Kitara
BdW-Administrator
Es wurde wieder ein neuer EQ II Producer's Letter veröffentlicht:
<br><br>
<b>Edit:</b> Eine Übersetzung von Elias findet ihr <a href='http://forum.bewahrer-der-welten.de/thread.php?threadid=7988' target=_blank><b>Hier</b></a>.
<H3>New Beginnings: A Time of Change </H3>
<P align="left">It's a great time for EverQuest II. The game is continuing to grow at an amazing pace as we strive to always provide a stable, reliable, and fun-filled
gameplay experience for the hundreds of thousands of EverQuest II players.
[more]
<BR><BR>That being said, I'll apologize for the length of this letter ahead of
time -- when you're excited about your game and this proud of the teams working
on it, it can be hard to stop talking about all the great things that are going
on, especially when there are so many of them. <BR><BR>For starters, let me
introduce myself. I'm Scott Hartsman, the Senior Producer for EverQuest II.
<BR><BR>Those of you who followed the game through its development (or saw the
trailers at Regal theaters) would probably have been expecting another name to
be next to that title. One of the new beginnings for this year is that our own
John Blakely has moved on to being the Director of Development for our San Diego
studio, where he still gets to watch over his baby, and also make sure we're
able to concentrate on the part we love the most -- making a great game. I think
I speak for everyone here when I say that we're glad he's still a part of
EverQuest II. I hope to be able to live up to the incredibly high standards he's
set for what a producer of a game is supposed to be. With this team, and this
game, at this time, I definitely feel like I'm the most fortunate guy around.
From all of us -- thank you.
<BR><BR>All right, enough waxing sentimental.
Let's get back to the game. <BR><BR>In this first installment, I'll be talking
about some radical changes in store for those who primarily solo and play in
small groups, how your feedback is important to us, some of what we've already
done to the game since launch, a few of the other changes in store for the game,
and answer a couple questions regarding our live game updates and how they
relate to our new Adventure Packs. </P>
<H3><EM>Making Yourself Heard </EM></H3>
<P align="left">When you're playing a game along with a few hundred thousand other people and
you have something to say or a problem to report, it's really frustrating to
think that you're not being heard. We've all been there. It's our responsibility
to make sure we don't give you that impression. The EverQuest II team absolutely
cares and listens to what you think and what you have to say, so I'd like to
take a few minutes to explain all of the methods we've set up to ensure your
feedback arrives at the ears of those making the game. <BR><BR>Every few weeks,
we will release a major game update, gather up what people think, determine
shortcomings and address problems, then we start the cycle over again. That's a
feedback loop. This was a great tool we used throughout beta, and it continues
to be one of the most important things to us now that we're live. When
reactions, observations, and comments make their way back to us to combine with
our own observations, a better game results for everyone. <BR><BR>This was
pretty easy for us early in beta (and we had a lot of fun with it, too). There
were one or two servers for quite a bit of the time, and many of us on the
boards knew each other by name. Since launching and growing to 30 servers
housing hundreds of thousands of characters in different places across the
globe, by necessity, we've had to adapt to this huge onrush of people. The
underlying goal is still the same: "You have something to say that we need to
hear." <BR><BR>There are five main ways that your feedback makes its way back to
us.</P>
<UL>
<LI><STRONG>Daily Community Reports. </STRONG>Every day, the community team
for both the US and International servers gathers up the hottest issues from
all of the forums. It's not uncommon for the biggest issues to result in
special broadcast emails to the entire team to ensure that the hot issues are
addressed as quickly as we can. </LI></UL>
<UL>
<LI><STRONG>Daily Customer Service reports and weekly live meetings.
</STRONG>Every day, in-game petitions are tallied up. The most common problems
and the newest problems are sent over to the development team. Every week, the
issues that remain unresolved are gone over in our weekly live meetings. Your
interactions with GMs via petitions do make their way back to us, even if
there may not be an instant solution to a specific problem.</LI></UL>
<UL>
<LI><STRONG>Test Server Update threads. </STRONG>Beginning this past week,
every time we update Test Server (which will become more frequent), we post
the release notes to the <A
href="http://eqiiforums.station.sony.com/eq2?category.id=test">Test Server
Forums</A> and start <A
href="http://eqiiforums.station.sony.com/eq2/board?board.id=testdev">feedback
thread</A> to ensure that everything we said we fixed is actually fixed, and
that we didn't break anything else in the process. Look for this to be an
important tool in evaluating test server updates now and in the future.
