Submitted by Abalieno on March 1, 2006 - 16:28.
| This is mostly a provocation after the few details that emerged from Mythic's Warhammer.

Warhammer is a SETTING. And it can be rendered in many different *styles*. We have PLENTY of examples of Warhammer in the cartoonish look, as we have about the much more "violent" and realistic look.
The point is NOT about who invented a cartoonish look before. The point is:
1- People would appreciate MUCH more a game looking realistic and that is completely different from WoW, exactly to DISTANCE Warhammer from it instead of looking like a bleached copy. This is what would MAKE SENSE even from a commercial point of view.
2- Mythic doesn't handle this style well. It's a lost battle fighting Blizzard right in their house.
That said, Tobold has a great piece pointing out some huge problems and limitations in all the current combat systems, without exceptions. I completely agree. I always liked ideas that try to go toward more realism and a more immersive experience. Remember those ideas he wrote while reading the wishes I'm going to add next.
If a MMORPG combat doesn't *look* real, chances are that it isn't much fun in the first place.
The "dream mmorpg"
Think to a PvP game only for now.
Erase completely the possibity to "target". No targeting. No UI whatsoever. Nothing at all.
Add collision detection. Create a system with a "tactical combat", without the frenetical button-mashing but where you swing your weapon directly and hit what is in front of you. Ranged weapons that behave like in reality, with realistic arcs and no "target-lock", with the shields only protecting what's directly behind them and letting exposed the other parts of the body. Add spell effects with a similar target system, where you aim for a location and then throw a fireball that continues to fly till it doesn't hit something and then "explodes", shaking the ground and dealing area damage to all the enemies near the impact, setting them on fire.
Forbid completely the possibility to target an opponent and receive informations about it through the UI. You can just see your hitpoints and your mana, the number of arrows and the possibility to quickly access your spellbook and inventory, but nothing else. You cannot see the effects on your enemies (if not graphically, like the effect of a DoT spell active or an arrow stuck on their bodies) as you cannot see them on your friends.
No healing classes or abilities if not bandages and medications that can be applied ONLY out of combat and that require time to start their effect.

Add spellcaster classes with spells that affect the spatial environment: like the possibility to create protective force fields, allowing those within to be protected from ranged attacks to an extent, or the possibilty to drop "walls of fire" that damage those crossing them, or freeze a zone of grass that will make people running on it slip and tumble around (bwahahah! This would be amazing), fireballs exploding and flinging people around on fire, magical walls of stone rising and preventing the players to pass and that need to be circumvent or demolished through "blunt" attacks or counterspells.
Healers? Who the hell needs them.
Give them the possibility to set people on FIRE, and then give them the possibility to invoke clouds and rain around the player to extinguish that fire.
Think about HUGE ogre characters, three times as big as a normal player but much, much slower. Give them wheeled carts and transform them into "music" classes playing huge, tribal drums (with real sounds coming out of them, that will be heard from miles away on the battlefield) triggering temporary bursts of positive effects like speed boosts or haste effects during a charge. And then let those ogres "wield" those drums with two hands and use them directly to smash other players in melee. With extremely slow attacks but SWEEPING whatever happens to be in a 60 degree arc in front of them, hurling people in the air if they happen to get hit.
Add charging horses, mounted, armored combat boars, war machines, ridable flying dragons. The possibility to break a dam and flood a whole area for defense. Quick, smallish goblin and slow, bigger orcs with blunt, rudimental weapons. Elf races that "dance" on the battlefield, hard to get hit, with quick, sharp attacks chained together and teaming up with other players for special attacks, but extremely vulnerable to a charge or an attack that smashes and pins them down. And what about the proficency with ranged weapons (rate of fire and precision) since we have a sistem absolutely perfect to support these racial traits?
Ritual spells chained by one of more spellcaster that, if not broken or countered, would trigger fearsome effects, like meteor swarms or opening chasms in the ground, devouring those who get caught within. The possibility to call storms and thunders.
Create completely different styles of combat for each race and class, with a completely different feel and impact, different rates of attack, movement speed, types of weapons, different mechanics. Add situational, external elements to the character like the war machines, transports, mounts. Sieges on castles with realistic ladders on the walls that can be pushed out to make the players fall on the ground, boiling oils melting those who pass below between the screams, crumbling walls that crush those nearby.
I said "PvP only" because that's where these concepts work better. But what about replacing the loss of the health bars and icons with the creature behaving differently depending on the damage received and its health and morale?
