added a ton of content. Blizzard hasn't.

      No, SoE did bug fixes. Sure, some of the bigger ones may have taken a little longer, but they DID in fact fix bugs, and often. If it was a minor bug, they fixed it and got it into production fast. It was the most pleasant aspect of EQ2, really.

      Blizzard doesn't fix anything fast. Their track record of holding back bug fixes for a single update is poor, especially when they are minor fixes to client or even more, server.

      NCSoft even fixes bugs more rapidly in CoH/V than Blizzard does.

  5. DOA? by the_skywise · · Score: 1

    You mean like it has bouncing pixellated boobies?

    That might actually help its sales...

    (ba-dum - rimshot)

  6. EQ2 by Konster · · Score: 2, Interesting

    I quit WoW and bought this a month ago. It is a good game now, far far better than it was when it first came out. They've gotten rid of the stupid penalty for death (although there remains a small XP debt and item decay for dying, which is very WoW like), revised the combat spells and moves, and now they are getting rid of one of the worst starting zones in the MMO genre and streamlining the character creation process, which was a blithering mess.

    It's not WoW, but then again, it isn't the pile of garbage it was when it was released. It's come a long way, and it's certainly worth $20 for a look at this sleeper of an MMO.

  7. Maybe you should try playing it sober. by Some+Random+Username · · Score: 2, Interesting

    Us Guild Wars players don't have a world at all, we just have a bunch of instanced 8 player or less zones, that we can't even rejoin if we're disconnected. The only place you run into other people is in the chat rooms, err cities.

  8. Re:In other news by Hubbell · · Score: 1, Informative

    Too bad Guild Wars isn't an MMORPG, and EVERYTHING in that shitty ass game is instanced except for the social centers.

  9. Just Imagine... by Nom+du+Keyboard · · Score: 0, Offtopic
    Just imagine a beowulf cluster of...

    Oh, nevermind!

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
  10. Spin any faster and.... by Churla · · Score: 1
    ...You risk doing one of those "superman saves the day by sucking the tidal wave up on a tornado" bits

    No MMO restricts the number of players because the world if too crowded, they do it because server architecture limits the amount of people on a given server/world. That's just how it is.

    The only reason to combine servers is because it will cost them les to run the whole show on fewer boxes and the servers arent handling the max capacity of people yet.

    Good luck to the poster trying to sell the SoE spin as a good thing. If people buy it move to Washington as I'm sure there will be lots of work waiting for you there on both sides of the policitcal fence.

    --
    I'm a fiscal conservative, it's a pity we don't have a political party anymore
    1. Re:Spin any faster and.... by OglinTatas · · Score: 1

      Why not run multiple instances on the same cluster then? I wondered why DAoC wasn't doing that when server populations plummeted after they released Trials of Atlantis (I just checked www.camelotherald.com and it looks like that is what they ARE doing now. Also, the number of people logged in is pathetically low)

      What EQ2 is doing is combining the populations of the servers (how will they resolve naming disputes?) Their explanation makes sense in that respect. You don't have to combine the populations to make better use of your infrastructure.

    2. Re:Spin any faster and.... by Anonymous Coward · · Score: 0

      "The only reason to combine servers is because it will cost them les to run the whole show on fewer boxes and the servers arent handling the max capacity of people yet."

      Actually in most cases a company does this for fear of losing subscribers because playing on an underpopulated server becomes boring for the players really quickly.

    3. Re:Spin any faster and.... by Lehk228 · · Score: 1

      names conflicts are solved the same way they have always been in SOE games.

      your name has 'x' added to it until it is unique, then your account is flagged so you can rename your character once.


      a better solution would be to, from the beginning, enforce universe unique names rather than server unique games.

      --
      Snowden and Manning are heroes.
    4. Re:Spin any faster and.... by ClamIAm · · Score: 1
      a better solution would be to, from the beginning, enforce universe unique names rather than server unique games.

      I dunno. Let's say you have a few million subscribers. They all (on average) have a half-dozen alts lying around unused. I think that name space would run out quickly.

    5. Re:Spin any faster and.... by will_die · · Score: 1

      EQ2 does work by creating multiple instances. What happens is that if one intance of a zone fills up it creates a new one, and then when you enter the area you have to select which one you want to enter. You also have dungeons that create an instance just for your party.

    6. Re:Spin any faster and.... by Lehk228 · · Score: 1

      not likely, as long as you don't do anything stupid like enforce an 8 char limit on names there shouldn't be a problem.

      --
      Snowden and Manning are heroes.
  11. Re:In other news by Anonymous Coward · · Score: 0

    *cough* Anarchy Online came before GW *cough*

  12. like AC2 by Falconoffury · · Score: 1

    It looks like EQ2 is following the same path as AC2. Buggy release, eventual merger of servers despite bug fixes over time, and eventual shut down. Odd that the original AC is still in good shape and showing no signs of a server merge.

  13. Re:Just to(o) Many bugs. by Swordsmanus · · Score: 1
    "You have no idea how many people that are 60 still don't know what their class is used for and how to act in a group."