</LI></UL>
<UL>
<LI><STRONG>In-game /bug and /feedback reports. </STRONG>These continue to be
invaluable. We have an entire QA staff dedicated to evaluating these and
ensuring that your reports are verified, entered into our project tracking
system, and arrive for us to follow up on. </LI></UL>
<UL>
<LI><STRONG>Playing and Participating. </STRONG>Finally… we play our own game
and we participate in the <A
href="http://eqiiforums.station.sony.com/eq2/tracker?role=Dev">forums</A>.
There's no substitute for first-hand knowledge and talking with others who
play to ensure that the game remains fun. </LI></UL>
<P align="left">To sum up: if we open a means of communication, it's our responsibility to
ensure that we close the feedback loop by making sure that we use that
information, and further, let you know exactly how that information gets to us.
<BR><BR>This is how issues in the live game get addressed. Information that you
supply down these five avenues comes back to us. Week by week, you've been
helping make EverQuest II a better game whether you knew it or not.
</P>
<H3><EM>Big Groups, Small Groups, and the Group of One. </EM></H3>
<P align="left">With the help of your feedback through beta and since launch, we've created
an extremely solid, fun, and rewarding gameplay experience for balanced groups
and we're aiming higher. There's no reason that an online game like EverQuest II
can't be just as much fun for those who prefer to play solo or in small groups,
and it doesn't have to be done at the detriment of the group experience.
<BR><BR>Playing a game with a small group of close friends, or being the
solitary and introspective soul who just walks the earth (Like Kane…from
<EM>Kung Fu </EM>.) in a populated online world, are both types of gameplay that
are just as valid as the traditional forms of grouping and raiding. Those forms
are more important than they've ever been in this era of past-generation
hardcore gamers. People who just don't have the time they used to, but still
want a rewarding game experience in the time that they do have. <BR><BR>This
generation of gamers is very different from those that have gone before. Many
people out there (quite a few of the dev team included) just don't have the
large blocks of uninterrupted time that we used to. We still want to be able to
come online, have fun, be challenged, and be rewarded for our efforts. Soloists
and those who prefer small groups should never have to feel like they're the
ones getting the proverbial table scraps, as it were. <BR><BR>The size and scope
of EverQuest II will support this diverse set of different play styles in fun
and satisfying ways. and the team is committed to making this happen. Grouping
should be something that there's a high incentive to do. Choosing to not group
shouldn't ever feel like punishment. <BR><BR>That's an easy enough thing to say,
and talk is cheap. (Typing promises on a web page on the internet is, arguably,
cheaper.) Here's what we've done already, and what's going to happen in the
future to get us closer to the goal. </P>
<H3><EM>What's the Plan? </EM></H3>
<P align="left">Since launch, we've added dozens of new quests and hundreds of new NPCs all
over the game world, specifically for soloists and small groups. Expect the
steady stream of additions like this to continue over the coming weeks and
months. Whether you have a half hour by yourself or all night in a group, we
want to make sure that EverQuest II has something fun for every style of
player.<BR><BR>In tomorrow's update, expect significant solo and small group
experience boosts across the board that allow for advancement that will be much
more visible and feel much more satisfying.<BR><BR>In the following weeks'
updates, there will be a new class of creatures added to the game that present
an increased challenge to soloers and small groups. Specific details will be
posted in the message that accompanies the update. Soloing shouldn't feel like a
grind; it should be an exciting and fun style of play in its own
right.<BR><BR>Also in those updates, brand new item rewards will be added for
soloists and small-groupers. Additionally, some of the rewards that have been
reserved solely for groups will also make their way, though more rarely, to the
solo and small group encounters in the world. At the same time, expect group
rewards to improve as well. The chances for some of the group-only ultra-rare
drops will likewise be increased.<BR><BR>In the weeks following that, expect new
dungeon instances to be made available for those who solo, duo, and trio.