How's that? Would it be... "fun"? |
Submitted by Abalieno on March 1, 2006 - 04:31.
An article/preview from PC Gamer about Mythic's online version of WARhammer leaked on the internet with some rough but already eloquent details about the game and its PvP structure.
The biggest surprise is the first few screenshots that are made available. If you were expecting a game with a harsher, gritty look, taking out the darker side of the setting... well, you'll be deluded. They are going with even more caricatural, cartoonish, oddly colored and odd looking version of WoW.
Believe it or not, I'm not joking.
Not only they are copying the look of WoW characters, but they are also copying how the environments look and the pastel-colored textures of the buildings. Look at the background of the big image with the dwarf on the middle-right. Tell me if that texture doesn't seem ripped off straight from WoW.
Even the style of the armors and weapons is cartoonish and clearly inspired to WoW.
Why Mythic? Why deluding with one aspect of the game that just everyone expected going in a completely different direction? DAoC has already a much more realistic look and the artists have proved to have a huge talent. You should have just moved further in that direction and create a more gloomy, realistic setting. Something that could have enhanced the feeling of violent battles and going in a diametrically opposite direction from WoW.
Instead they decided to go fight WoW in its own house. Copying its style even if Mythic's artists obviously cannot handle it as well. Fighting fire with fire. How utterly stupid...
What can be said for those screenshots can be said for the first "design" details.
"PvP will be broken into four types: Skirmishes, Battlefields, Sceanarios, and Campaigns. Skirmishes are... two or more enemies clashing in unstructured combat. Battlefields... fighting for in-game resources, such as lumber mills and temples. Scenarios are similar to Battlefields, except these large-scale battles will be instanced and evenly matched by the server (adding bots to balance the sides).. and factor the most into which side takes a zone. Campaigns will be the PvP end-games - a final, humiliating invasion of the losing race's capital city.
Once [the capital is taken, yay for wanton slaughter of NPCs]... the server's metagame will spawn in AI reinforcements, drive out the invasion force, and then reset the server.... You get to keep [all your phat lewts]... At launch, there will be approximately 33 zones and 1800 quests...
"The four elements of RvR noted in the article are actually designed to be much more integrated than the author of the article lets on – Battlefields and Skirmish play take place in a shared RvR space, and Scenarios are adjacent to those areas as well. Dominance in these aspects of play combines to drive the greater Campaign, which moves the fighting through the world to keep things interesting, and can culminate – if the attacking force is skilled and persistent – in the sacking of an enemy city.
"...we aim to create a coherent RvR experience where players can participate when and how they care to, and where everyone contributes to the greater war. Certainly not every aspect of RvR will be for every player, but whatever aspect is for you will matter, and so you can play the way or ways you want to, whatever they may be, and still be an important part of the war."
Yes, it sounds like WoW.
It's already possible to have a rather precise idea of how the PvP will be handled. There are shared RvR zones with resource nodes and nearby portals to instanced BGs. Plus a single instance of Alterac Valley/Capital City Raid on each server to replace DAoC's relic raids.
The difference from WoW is that these battlegrounds/zones seem more connected one to the other and the PvP space slightly more persistent. Similar changes in WoW would be wonderful and actually what I expected from that game. But for Warhammer? There were so many possibilities to explore, why chasing WoW's tail even here?
The model seems clean and building on the solid premises of DAoC, but why not fully utilizing the potential of a completely different project to disclose that potential that DAoC only hinted? Why the decision to go with just a bland remix of the same elements?
Some of the most important details aren't revealed, for example how these zones are interconnected, how the guilds will impact the game, the amount of player-controlled spaces and, hopefully, structures and so on.
For the rest it is just "more of the same", with a different name to dissimulate the "already seen" feel:
"..."Death" isn't permanent in Warhammer Online[sic, and they really do know it is WAR, he just calls it that 4-ez, as they say], but each death-ish mishap will bring you closer to the brink of insanity. Die too often and the accumulated insanity points will befin to drain away the amount of experience you gain..."
Which would translate as "exp debt" if we wish to call things with their proper name.
"You'll also get to choose from two different archetypes: the Warrior and the Adept. Warriors, not suprisingly, rely heavily on brute force. Adepts are better at skilled professions. Each puts you on a unique career path in which you'll be able to make selections that further detail your profession (A Human Warrior, for example, may rise through the ranks of being a soldier, a rifleman, mercenary, knight, and ranger - sometimes mixing and matching facets of each if desired)."
