Login:  Password:   Remember?  
Show Quick Gamelist
Games:398  Guilds:2,012
Members:1,148,293  Online:0
Guests:0  Posts:3,131,843
Sony Online Entertainment | http://www.everquest.com
RPG | Genre:Fantasy | Status:Final  | Publisher:Sony Online Entertainment | Has PVP:Yes
Distribution:Download,Retail | Retail Price:$09.99 | Pay Type:SubscriptionBUY IT
Desktop Client | System Req: PC Mac | ESRB:T

EverQuest: Progression Server Q&A, Part 2

We learn more about the recently launched progression server.

By Carolyn Koh on July 06, 2006

Chris Lena answers more on EverQuest's retro server

EverQuest Producer Chris Lena returns to answer another set of five questions about the Progression Server. This retro-EQ server lets players play through the game's rich history and unlock expansions as they move forward through the glory years.

MMORPG.com:What is the toughest thing about programming the Progression Server you have encountered so far?
Chris Lena:

The biggest challenge that we have encountered so far would be the sheer amount of work that's needed to get this server up, running, and handling all of the little things that come up along the way. There's a lot that went into this server, everything from designing and implementing the expansion-locking mechanism, to evaluating the 7+ years worth of content that exists all over Norrath. We have to be mindful of all of the new content, how it could possibly interact with the old content, create balance problems, and then make adjustments to handle all of those problems.

 advertisement 
MMORPG.com:Were there any tough balance issues you needed to address? Give us an example.
Chris Lena:

One of the biggest balance issues we are running into is that over the past several years of EverQuest's development content has been added in all expansions all over the world. That content is generally tuned for the era it was introduced in and not necessarily the era that it exists in. This creates a very real balance issue because these new items, spells, or abilities are generally extremely powerful in comparison to everything else that may be available in that era.

MMORPG.com:What features did you leave in the Progression that were not part of EverQuest Classic but were not actually implemented until some later expansion? Why?
Chris Lena:

We've kept several features in that were originally released as an expansion feature, the most prominent of which would be the additional bank slots, shared bank slots, and the map window. In most cases, we decided to leave these features in due to the convenience that they added for the average player.

Transferring gear was always problematic in the original game. It was always risky to lose a corpse in the original game. It was always hilarious to watch people (like me) run around for an hour in Greater Faydark completely lost because they had no sense of direction whatsoever. The benefits of keeping these features around were far too great to even consider removing them, especially for the newer players.

MMORPG.com:Are there any expansions (such as Lost Dungeons of Norrath) you expect that can be unlocked out of sequence?
Chris Lena:

We will have a website that will track the progress of the unlocking of expansions. Even at day one this timeline will give you some hints but we are not revealing exactly how the unlocking will work.

MMORPG.com:There must be something you are particularly proud of in the roll-out of the Progression Server. Tell us about it.
Chris Lena:

That's a tough one to answer, really... I would have to say that the event mechanism we designed for this server would be the thing I'm most proud of since it just turned out to be a very elegant and simple system overall.

The event system is comprised of a list of unique event identifiers, event types, and event triggers. The unique event ID is essentially an arbitrary number that I give to the event for tracking purposes. The event types are anything from gaining a level to killing an NPC, from completing a quest to discovering an item. Really, there's no limit to the event types that we have at our disposal which will make for a lot of fun gameplay. The event trigger is the number that's associated for the event type. For instance, if we wanted an event to occur that was related to a player's level, we can now easily make something happen when the player reaches level 50.

What we do when that event is triggered is really only limited by our imaginations. These events can handle all the things we can currently do in the game right now and will only get more diverse as more features and design tools are added to the game. The true beauty behind this system, besides doing everything that I needed for the Progression Server, is that it was designed in a manner that does not require it to be server specific, meaning that players may reap the benefits of this system on other servers as well.

You can comment here.

More EverQuest Features:

EverQuest - Underfoot Expansion Preview Preview added on Wednesday November 25
EverQuest - Eight New Screenshots Media added on Tuesday July 07
EverQuest - Tenth Anniversary Update General Article added on Tuesday July 07
EverQuest - Server Type Interview Interview added on Friday May 08
EverQuest - 10 Year Anniversary Interview Interview added on Tuesday March 31

More Interviews:

Jumpgate Evolution - New Lead Producer Interview Interview added on Wednesday December 02
Mythos - Redbana On Resurrecting Mythos Interview added on Tuesday December 01
Fallen Earth - Colin Dwan, Project Manager Interview added on Monday November 30
Darkfall - Conquer the Seas Expansion Q&A Interview added on Friday November 27
Runescape - Lead Designer Mark Ogilvie Interview added on Friday November 27

More Features:

General - 2009's Most Interesting Stories, Part One Editorial added on Friday December 04
Earthrise - Exclusive Screens From The Borderlands Media added on Friday December 04
Guild Wars 2 - Races of Tyria Internal Q&A and Video Media added on Friday December 04
Player Perspectives - Love Gone Sour: MMO Relationships Column added on Friday December 04
World of Warcraft - Glory of a Hero, Part Two Guide added on Friday December 04
Our Rating
8.0
User Rating: 8.1
Popular Features:
The List : Five Ways to Know You're Just Not That Into It Column added on Tuesday November 24
MMORPG.com's Jon Wood uses this week's list to explore five ways that a player can... Read More
The List : Ten MMOs and Their Place In History Column added on Wednesday November 18
MMORPG.com's Jon Wood returns this week with another list, this time taking a look at... Read More
The List : Top 5 Things Coming In WoW Patch 3.3 Column added on Tuesday November 10
We look at the top five things players should be drooling about in Patch 3.3... Read More
Star Trek Online : Bridges & Bridge Officers Preview Preview added on Wednesday December 02
Bridges will be in for launch. We find out in exactly what form and all... Read More
Star Trek Online : Hands-On Preview Preview added on Monday November 30
MMORPG.com traveled down to Los Gatos to talk to the team and play Star Trek... Read More
Latest News:
EverQuest : Underfoot Expansion NDA Lifted Reported on Nov 30, 2009
Underfoot, the 16th expansion to EverQuest, has been in closed beta testing for a little... Read More
EverQuest : Underfoot Expansion Preview Reported on Nov 25, 2009
The Underfoot Expansion is on the way for the grandfather of MMOs: SOE's EverQuest. Carolyn... Read More
EverQuest : Producer Discusses TCG Gated Dungeon Reported on Oct 12, 2009
Sony's inclusion of TCG's (Trading Card Games) in a number of their titles have drummed... Read More
EverQuest : Underfoot Beta Sign Ups Reported on Oct 09, 2009
Beta sign ups for EverQuest's upcoming 16th expansion, Underfoot, are now being accepted. Players eager... Read More
EverQuest : Underfoot Expansion Delayed Reported on Sep 21, 2009
Underfoot, the next expansion to the venerable EverQuest was originally slated for a November release,... Read More