Exciting dungeon crawling is a core part of what people love the most about
online fantasy games, and it shouldn't be reserved solely for those who choose
to play in full groups.<BR><BR>Essentially, the way it should work is like
this:<BR><BR>Soloing and small grouping should be a way to advance at a
satisfying rate. You should be able to earn good rewards that are exciting in
their own right. Soloing and small grouping should also provide a chance at the
great rewards that people might not expect in anything except the traditional
six-person group.<BR><BR>Grouping will still provide the fastest overall
experience gain, but the advantage won't be as drastic as it is today. Grouping
will also provide better chances at the spectacular ultra-rare rewards. This
isn't a knee jerk reaction: After our designers measured what's been going on in
the world, it is far from over-stuffed with ultra-rare rewards. There are
actually fewer out there than we'd have expected, so making them appear somewhat
more frequently than they currently are is just the right thing to do.</P>
<H3><EM>You Mentioned New Instances. Is That the Adventure Pack? </EM></H3>
<P align="left">One natural question that occurs to people when we talk about making these
kinds of changes to the game, especially when we start talking about new places
to adventure, is that they assume we're talking about doing this for just the
EverQuest II Adventure Packs. That won't be the case. These instances will be
available to everyone as a part of the live game, just like the <A
href="http://eq2players.station.sony.com/news_archive.vm?id=322&section=Development&month=current">others</A>
we've introduced for everyone over the past month. <BR><BR>Answering that
question provides a good opportunity to take a minute to talk about the live
game in general. One question that's come up repeatedly in feedback is how the
Adventure Packs will affect the live game of EverQuest II, and concerns that
we'll be focusing less on the live game in favor of doing these packs. As Smed's
already posted out on the boards, that's not the case. <BR><BR>The Adventure
Packs were an idea that our team proposed as a way to add places to see and
things to do above and beyond the standard live game. One condition of this
proposal was that we would receive additional team members so that we explicitly
wouldn't have to dip into the EverQuest II live or expansion teams to work on
them, which was granted to us. The EverQuest II live game is our team's
lifeblood, and everyone up the line is in complete agreement on
that.<BR><BR>Adventure Packs (and eventually Expansions) are cool additions to
the world and its game systems. It is in no one's best interest--yours, ours, or
the game's--to add premium elements without paying proper attention to the heart
of the game. <BR><BR>Speaking as a gamer, I like this approach because I play a
lot of different online games and I prefer those are well maintained, where the
team responds as quickly as they can to problems and concerns in the world,
where I get the feeling they're taking their live game as seriously as I am.
Speaking as a developer and producer of online games, it just makes sense to
keep your customers satisfied. <BR><BR>When the heart of the game is cared for
properly, everyone wins. <BR></P>
<P align="left">We get it.
</P>
<H3><EM>What else has been going on? </EM></H3>
<P align="left">In addition to the changes I talked about above, you can also expect the next
weeks' updates to include other new and interesting things in the world and
changes to the game systems. Our goal with live updates is to make sure there's
always something new to see or try, every week or two, in addition to sending
forth a steady stream of fixes to the things that bother you the most (as we've
been doing sometimes daily). We want to make sure you can plainly see that we're
committed to keeping EverQuest II as fresh as possible. <BR><BR>We've already
introduced our first <A
href="http://eq2players.station.sony.com/news_archive.vm?id=322&section=Development&month=current">free
instances</A> aimed at level 25-30 characters, The Condemned Catacomb and
Gobblerock's Hideout. These instances are available to everyone who subscribes
to EverQuest II, with no additional downloads. <BR><BR>If you haven't been
keeping up with the weekly updates to our official website (such as the article
describing <A
href="http://eq2players.station.sony.com/news_archive.vm?section=Development&id=334&month=current">Guild
Advancement</A>), they're a great way to gain a deeper understanding of some of
the things in the game that not everyone may be readily familiar with.
<BR><BR>We'll also soon be adding the ability to name your house pets, and will
be following up on our commitment regarding <A
href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=chars&message.id=1051">Vitality</A>
in EverQuest II by adding easy to understand UI elements that will show you more
clearly when it is that you're earning this bonus experience. <BR><BR>Also
coming up in the next few weeks will be a limited time offer to transfer your
character to our new Test Server. For those who have played on Test Servers in
other games and prefer both the more dynamic environment and being able to
comment on and contribute to game changes in the weeks before they hit the rest
of the live servers, we'll be offering you the chance to move over and come play
on the more wild frontier of EverQuest II. We'll make sure to let you know on
the boards when the time gets closer. <BR><BR>Thank you very much for continuing
to give our team the opportunity to prove our dedication to you. As always,
without you, EverQuest II wouldn't even exist. <BR><BR>Feel free to add your
comments regarding this letter to the <A
href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=pround&message.id=2">discussion
thread</A> on the official forums. We're interested in hearing what you think.
