My poor, smartass design debunked

Two of my recent and, I thought, more solid ideas were criticized. And those critics actually have a point, so there's something to discuss.

The first is against the proposed LFG tool for WoW, from FoH's Frott.

He actually has a good point that I considered but probably not as much as it should have been. A probable reason why Blizzard's LFG tool is limited to three fields is to not kill the database. In my proposed panel I used a bunch of checkboxes, but could this work technically when the database server has to go through more complex queries?

That may be a problem. To fix it or find better solution I'd have to know better what the system tolerates and what doesn't, but I think it's possible to find workarounds. For example through timeouts, so that the LFG data is not updated in realtime but there's a delay. The current /who command in WoW for example has already a 10 second delay.

I don't know if WoW is particularly vulnerable to this, but DAoC allowed something similar to what I proposed without issues. So I believe it would be possible to preserve the general scheme I described while adapting the tool to the limits of the game.

In theory you could consider each checkbox like a "room". You add the name of the player to each room and then you return all the names in that room during a search (for every room requested). This is a very simple query and I find hard to believe it could give problems to the servers. With an intelligent use of delays I think the impact would be minimal.

I'm writing about this also because of what I wrote recently about Guild Wars. I started to write how the LFG tool sucked, but in the end my opinion was different. It wasn't too bad. Not a powerful tool, but the simplicity wasn't really a flaw.

Frott was actually right:

Why do we need to reinvent the wheel? Here's my LFG design:

1. you are flagged LFG or LFM
2. you can enter a comment
3. people can see that you're LFG/LFM, see your comment, and talk to you

Holy fucking hell, what a radical invention.

Guild Wars does that. And it does it well. It just gives five general categories and then lets players set their messages. It's like a "message board" more than an automated matchmaking tool.

But there's a reason why it wouldn't really work for WoW. In WoW you need a centralized system, and without a way to "filter" the results you would get just too much "noise" to make the tool usable. In GW it works because the LFG tool is location-based. WoW has a different structure and a similar LFG tool just wouldn't work well.

The other critics is about the "grid" mechanic I proposed for Fallout. Just because I create an adaptable structure doesn't mean that the players won't overload parts of it.

But there are two points to consider:

1- The players usually police themselves if you give them the possibility. If there's too lag and they can move freely to a better server without losing progression and without complicate procedures to go through, then they WILL.

2- In the intended scheme there would be territorial control in the game. And if you have experienced the insane rush in UO as a new zone where you could build an house was opened then you know that the players will cover as much space as possible. They would fill EVERY hole faster than the time you need to blink.

So, of course the possibility to travel between grids/shards doesn't automatically solve the overloading problems. But it's already a first step that is also good for the players (it's not just to balance the server, but also for the principle of "permeable barriers", letting the players go meet each others easily).

Nothing prevents players to log all in one server in WoW. Nothing would prevent the players in this idea of Fallout to travel all to the same grid. The point is that you already offer them a way to spread when there's need to without suffering losses (as you don't leave friends permanently behind). The rest can be done through game design (providing reasons and incentives to go out and explore, conquer, move away from a tight crowd and so on).

Especially on launch day you could spread the players around easily. Forcefully placing them in a grid distant from their friends wouldn't be a dramatic problem, because later they would be able to meet just by traveling to the same location. And the first approach to a MMO is usually single-player. You start to learn how the game works and only later you care to "reach out" for the rest of the community.

At that point (when the barriers are permeable) it's entirely a game design competency to maintain the ideal density of players. All the issues coming up should be dealt one by one.

After all that idea was just an adaptation of an old one about server travel, but where this travel was regulated by portals that opened only under certain conditions, so keeping the population levels even on all servers. Obligatorily. Obtaining the same results without strict rules would obviously require a lot of careful and good game design. But it's entirely possible.

Re: My poor, smartass design debunked

Blue mentioned that LFG queries are strictly circumscribed for addon designers because they can produce a tremendous load on the database system. This probably explains why WoW's original LFG system--- a simple but effective Flag -- was scrapped.

Re: My poor, smartass design debunked

Then they should offload it.

I cannot believe that WoW has so many problems with a simple feature that never created any significant issue in previous mmorpgs.

Re: My poor, smartass design debunked

I'm not sure why you think players will spread out to avoid lag. Eve and the Jita system proves they'll keep doing it as long as the market is centred in that location. In fact the system you've propsed is almost the same as the one eve uses, except you have continuous borders rather than jump gates which will cause nasty surprise attacks. I'm not sure why you think of it as a series of servers like wow, the players won't.

Reasons to go out and explore are needed yes, but unless you have reasons not to go back every week or so you'll end up with every player visiting some kind of trade hub once a week.

"it's entirely a game design competency to maintain the ideal density of players"

You're going to have to be more specific to convince me you've solved it :)

Re: My poor, smartass design debunked

In fact the system you've propsed is almost the same as the one eve uses, except you have continuous borders rather than jump gates which will cause nasty surprise attacks.

Nope. There's always this very wrong perception when I write about server travel.

Server travel is a RARE opportunity. Not in the sense that players are forbidden to move as much they like, but in the sense that it is unnecessary.

In Eve this kind of server travel is the basis of the game. In the model I described there is no "gameplay" connection with server travel. You are supposed to decide where to play and stay there for a long time. Incentives to "settle".

A single grid should provide everything that a player needs and there should be incentives so that a player decides his "home" grid and stay there.

The travel is only a possibility when you have reasons outside the gameplay. Such as when you want to go meet other friends, or when a new grid is opened because of overcrowding issues.

Server travel is there to be an opportunity, but not to be required to play. So I expect (and the game design should make it happen) that the average player doesn't travel from grid to grid often.

About the "ideal density of players", it surely is a design issue. For example during the beta of WoW I saw consistent population shifts between the capitals after each patch. It's something completely under the control of game design. In the same way you can overcrowd or desert entire zones with some design changes. It happens all the time. Plenty of examples.

Having an Auction House in each capital for example did a lot to move players out of Ironforge. If now you open a new instance next to Darnassus then you can be sure many, many players will start to crowd that capital.

It's solely because of game design if players spread or converge in one point. It's solely because of game design if in Eve there's one system with a population higher than every other.

It's the pure game design that creates interest or disinterest.

There isn't a solution I can provide here because things need to be tackled one by one. You observe behaviors, tweak things, observe results, take other actions and so on.

Re: My poor, smartass design debunked

TThat is sad but true. I frankly have not been to jita in around 6 months, as why go the lag? When it comes to me.

That is a good example of why that wouldn't work. As some people just like laging/getting stuck etc. Or they think it's worth it, just because it's a trade hub and there are a lot of people there. Or maybe it's something along the lines of: "Everyone else goes there, I will to!" Or something completely unrelated to my post.

But then that is actually in EVE. Doesn't really have much to do with server transferring...

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