The archetype/profession system seems the same used in Imperator, which borrowed it from EQ2, which borrowed it from a bunch of other games.
While the NPC starting guilds exist already in DAoC, same for the emphasis on early-level RvR.
There are only two little points that are interesting, if what they hint is correct (but I doubt it):
PvE goes towards RvR..
Eschewing character levels altogether, Warhammer Online [sic] will be a what-you-see-is-what-you-get world.
That this game will be completely without levels and based on a skill system, I'll believe only when I'll see it with my eyes, and for now I remain highly doubtful.
PvE flowing into RvR is instead a critical problem. I was going to write about this for DAoC but it's a valid concept in general. The PvP absolutely needs a PvE side to be strong, these two parts shouldn't be kept separated as two absolutely independent elements. One should flow in the other, create a "gate" on the other side.
This is probably the most important aspect for a PvP game, right now, as it is for a "sandbox" game. The need to have PvE content as a "direction" to structure the gameplay and the game world. Slapping the players in PvP just doesn't work and is a short-legged solution.
Between the other things you can also enjoy Sanya hopping around the new community to try convince everyone about how Mythic will take into consideration the community, this time.
Submitted by Abalieno on March 1, 2006 - 03:24.
While both Smed and Scott Hartsman confirmed my previous rants through mails and PMs, the official announce also arrived on the boards:
European Distribution of KoS
We've been made aware of an issue with the European distribution of Kingdom of Sky that can cause our European customers to experience lengthy download times as a result of missing files on the disc. As such, we will be granting customers who purchased the European distribution of KoS an extra week of free game time after registering a Kingdom of Sky key. We apologize for any inconvenience this may have caused.
See? I wasn't crazy.
As far as I'm concerned this is no biggie and I hold no grudge. I usually can suffer more or less temporary technical issues. It was just a bad surprise because I ordered the boxed version with the sole reason to avoid the download.
You know, I even thought this was another new "smart" idea. Slap in the expansion code with empty expansion files on the install DVDs so that the box could go in production right away without waiting for the development to be finalized. With all the recent discussions about unfinished expansions it started to look as a plausible scenario.
Instead it was just a mistake. At least.
Submitted by Abalieno on February 28, 2006 - 14:19.
What is this? A fucking joke?

Yes, those are 50 hours of download.
I WAS going to write down some sparse comments because I just received the retail version of "Kingdom of Sky" but what I see under my eyes is a level of incompetence UNMATCHED till today.
I ordered the expansion from play.com. This is the english, european version distributed by Ubisoft. I received the box sealed and intact. Inside there are the two install DVDs, a map and two sheets, one with the exp code and another with a trial code.
The fun begins as I start to read the sheet with the expansion code:
Quick Start Guide
Installing EverQuest II Trilogy
EverQuest 2 Trilogy? What the heck is this? Let's continue:
Follow these steps and the setup prompts to install.
1. Insert the "EverQuest II Trilogy Disc 1" into your DVD-ROM drive. If the disc does not automatically play, open "My Computer" and double-click on your DVD-ROM drive. Double-click the "Trilogy" icon.
2. Follow the prompts trough the setup process.
3. If you don't have the original version of EverQuest 2 installed or Desert of Flames, the installation program will prompt you to install both as well as Kingdom of Sky.
WHAT?
To begin with there is no fucking "EverQuest 2 Trilogy", secondly there is no fucking "Trilogy Disc 1" nor a "Trilogy icon". But just "Kingdom of Sky Disc 1" and a setup program. The expansion is NOT supposed to include "Desert of Flame", but just the base game and "Kingdom of Sky".
But you want to know the very best part?
THE EXPANSION INSTALL DVDs DO NOT INSTALL ANY EXPANSION FILE
Yes, you got it right. These install DVDs not only do not install "Desert of Flame" as erroneously reported in the quickstart guide, BUT THEY DON'T EVEN INSTALL THE EXPANSION I BOUGHT.
I swear I tried and retried, I unistalled everything and restarted from a clean state. The only part that these DVDs install is the music files of the expansion. But NOT A SINGLE FILE OF THE ACTUAL ZONES, TEXTURES AND MODELS. NOTHING. NADA. ZILCH.