<BR><BR>Warmest regards, <BR><BR>Scott Hartsman (aka Gallenite) <BR>Senior
Producer, EverQuest II </P>
[/more]
<br><br>
<b>Edit:</b> Eine Übersetzung von Elias findet ihr <a href='http://forum.bewahrer-der-welten.de/thread.php?threadid=7988' target=_blank><b>Hier</b></a>.
<H3>New Beginnings: A Time of Change </H3>
<P align="left">It's a great time for EverQuest II. The game is continuing to grow at an amazing pace as we strive to always provide a stable, reliable, and fun-filled
gameplay experience for the hundreds of thousands of EverQuest II players.
[more]
<BR><BR>That being said, I'll apologize for the length of this letter ahead of
time -- when you're excited about your game and this proud of the teams working
on it, it can be hard to stop talking about all the great things that are going
on, especially when there are so many of them. <BR><BR>For starters, let me
introduce myself. I'm Scott Hartsman, the Senior Producer for EverQuest II.
<BR><BR>Those of you who followed the game through its development (or saw the
trailers at Regal theaters) would probably have been expecting another name to
be next to that title. One of the new beginnings for this year is that our own
John Blakely has moved on to being the Director of Development for our San Diego
studio, where he still gets to watch over his baby, and also make sure we're
able to concentrate on the part we love the most -- making a great game. I think
I speak for everyone here when I say that we're glad he's still a part of
EverQuest II. I hope to be able to live up to the incredibly high standards he's
set for what a producer of a game is supposed to be. With this team, and this
game, at this time, I definitely feel like I'm the most fortunate guy around.
From all of us -- thank you.

Let's get back to the game. <BR><BR>In this first installment, I'll be talking
about some radical changes in store for those who primarily solo and play in
small groups, how your feedback is important to us, some of what we've already
done to the game since launch, a few of the other changes in store for the game,
and answer a couple questions regarding our live game updates and how they
relate to our new Adventure Packs. </P>
<H3><EM>Making Yourself Heard </EM></H3>
<P align="left">When you're playing a game along with a few hundred thousand other people and
you have something to say or a problem to report, it's really frustrating to
think that you're not being heard. We've all been there. It's our responsibility
to make sure we don't give you that impression. The EverQuest II team absolutely
cares and listens to what you think and what you have to say, so I'd like to
take a few minutes to explain all of the methods we've set up to ensure your
feedback arrives at the ears of those making the game. <BR><BR>Every few weeks,
we will release a major game update, gather up what people think, determine
shortcomings and address problems, then we start the cycle over again. That's a
feedback loop. This was a great tool we used throughout beta, and it continues
to be one of the most important things to us now that we're live. When
reactions, observations, and comments make their way back to us to combine with
our own observations, a better game results for everyone. <BR><BR>This was
pretty easy for us early in beta (and we had a lot of fun with it, too). There
were one or two servers for quite a bit of the time, and many of us on the
boards knew each other by name. Since launching and growing to 30 servers
housing hundreds of thousands of characters in different places across the
globe, by necessity, we've had to adapt to this huge onrush of people. The
underlying goal is still the same: "You have something to say that we need to
hear." <BR><BR>There are five main ways that your feedback makes its way back to
us.</P>
<UL>
<LI><STRONG>Daily Community Reports. </STRONG>Every day, the community team
for both the US and International servers gathers up the hottest issues from
all of the forums. It's not uncommon for the biggest issues to result in
special broadcast emails to the entire team to ensure that the hot issues are
addressed as quickly as we can. </LI></UL>
<UL>
<LI><STRONG>Daily Customer Service reports and weekly live meetings.
</STRONG>Every day, in-game petitions are tallied up. The most common problems
and the newest problems are sent over to the development team. Every week, the
issues that remain unresolved are gone over in our weekly live meetings. Your
interactions with GMs via petitions do make their way back to us, even if
there may not be an instant solution to a specific problem.</LI></UL>
<UL>
<LI><STRONG>Test Server Update threads. </STRONG>Beginning this past week,
every time we update Test Server (which will become more frequent), we post
the release notes to the <A
href="http://eqiiforums.station.sony.com/eq2?category.id=test">Test Server
Forums</A> and start <A
href="http://eqiiforums.station.sony.com/eq2/board?board.id=testdev">feedback
thread</A> to ensure that everything we said we fixed is actually fixed, and
that we didn't break anything else in the process. Look for this to be an
important tool in evaluating test server updates now and in the future.
