Like before, take my notes with a grain of salt. Not everything is included and there is bound to be misinterpretations or typing errors.
Severlin Q&A 9/16 posted https://www.twitch.tv/videos/1592604020:
Future Content: Update 33.2 soon but hopefully next week (6min). "If you like the smell of salt-water, you might be pleased in the coming year" (19min). It is unlikely to see something like a mounted combat system, so don't imagine something like a ship system where you sail around (38min). Update 35 "Instance Cluster" with extra tiers next year, hoping for more than one 3-man and one 6-man (21min, 45min, 52min). Next raid will be late next year, probably not with Update 35 (54min). Itemize new skirmish, but won't retrofit old skirmishes more than "leveling tools" or work on the goal to add delving to them until later (23min, 27min, 53min). New servers can be opened for new mechanics - definitely not in the next two months - and an "overflow server" but not necessarily opening one for people coming from merely watching the show (48min). Higher levels will be able to enter all but the starting area (62min). New characters will have a UI Option recommending the default racial introductions for new players or the ones in the mini-expansion. I'd personally like people to choose other racial introductions (44min, 57min). They should be available for the legendary servers (62min).
The Team: Have streams nearly every week for the next couple months (1min). New agents in Customer Service greatly reducing in-game queues and working through account queues. It is very difficult to distinguish who owns an account without a lot of proof from those trying to steal accounts. This also goes for people who share an account and a dispute rises between them (4min - 6min). Engineers actively working on Multi-Factor Authentication. No date, but hopefully more news next year (6min). Looking at cool changes to support kinships, but the scope of engineering does not have a solid foundation to know when next year (7min). 64-bit server hardware is done but engineers are working on updating utilities to 64-bit, like Chat DLLs (14min). Not 100% new engine or graphic overhaul, but older art and additions to textures or lighting system - probably hear more before year ends (18min). Those running 32-bit might run into problems. We are working on a long-term project for a new launcher built from scratch to solve DLL discrepancies so people don't need to use it as a work-around for various issues that come up (29min - 31min, 59min). Landscape difficulty options need to come to normal servers, but there are some endgame areas we need to test beforehand. It will come later and definitely won't be with the expansion (32min). Looking for Lead Content filled before looking for a Lead Producer (33min). Old servers are being worked on; we are moving offices, not very far, and making sure everything is operational (55min).
General Information: Any server, like Shadowfax when it reaches the maximum level cap available, will have players moved if the population is low (15min). Always have something big every Fall, which tends to prevent more elaborate Harvestmath additions (19min - 21min). There are advantages of having two main specs when classes have a "throwaway tree" and we are looking at the impact of these minstrel changes. We will continue balancing classes (35min). We can't make any promises on class changes since the scope of those tweaks are beyond what we are doing now (39min). Unlikely to offer lifetime again (39min). I've seen the work on "Men" and actual sliders that modify the face; other races later (40min, 49min). Maybe next year on river hobbits, but no promises; hard to talk about things and then have to cut them later (40min, 56min). Content in the world, outside the missions that scale to your level, won't serve that much of a purpose with so many people who use Tortoise Stones not to out-level it (42min - 43min). Making a zoomable map system would be very difficult to do with the amount of regional content we keep adding to the game (57min).
Delving System: Update 34 has fewer missions with delvings that gives extra skills, abilities, dread for higher-end rewards and specific traceries (22min). Cordovan working on Delving Article (24min). You'll get a gem that slots into a stone before a mission and run delving difficulty. Upon completion, you get one for the next tier. There will be ways to barter the gem for higher tier gem as a default mechanic for some extra coin. Gear (up to T3 raid rewards) can be obtained by writs or by drop (higher difficulty means higher droprate) inside the delving. Only for missions right now. I think you can group for it. Slotting upon entry cracks the gem but can be traded in for a non-cracked version if you fail the mission (24min - 29min).
The Lag Situation: More people use more resources causing more lag (8min). Resurrected old tools that clean-up the database in real-time and filter the data to keep it tidy about 3 weeks ago. It was chunky running in the background while cleaning up the legacy data which improved on servers 4 days to 2 weeks depending on the size of the server (8min - 9min). "A giant list of quests" that checks a lot of things from every time you swing a weapon or use a skill and sometimes checks all of your quests at once. We have to be careful fixing these since they can cause halo effects. Don't think skill-counting quests are worth the lag, but not take away deeds. We can see spikes of activity. We have new people making up a strong engineering team and looking to hire more tech members (10min - 13min). Switching characters is slow because of the attached quest system and inventory (17min). We have to make the hard decision to discourage large groups on landscape hitting the quests over-and-over and gains from monster kills to minimize server issues (36min). We might revisit the dailies in Gundabad and address them for groups instead of a raid (37min).