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Message ID: 1030
Date: Wed Dec 8 17:42:28 GMT 1999
Author: Sheldon Jolson
Subject: Re: Letter to Brad
> From: Aaron Braunstein <aaron_spam@...>Hemmm, I can see it now
>
> Just sent this off to Brad and Smedley... was hoping that if
> others felt as I do, we could continue to work them in a similar
> manner.
>
> Mr. McQuaid,
> I have just finished reading your rather long and impassioned
> eMail/Producer letter on the topic of Everquest's evolution. I found
> it to be one of the most effective communications from any game
> company to its customers that I have ever read, and for that I
> congratulate you. I hope that people read it, think about it, and
> take away from it that which you intended: that the EQ team cares
> deeply about Norrath and its citizens.
> As a software developer myself (although truthfully, I don't
> do as much actual development as I'd like any more - I tend to spend
> more time in the design and management process these days), I also
> understand that there must be a primary focus to every project. For
> me, this doesn't necessarily mean that the primary goal be "create
> the best possible system"... it goes beyond that to a deeper goal:
> "Make sure that the client is happy". Sometimes this involves
> difficult and painful decisions, Herculean efforts, and the ability
> to case aside profit considerations at times in order to fight for
> what is ultimately the best way to solve any given problem.
> I suspect that you and your team have a similar goal, except
> yours would be to keep your subscriber base happy and to attract new
> members to that subscriber base. Another parallel between what we do
> is that our clients (or subscribers, in your case) don't always know
> what it is that will truly make them happy or are at loggerheads
> about what any particular change might do to forward that goal
> (witness how many people cannot even agree on whether or not an item
> on your recently released change list is a "+" or a "-".)
> Most of us understand that tuning needs to take place. If
> things were too easy, then there would be no challenge to life in
> Norrath and therefore there would be little enjoyment of the
> surmounting of those challenges. If one class is too powerful, a
> surfeit of players using that class results, just as a underpowered
> or less useful class suffers a dearth of interested participants.
> The fact that it requires a group of people to do most worthwhile
> things in EQ is one of the more attractive things about the game
> (although there are of course those who would argue that this is also
> one of its greatest downfalls). The fact that each and every class -
> once it reaches maturity - can bring something unique to a group is a
> wonderful and fragile thing. Adjusting the balance of the classes so
> that their value to such a group is maintained is a task of
> monumental delicacy, and your efforts at maintaining this balance
> should be commended.
> Unfortunately, as people are by definition human, mistakes
> are occasionally made. Over time, the development team has
> recognized some of these mistakes and have made efforts to address
> them. By way of example, Warriors got some serious boosts some time
> ago, and with the introduction of the expansion, the presence of a
> Rogue in a well-rounded party will become very important indeed.
> These were both well-considered and well-deserved changes, and the
> players of those classes have (or will have) reaped the rewards of
> these changes over the course of time.
> Other classes who have been 'nerfed' may complain
> vociferously about it, but if they go over those issues which
> generated the most complaints (kiting, pet damage, etc) I think that
> people will realize that while these changes were made to the
> possible detriment of the solo player, they were certainly done to
> enhance the value and necessity of other classes in a group. If this
> was indeed your goal, then I must certainly say that your mission has
> been accomplished.
> With this in mind, I am still at a loss to explain why the
> Feign Death skill for Monks was recently so seriously altered. I
> understand your reasons for doing what you did, but the consequence
> is that the usefulness of a Monk in higher-level (40+) groups has
> been seriously compromised. True, we can do the damage of a
> decently-equipped warrior, but that's it. The warrior offers so much
> more to a group (stun, taunt, the ability to take huge amounts of
> damage, etc) that the role of a monk has been diminished greatly.
> The one thing that we could bring to a group - that of feign-pulling
> - has for all practical purposes been eliminated and replaced with a
> reputation for being the "Master Train Engineers". For this reason,
> monks are beginning to be refused entry into impromptu groups because
> they do not bring anything special and are often dangerous companions.
> As a level 50 monk, I no longer use FD for fear that on those
> occasions where it is necessary, I'll end up wiping out half the zone
> as I get up to work my way back to a zone point. I would far rather
> die individually than wipe out other innocent players in a ploy to
> save my own skin - and have now done so on a number of occasions.
> How has this change made your player base happier? How has
> it enhanced the role of a Monk in a group? How has it positively
> affected group dynamics? I really want to understand what the
> desired affect of this change was... perhaps if I did, I could lose
> the bitter taste in my mouth and not continually toy with the idea of
> dropping out of Norrath in disappointment. As it is, I only stay so
> that I can help twink up friends.
> Don't get me wrong, I am not saying that Norrath is an
> impossible place to live in without Monks being able to Feign in
> their accustomed fashion. Groups will just load up on more Warriors
> or Paladins in their stead, and the more difficult areas of Norrath
> that could previously be handled by a single well-organized and
> balanced group will now have to be taken by multiple groups just
> charging in willy-nilly with no plan more sophisticated than "kill
> this one first, then that one, and if we're still left alive, we go
> for that other one last."
> I understand that your decision is made and that further
> revision to the Feign Death mechanics is unlikely. I am not
> therefore asking for you to do so - your team seems to be happy with
> FD in its current form, and we as players should respect that and
> make our own decisions accordingly. I just wanted to ask for a brief
> explanation of the motivations behind this change and to also bring
> again to your attention the fact that the balance you strive for is
> an exceedingly delicate thing that is all to easily thrown out of
> kilter by even the best-intentioned and well-discussed changes.
> Thank you for your time.
> --
> Aaron Braunstein
> Pacific Data Management, Inc.
>
> <aaron_braunstein@...>
>