EverQuest III – The Return of the King

What would it take for the EQ franchise to reach the top of the MMO market again?
EQMercPic

EverQuest is celebrating its tenth anniversary this week and although they’re still going strong, Dalmarus can’t help wondering if we’ll ever see an EverQuest III. Could it be done? Even more importantly, *should* it be done? In this week’s edition of Forever Fantasy, Dalmarus attempts to rein in his cranky old geezer dreams about “the good old days” while discussing what should be critical if a third rendition of EverQuest were ever made.

It may sound like a crazy gimmick, but losing track of time and getting caught in the middle of Kithicor when the sun fell was no laughing matter. On those rare instances you were extremely lucky, you could scurry your way out of there like a rat abandoning a sinking ship to survive another day. Most of the time though, you’re greatest hope was to just make it close to the zone line before dying so you wouldn’t have to wait until morning to go in and get your corpse.

EQ2 March Producer’s Letter

Producer talks more on fighter revamp
Befallen Bonegrinder

Fighters all over Norrath have been anxiously awaiting the fighter revamp that is still gracing the test server. So what’s up with it and when will we be seeing it? The EverQuest II Producer’s Letter to the community gives a little update on the situation.

Recently we’ve been working on some changes to the fighter classes, particularly in the way that they manage hate. Our intent was to adjust these classes so that fighters would rely more on their taunts and abilities to gain and hold aggro and less on high DPS and hate buffs from DPS classes.

Why do we feel this is necessary?

Well, we’ve been talking since the last Fan Faire about how we’ve drifted away from the hate management and damage sink that tanks were originally intended to be. With this, there has also been an increase in the DPS that tanks have been doing while in combat. This begins to impinge on the role that we’ve envisioned for the Scout and Mage classes, and we feel that moving forward we need to make some adjustments, as it is increasingly difficult for us to do proper and cohesive game balancing as the lines get more blurred.

We introduced this to the test server in early January and the response from the community was strong. Recognizing that this is a very sensitive and delicate topic, we postponed the revamp for more testing and evaluation.

In the end, with all of your feedback, we’ve decided to re-examine the structure of the fighter revamp.

What does this mean?

For those of you on the Test servers, this means that there will be some changes coming. The changes made with the initial release of the fighter revamp need to be removed. However, rather than just roll back your characters to when we first introduced the changes on Test back in January; we’re going to need to split out the consolidated spells, which will reset them to Adept 1. We’re currently working on a plan to allow you to upgrade them to something higher than Adept 1, and as soon as we have the details of that plan worked out, we’ll be posting about it. For our Test Copy server, we’re going to need to wipe the entire character database, which will likely take several days. Once we’ve got that database cleaned, we’ll reopen that server and allow you to copy your characters back over as you wish.

For all of our players, this means that we’ll be reinitiating the adjustments to tank balance from a fresh point. The difference is going to be in how we go about planning and communicating the changes, because we want, and need, to know what you think.

Our plan is to start an open dialogue with you, our players, and to get your feedback every step of the way. This will mean more time in between updates, but we think that it’s worth it to get you more involved in the direction of the game. We hope that you agree. We realize we haven’t been stellar at consistent communication in the past, but consider this a big step towards this goal.

We are also looking at incentives to get more of you playing on the Test server, for further feedback. We truly believe that if we can get more of you testing and contributing your feedback, we will know more about what you all want, what you all believe is best for the game. We want to acknowledge here that this is your game, and many of you are the experts at various aspects of this game. We want this to be a collaborative effort between SOE and its players. When we get the details of the Test server incentives worked out, we’ll be announcing it on the forums and on EQ2players. We’ll also be announcing the plan for improving our communication and creating an open two-way dialogue with you as soon as we’ve worked out all of the details.

In the meantime, make notes! We’re looking forward to collaborating with you.