    Back when I played EQ1, the exact same problem existed. MMORPGs are meant to cater to the lowest common denominator, and to achieve that their game mechanics favor time spent by the player in the game world over skill of the individual player. The time-over-skill value in MMORPGs is the reason why you see horrible high level players. "Hard" MMORPGs aren't hard inthemselves; they just take more time to get anything done than "easy" MMORPGs. More time investment doesn't always lead to increased skill or understanding, especially when the game in question requires little of either to be successful. MMORPGs are among the few games that low-skill people can actually thrive in, especially if they pick a valued class. In EQ1, it was cleric, warrior, or enchanter. I've seen many players of the three aforementioned classes that are the "top" people in a guild who have phat lewt and all that, but really they're terrible players who will get lost in the easiest to navigate of dungeons, who will fail miserably at any sort of platforming or careful character navigation, but they are just online all the time and people needed their class abilities...so they were successful.

    Oh, and EQ1 had changes to its PVP system where they added the ability to attack player opponents directly behind you. Know why? Because crappy high level players that put tons of time into the game and had elite gear were getting beaten by lower level, lesser geared individuals that had fundamental skill in videogames in the best of the best tournaments. So they dumbed down that aspect of the game just so time spent on your character would be the deciding factor, not skill, in a PVP match.

  14. Re:In other news by Ayaress · · Score: 1

    Anarchy Online has three separate servers (although one gets the benefit of the doubt, because it's for European players).

  15. EQ2 Returner; and some pics from Vanguard by Tipa · · Score: 1
    I was in WoW closed beta, and was so bored by that game, in beta, that I went with EQ2 at release. I loved it, but eventually finding groups or stable guilds became too tedious and I eventually returned to EQ1.

    Now, a year later, I have done WoW retail - 0-60 in three months and now what? Total boredom with running the same few instances night after night. And so a few weeks ago, I returned to EQ2.

    And I am LOVING the game as it is now. I'm having a blast. I started over so I could get used to the changes a little at a time, and also to be a more useful class than a troubador (the "no, no, please don't group me" class when I left originally).

    The game plays wonderfully. I am having fun just making stuff for my characters - necessary, since I can't afford anything on the brokers - and playing the game casually. Fun evaporates with the pressures of a raiding guild. It just seems more a world and more open to possibilities than WoW.

    Even given EQ2s improvements, I still think Vanguard will decimate both this game and World of Warcraft. So many people in WoW are bored and looking for a challenge. It was a few people in my WoW guild deciding to check out EQ2 that led to my own return.

    I have some pictures from the recent Fanguard (Vanguard Fan Fair). It looks really nice.

  16. Re:In other news by SnoopJeDi · · Score: 1

    Shardless worlds and connected worlds are not the same thing. The point is that Guild Wars doesn't force you to take it in the behind to get to play with your friends. Everyone can move their character around the different districts, and the international districts allow for gameplay with Korean, European, and (now) Japanese players.

    Once again, yes it is instanced, but that's not the point of my comment.

  17. Re:In other news by JVert · · Score: 1

    And is probably the same population as a full WOW server.

  18. EQ2's core weaknesses by WuphonsReach · · Score: 1

    I played from release up until last September. I haven't really paid attention to what's happened in the past few months.

    The problem is that EQ2 suffers from a few structural defects.

    1) Zone layout - Way back in the mists of time there were supposed to be boats and getting between the islands was supposed to involve a boat ride. As a result of this early design, all of the zones in EQ2 are mostly on separate islands. Then they took the boats out and added magic bells on all of the docks to allow you to click to get to another destination.

    End result: The world feels tiny. There's no sense of vastness like you had in EQ1 where getting from Qeynos to Freeport was a 6-8 zone run that took a goodish amount of time. (30 minutes?) Worse, there's only one way to get from Qeynos to Freeport.

    2) Too tightly scripted - Some of this has been addressed over time. Such as the removal of level-based zone access and the simplification of picking your end-class.

    3) Too many quests, not enough journal space - It became a major chore to get quests complete in a group. Due to the limited size of the quest journal, you'd spend a few minutes at the start of a night just trying to figure out what quests you wanted to knock off just to free up some space in your journal. Instead of doing whatever came to mind, a lot of folks became slaves to the quest journal (or gave up on quests).

    4) Quests that aren't group-friendly. The best example of this is the level 20 armor quests. Due to the way that the quests were structured, you couldn't start working on AQ #2 unless you had completed AQ #1. Which meant that unless you stayed in lockstep with your friends, they'd either have to wait for you to play again, or go back and help you fulfill the quest requirements. (Including having to take a break and run back to town.)

    5) Poor zone design. Too many zones are laid out in a maze fashion with long dead-ends (Nek Forest, Zek). Others are more open and more enjoyable (Thundering Steppes, Antonica, Commonlands). Nektulos Forest in particular was excessively annoying because there are a lot of spots where you have to go all the way back to a main valley just to go 50 meters in a particular direction.

    6) Buggy zones. Nektropos Castle, Zek Citadel are the two that come to mind. Both of these zones suffer from poor pathing or too much packed into too small of a space. (Nek Castle would've been much better if all the rooms were sized up about 33%.)

    7) Constantly removing reasons to travel back to your home city. Instead of making it easier to get back home at the end of an adventure, the devs went the other direction. As a result, they emptied out the cities and made them wastelands.

    Some of this stuff is fixable, but some of it requires a major overhaul of the entire gameworld (such as the geographic layout).

    --
    Wolde you bothe eate your cake, and have your cake?