Smedley’s skill in the art of bs has increased to epic proportions! (300)

Once again John Smedley, CEO of Sony Online Entertainment is doing what he does best, reverting back to his usual antics, lying and deceiving, same ole’ same ole’ as they say and his hubris furtively in tact, bad habits do indeed die hard. Smed has been playing his injured hand the last week over on the fohrums after the Penny Arcade fiasco trying to redeem support in some fashion, but on this particular flop Smed has been caught cheating and I’m fed up with his never-ending bullshit, I have the truth and will disprove John Smedley’s claim of SOE never releasing an incomplete product.

It started back in late December on page 5 of the CBS mail-bag when a former disgruntled SOE subscriber slammed SOE accusing Smedley of being solely responsible for SOE’s bad business ethics. What should have been an enlightening read for many was quickly dismissed for a lack of evidence and the troll like nature of the submission. I posted in agreement with the accusations over on n3rfed, but I was exhausted on the topic so didn’t go into further detail, in rebuttal John Smedley was interviewed a week ago by CBS news’ Gamecore where he refuted the anonymous accusations.

Source

“I’m bent about that one,” Smedley admitted in a phone call. “As a person, I have zero problem with criticism. I don’t have any problem whatsoever with our customers complaining. I think it’s perfectly legitimate, and I think it’s perfectly legitimate for you guys to have a mailbag with hate mail from Star Wars Galaxies. But of all the mail, that’s the one that bothered me because it’s filled with a bunch of BS.”

“There has never been a release by Sony Online Entertainment that has been incomplete,” Smedley said.

Well, well. I can’t sit back and say nothing about this. Smedley can’t manipulate his words and hide the truth this time. Anyone who is familiar with John Smedley’s tenure at SOE knows this is a flat-out fucking lie and inept, lacking in basic cognition if he indeed honestly believes there is some truth to his statement. In other words, lay off the crack pipe Smed.

After the above statement was published yesterday, that same very evening Smedley immediately back-peddled his statement on the foh forums.

“The new CBS story including the interview I did is now up here:

http://www.cbsnews.com/sections/tech…in500397.shtml

For the record, it was done prior to my getting involved in this thread. One quote I gave the CBS interviewer had to do with us never releasing anything that wasn’t done . Throughout this particular thread I’ve had you all (and here I will give Utnayan the credit) point out several times in the past where there were unfinished pieces of some of our expansions.

As I’ve double checked some of the specific instances he listed (and others as well) I think it’s fair to say that there were indeed cases where stuff wasn’t properly finished as it should have been. In other cases stuff was in fact completed, but bad loot was dropping.. or in some cases some progression stopping bugs.

I apologize for that.

We’ve got the process in place to make sure that doesn’t happen again. My biggest beef all along with these issues is the idea that we would have done it on purpose. That has never been the case. We do take a great deal of pride in what we do, and as I’ve stated before in this thread we love making great online games. We need to always keep quality as our main priority when we’re releasing content, and I think for the most part we do. I also know that as a company we’ve matured and our releases have gotten cleaner and cleaner. We’re never going to be perfect, but we can and we will be better.”

Apology not accepted. I wanted an apology and an explanation 3 fucking years ago, and what’s this horse shit research Smedley did in the last week to just discover the fuckups. Right…

Facts or Secrets or whatever catchy tagline suits you

Before John Smedley’s sole reign at SOE headquarters, there was Brad McQuaid, under Verant Interactive McQuaid served as Vice President and carried a myriad of badges on various projects, during McQuaid’s lead EverQuest prospered and grew to over 450,000 subscriptions while also sustaining a very high subscriber retention rate. Eventually SOE wanting to pursue additional subscription based revenue games to their existing repertoire of web based ad revenue games purchased Verant Interactive. After this acquisition took place is when most players from this particular era witnessed noticeable changes for the worse which EverQuest was taking, someone was ripping out the guts. Brad McQuaid no longer hand a hands-on approach with EverQuest’s design instead busy under the new hat of being SOE’s Chief Creative Officer and John Smedley took the reigns as Chief Executive Officer.

Frustrated with the new role, a year later, if that, Brad McQuaid departed from SOE in early October 01 shattering the vision that remained, the upcoming expansion, Shadows of Luclin was released shortly after his departure in December 01. Jeff Butler soon followed McQuaid’s footsteps in January 02, Butler who held the role of producer on EverQuest live and expansions. A few lead developers who were primarily responsible for the development of the Shadows of Luclin expansion also left SOE before and after the expansion later joining Brad McQuaid to form Sigil Games Online. With all these lead developers leaving during Shadow of Luclin’s development it’s a safe assumption that behind the scenes was in disarray.