SONY ONLINE ENTERTAINMENT RELEASES STATION EXCHANGETM ONLINE GAMING AUCTION SITE WHITE PAPER

Study Reveals Consumer Demand and Confidence in Secure, Official Marketplace For Buying and Selling the Use of In-Game Characters, Items and Coin for Real World Money

SAN DIEGO, CA – February 07, 2007 – Sony Online Entertainment LLC (SOE), a worldwide leader in online games, today announced the results of a 12-month study of Station Exchange™, SOE’s online auction site which allows EverQuest II subscribers to securely buy and sell the rights to use virtual characters, items and coin for real money. Launched in June 2005, Station Exchange’s first-to-market product marked the inaugural entry of an official, sanctioned virtual economy into a Massively Multiplayer Online game. The White Paper highlights data collected during a 12-month period covering June 2005 to June 2006.

The auction site, which has operated since June 2005 on specific EverQuest II servers, generated player transactions of $1.87 million during its first year, according to the White Paper published today. Players have paid as much as $2,000 for the right to use a single EverQuest II character and one seller earned $37,435 from 351 auctions, according to the report, entitled Station Exchange: Year One.

“The Station Exchange White Paper results demonstrate beyond a doubt that there is a significant demand for a secure, sanctioned online marketplace where players can enhance their gaming experience by spending real dollars,” said John Smedley, President, Sony Online Entertainment. “We’ve found that Station Exchange is providing an excellent ancillary revenue stream for both SOE and our players. Some of our Station Exchange players are literally paying for their subscription to EQII, while others are making significant money.”

Some of the study’s other findings include:

Two players each collected over $37,000 from their auction activity in the first year. The top 15 sellers each took in over $10,000.
Characters were by far the most valuable trade category. The top 20 character auctions were each for over $1,000.
The highest valued character race was the Dark Elf, followed by High Elf and Human.
34-year-olds were the biggest buyers of virtual goods; 22-year-olds were the biggest sellers.
Auctions for coin led to a stable, real-money average exchange rate for the year of $7.35 for one piece of platinum.
In keeping with the EverQuest II player base as a whole, Station Exchange traders were predominantly males, who accounted for roughly eight times the spending of females. However, average spending by gender was roughly the same: $63 for men and $66 for women.
Close to 18% of active buyers and sellers were located in northern California. However, the zip code where the most buying and selling took place was Levittown, PA. Northumberland, PA came in second. Antioch, TN was a close third.
While a minority of players were able to derive a significant income from their sales on the site, many more earned between $200 and $500 per month after listing and subscription fees. According to White Paper author Noah Robischon, however, a least some players selling items on the site felt they got more than money out of their transactions: “The sellers who provide armor and weaponry feel they are providing a service to players while elevating themselves to elite status among fellow gamers.”

The study concludes that the vast majority of players who earned money on Station Exchange did so through the sale of items they quested or crafted within EverQuest II, rather than by buying items at auction and selling them at a higher price.

Buyers appear to use Station Exchange for a variety of reasons, but the study shows that the vast majority of sales are settled through instant purchase at a set price, rather than through a traditional auction process. This indicates buyers are typically looking to fulfill an immediate desire, such as a particular type of armor needed to defeat an enemy in a quest. Interviews and anecdotal evidence suggest players also make purchases to stay aligned with friends who have attained a higher level within the game or to re-experience the upper levels of play from the vantage point of a different character.

Station Exchange was developed to provide players with a secure alternative to rapidly proliferating third-party markets for in-game characters, items and coin. These unsanctioned auction sites have given rise to scammers who often deliver different items than promised or fail to deliver at all. SOE constantly monitors usage patterns both inside the game and on Station Exchange to detect fraudulent activity among buyers or sellers.

“Station Exchange is one of the most exciting experiments in game design this decade. For the first time, we have reliable, verified numbers about the real-money trade phenomenon. Those numbers indicate that this market is driven by ordinary people, spending ordinary amounts of money, for ordinary reasons. In other words: as long as the game design gives people incentive to spend real money on virtual money, they will do so. The Invisible Hand strikes again. Moreover, the evidence suggests that making RMT an official part of the game has little effect on whether people do it. Customer service costs fall dramatically, though. There’s just as much activity, but a lot less fraud,” said Edward Castronova, an Associate Professor of Telecommunications at Indiana University, Bloomington and a preeminent expert on virtual economies.

Castronova also serves as director of the Synthetic Worlds Initiative at IU and is Director of Graduate Studies in the IU Department of Telecommunications.