</LI></UL>
<UL>
<LI><STRONG>In-game /bug and /feedback reports. </STRONG>These continue to be
invaluable. We have an entire QA staff dedicated to evaluating these and
ensuring that your reports are verified, entered into our project tracking
system, and arrive for us to follow up on. </LI></UL>
<UL>
<LI><STRONG>Playing and Participating. </STRONG>Finally… we play our own game
and we participate in the <A
href="http://eqiiforums.station.sony.com/eq2/tracker?role=Dev">forums</A>.
There's no substitute for first-hand knowledge and talking with others who
play to ensure that the game remains fun. </LI></UL>
<P align="left">To sum up: if we open a means of communication, it's our responsibility to
ensure that we close the feedback loop by making sure that we use that
information, and further, let you know exactly how that information gets to us.
<BR><BR>This is how issues in the live game get addressed. Information that you
supply down these five avenues comes back to us. Week by week, you've been
helping make EverQuest II a better game whether you knew it or not.

<H3><EM>Big Groups, Small Groups, and the Group of One. </EM></H3>
<P align="left">With the help of your feedback through beta and since launch, we've created
an extremely solid, fun, and rewarding gameplay experience for balanced groups
and we're aiming higher. There's no reason that an online game like EverQuest II
can't be just as much fun for those who prefer to play solo or in small groups,
and it doesn't have to be done at the detriment of the group experience.
<BR><BR>Playing a game with a small group of close friends, or being the
solitary and introspective soul who just walks the earth (Like Kane…from
<EM>Kung Fu </EM>.) in a populated online world, are both types of gameplay that
are just as valid as the traditional forms of grouping and raiding. Those forms
are more important than they've ever been in this era of past-generation
hardcore gamers. People who just don't have the time they used to, but still
want a rewarding game experience in the time that they do have. <BR><BR>This
generation of gamers is very different from those that have gone before. Many
people out there (quite a few of the dev team included) just don't have the
large blocks of uninterrupted time that we used to. We still want to be able to
come online, have fun, be challenged, and be rewarded for our efforts. Soloists
and those who prefer small groups should never have to feel like they're the
ones getting the proverbial table scraps, as it were. <BR><BR>The size and scope
of EverQuest II will support this diverse set of different play styles in fun
and satisfying ways. and the team is committed to making this happen. Grouping
should be something that there's a high incentive to do. Choosing to not group
shouldn't ever feel like punishment. <BR><BR>That's an easy enough thing to say,
and talk is cheap. (Typing promises on a web page on the internet is, arguably,
cheaper.) Here's what we've done already, and what's going to happen in the
future to get us closer to the goal. </P>
<H3><EM>What's the Plan? </EM></H3>
<P align="left">Since launch, we've added dozens of new quests and hundreds of new NPCs all
over the game world, specifically for soloists and small groups. Expect the
steady stream of additions like this to continue over the coming weeks and
months. Whether you have a half hour by yourself or all night in a group, we
want to make sure that EverQuest II has something fun for every style of
player.<BR><BR>In tomorrow's update, expect significant solo and small group
experience boosts across the board that allow for advancement that will be much
more visible and feel much more satisfying.<BR><BR>In the following weeks'
updates, there will be a new class of creatures added to the game that present
an increased challenge to soloers and small groups. Specific details will be
posted in the message that accompanies the update. Soloing shouldn't feel like a
grind; it should be an exciting and fun style of play in its own
right.<BR><BR>Also in those updates, brand new item rewards will be added for
soloists and small-groupers. Additionally, some of the rewards that have been
reserved solely for groups will also make their way, though more rarely, to the
solo and small group encounters in the world. At the same time, expect group
rewards to improve as well. The chances for some of the group-only ultra-rare
drops will likewise be increased.<BR><BR>In the weeks following that, expect new
dungeon instances to be made available for those who solo, duo, and trio.