Some actual comments from a lead developer who worked on the Shadows of Luclin expansion.

Kendrick
Light Poster

Registered: Apr 2002
Location: San Diego CA
Posts: 3

To FoH:

Well done. I mean that.

Contrary to popular belief, I didn’t design Seru to fuck you guys, hell, I never designed encounters and zones to fuck people, I designed them to be DONE. I was not on some ego-trip, to my thinking, if a mob wasn’t killable OR being killed, I failed somewhere.

But Seru was supposed to take some time to get to. The big NPC’s in Ssra were meant to be harder than, for instance, and in my original tuning of, that was the case. He was meant to be an upper end encounter, no doubt, but not THE encounter, or even in the top five of Luclin.

The real challenge of killing Seru was supposed to be simply getting geared up, and getting to him. And not through the skylight. (Gflux was to be turned off in that area, but for some reason it never happened.)

After you got there, it was meant to be a big fight, but not a marathon.

I’m going to cop out a bit here, letting you know I had nothing to do with any of the changes after December 18th, since, well, I was outta there, so I don’t know what they’ve done to his HP/AC/ATK/Inates. He had a LOT of HP, but not stupid amounts. Certainly not 1.2 million. That must have changed, of course. His mitigation was set high, but less than some of the other big mobs you’ve done in Luclin.

As far as The Blade of Truth, I was ordered to make it non-usable. Not my call, personally I think a weapon model that looks that good/unique should be in circulation.

Anyway, once again, well done.

John Capozzi

Bill Fisher, another lead designer who worked on Shadows of Luclin has also gone on record stating he only had a few weeks to design Vex Thall and never had the opportunity to the zone appropriately including itemization before it was released. Unfortunately, at the time of writing I couldn’t find this post, it’s been over a year since I last saw it, but I’m able to prove its factuality with a statement from one of Fisher’s former guild members.

Source: Bill made that zone in one week, by himself, then shortly left for Sigil. I’d like to see anyone else do better in such a short period of time, and alone at that. Blame whoever was left in charge of it for the tuning after players entered it. The other zones that he actually was able to play in (Kael, Temple of Veeshan), were fantastic.

Personally I played through Shadows of Luclin logging in hundreds of hours on my played. I’m sure some of you reading this did the same, and you know Shadows of Luclin expansion was a cataclysmic disaster, atrociously riddled with bugs, zones were left unfinished and untested, in some cases it took up to six months for SOE to revisit and retune zones appropriately. I could write an epic saga on all the incomplete disasters stained on SOE’ and back it up with actual evidence including statements from former GM’s and former developers.

Where exactly was John Smedley? Probably counting the player’s money and not giving two shits about the development phase until subscriptions starting sliding. When that happened he was mainly responsible for going back and reversing SOE’s stance on their long term anti-RMT (real money for item trade, ebay, etc.) and launching Station Exchange enabled servers as a test-bed EverQuest II. You will see their RMT model fail with SOEATTLES upcoming mmog which will be largely developed around this model. Real money trade is not wildly successful in NA/UK when compared to the Asian mmog market and Smedley and his other bureaucrat cronies at SOE need to remove their heads from each other’s asses instead of trying to force this model down the throats of a playerbase that is largely against it.

Further Criticisms

-John Smedley has no clue and must have been oblivious to the development of SOE’s projects since he first stepped foot into his position, maybe he gave himself a lobotomy after Brad McQuaid left the company.

-John Smedley is and has a detrimental effect to SOE’s image and development as a dominate publisher and operator.

-SOE needs to reestablish themselves in the next generation by restructuring their lead positions at the top starting with the CEO. They have great developers working on projects like EverQuest II, projects which have huge potential for growth, what they have been needing is better visionaries leading the helm in the corporate structure from fucking everything up as they have in the past.

-SOE would have had over 1 million subscribers across their smorgasbord of games if it wasn’t for their inept and asinine decisions by the corporate structure that has the development by the balls.

-You can’t out bullshit the playerbase, players see right through it.

In the eyes of thousands of former SOE subscribers John Smedley’s reputation is damaged beyond repair, and for very good reason, all past and present criticism is well deserved, and his latest outcry happens to be another one of his entangled lies and he is scrambling with an apology, we all make mistakes, but there is no more excuses for his failure. Smedley has earned this awful reputation and there is nothing that will redeem it. If I were to talk to Smedley over the phone or face-to-face I would offer the best advice he needs to hear, I would suggest he resign from SOE and not work in any capacity in the mmo industry, well okay, maybe as a janitor.


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