Exciting dungeon crawling is a core part of what people love the most about
online fantasy games, and it shouldn't be reserved solely for those who choose
to play in full groups.<BR><BR>Essentially, the way it should work is like
this:<BR><BR>Soloing and small grouping should be a way to advance at a
satisfying rate. You should be able to earn good rewards that are exciting in
their own right. Soloing and small grouping should also provide a chance at the
great rewards that people might not expect in anything except the traditional
six-person group.<BR><BR>Grouping will still provide the fastest overall
experience gain, but the advantage won't be as drastic as it is today. Grouping
will also provide better chances at the spectacular ultra-rare rewards. This
isn't a knee jerk reaction: After our designers measured what's been going on in
the world, it is far from over-stuffed with ultra-rare rewards. There are
actually fewer out there than we'd have expected, so making them appear somewhat
more frequently than they currently are is just the right thing to do.</P>
<H3><EM>You Mentioned New Instances. Is That the Adventure Pack? </EM></H3>
<P align="left">One natural question that occurs to people when we talk about making these
kinds of changes to the game, especially when we start talking about new places
to adventure, is that they assume we're talking about doing this for just the
EverQuest II Adventure Packs. That won't be the case. These instances will be
available to everyone as a part of the live game, just like the <A
href="http://eq2players.station.sony.com/news_archive.vm?id=322&section=Development&month=current">others</A>
we've introduced for everyone over the past month. <BR><BR>Answering that
question provides a good opportunity to take a minute to talk about the live
game in general. One question that's come up repeatedly in feedback is how the
Adventure Packs will affect the live game of EverQuest II, and concerns that
we'll be focusing less on the live game in favor of doing these packs. As Smed's
already posted out on the boards, that's not the case. <BR><BR>The Adventure
Packs were an idea that our team proposed as a way to add places to see and
things to do above and beyond the standard live game. One condition of this
proposal was that we would receive additional team members so that we explicitly
wouldn't have to dip into the EverQuest II live or expansion teams to work on
them, which was granted to us. The EverQuest II live game is our team's
lifeblood, and everyone up the line is in complete agreement on
that.<BR><BR>Adventure Packs (and eventually Expansions) are cool additions to
the world and its game systems. It is in no one's best interest--yours, ours, or
the game's--to add premium elements without paying proper attention to the heart
of the game. <BR><BR>Speaking as a gamer, I like this approach because I play a
lot of different online games and I prefer those are well maintained, where the
team responds as quickly as they can to problems and concerns in the world,
where I get the feeling they're taking their live game as seriously as I am.
Speaking as a developer and producer of online games, it just makes sense to
keep your customers satisfied. <BR><BR>When the heart of the game is cared for
properly, everyone wins. <BR></P>
<P align="left">We get it.

<H3><EM>What else has been going on? </EM></H3>
<P align="left">In addition to the changes I talked about above, you can also expect the next
weeks' updates to include other new and interesting things in the world and
changes to the game systems. Our goal with live updates is to make sure there's
always something new to see or try, every week or two, in addition to sending
forth a steady stream of fixes to the things that bother you the most (as we've
been doing sometimes daily). We want to make sure you can plainly see that we're
committed to keeping EverQuest II as fresh as possible. <BR><BR>We've already
introduced our first <A
href="http://eq2players.station.sony.com/news_archive.vm?id=322&section=Development&month=current">free
instances</A> aimed at level 25-30 characters, The Condemned Catacomb and
Gobblerock's Hideout. These instances are available to everyone who subscribes
to EverQuest II, with no additional downloads. <BR><BR>If you haven't been
keeping up with the weekly updates to our official website (such as the article
describing <A
href="http://eq2players.station.sony.com/news_archive.vm?section=Development&id=334&month=current">Guild
Advancement</A>), they're a great way to gain a deeper understanding of some of
the things in the game that not everyone may be readily familiar with.
<BR><BR>We'll also soon be adding the ability to name your house pets, and will
be following up on our commitment regarding <A
href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=chars&message.id=1051">Vitality</A>
in EverQuest II by adding easy to understand UI elements that will show you more
clearly when it is that you're earning this bonus experience. <BR><BR>Also
coming up in the next few weeks will be a limited time offer to transfer your
character to our new Test Server. For those who have played on Test Servers in
other games and prefer both the more dynamic environment and being able to
comment on and contribute to game changes in the weeks before they hit the rest
of the live servers, we'll be offering you the chance to move over and come play
on the more wild frontier of EverQuest II. We'll make sure to let you know on
the boards when the time gets closer. <BR><BR>Thank you very much for continuing
to give our team the opportunity to prove our dedication to you. As always,
without you, EverQuest II wouldn't even exist. <BR><BR>Feel free to add your
comments regarding this letter to the <A
href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=pround&message.id=2">discussion
thread</A> on the official forums. We're interested in hearing what you think.
<BR><BR>Warmest regards, <BR><BR>Scott Hartsman (aka Gallenite) <BR>Senior
Producer, EverQuest II </P>
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