This is the log of the patcher:
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_ZDDS.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_ZSet.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_ZShdrs.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_dun_halls_of_fate_epic01_sepulcher.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_dun_dragon_necropolis_sg.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_dun_halls_of_fate.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_dun_halls_of_fate_epic01_sepulcher_sg.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_dun_halls_of_fate_epic02_devourer.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_dun_halls_of_fate_epic02_devourer_sg.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_dun_halls_of_fate_sg.vpk: File not on local machine
[14:17:48] Patcher: --- File Discrepancy M for [Expansion 2: Kingdom of Sky] exp02_dun_lair_of_scale.vpk: File not on local machine
This is just an excerpt because it continues for EVERY SINGLE FILE starting with "exp02" or "kos".
If there was a reason why I didn't got the expansion through the digital download is because EverQuest 2 has these huge downloads that I'd gladly dodge since I'm not on broadband. No, I'm not in broadband, okay? I have no problems with CD-sized downloads, I can wait. But things get a bit more annoying with DVD-sized downloads. So I decided to go with the retail option.
And what I get? Install DVDs that do not even install the expansion files? Are you kidding me?
So I got it for a code, a map and two pieces of paper filled with WRONG INFORMATIONS?
I don't know. This goes just WAY beyond everything that is believable and remotely acceptable. Congratulations.
I can only HOPE that this is about the european distributor screwing up big time and that SOE isn't in any way involved.
EDIT: I added the detailed patcher log for all the files of the expansion. They are ALL missing with the exception of half of the music files and five of the sound files.
Submitted by Abalieno on February 28, 2006 - 07:12.
This last Sunday Eve set a new record of active users online at the same time: 23.811
That number beats even City of Heroes highest daily peak, with the difference that those are also spread between fifteen servers. So, still niche?
The subscription numbers are the highest between the mmorpgs not coming from the major, consolidated companies and, probably, already above some major licences. The gap between other medium-sized games (but with zero growth) like DAoC is quickly growing thinner.
Eve launched nearly three years ago (5 May 03) and is picking up just now, again demolishing the assumptions about product life cycles, players chasing the "new shiney" and the predominance of the fantasy settings. This despite the game has a very, very bad accessibility and a type of gameplay that most players don't feel effective.
A week ago the whole server cluster running the game has been replaced with 64bit hardware to buy some space for the growing playerbase:
tranquility returned at 0019 gmt, eve is reborn
reported by kieron | 2006.02.22 19:11:27
The Hardware Upgrade has been completed, Tranquility has returned with 70 dual-core, dual-CPU AMD Opteron LS20 Blades in 5 new IBM Blade Center Chassis.
--
reported by Oveur | 2006.02.22 20:40:36
Well, this upgrade went according to plan. Ok, not according to plan, it went a lot better than planned and for a while we were wondering if we were really CCP anymore, delivering before the schedule. We're at least grateful that this upgrade was the one Mr. Murphy took a vacation from and we think you'll agree.
It hasn't been a completely smooth road though. Our websites (which also moved to the new hosting center) have had dns problems, the load balancing protocols has been acting up causing three days of intermittent availability and our download service didn't propagate the mini-patch which told the client to connect to the new Tranquility IP address.
Next, we intend to upgrade our database layer to 64-bit 4-processor monsters allowing us to cram in a "couple" of Gigabytes of RAM. Does 64 Gig worth sound ok to you? It does to me! We're also looking into more RAMSAN solid state disk storage in that upgrade. Nothing but the best for EVE! ;)
There's a new patch nicknamed "Blood" scheduled to go live this Thursday (2 March) with more server-side optimizations and (finally) the addition of the four new asian-themed bloodlines. Plus a bunch of other minor tweaks and fixes. The patch notes are available here (but you need a valid account).
And this is just the beginning before the next major update (Kali), scheduled for June. Even if you can safely bet it will be delayed.
The game is alive and kicking. It seems things are starting just now.
Beside the elements of success already underlined in the past, I think that a big role is being played by the business model. We discussed in the last months about removing the barriers between the players and work on a game world more consistent and coesive. Where all the elements are connected together. But the very first step to achieve these goals is about approaching the development so that those solutions are made possible.
Eve-Online doesn't have a fragmented dev team between the expansions and live content, they don't shift the developers from a position to another and from a project to another. The development process itself is built as something coesive and consistent. The major content patches aren't limited to improve the "margins" of the game, adding more zones and content at the perimeter of a mudflated, arid model that isn't advanced in any way (and that the developers are actually SCARED to even look at). Instead there are core progressions on all levels. The game is taken, observed and maintained as a unit. The players aren't selected and divided by the expansions, instead these expansions are IMPOSED on everyone. They aren't optional, they are mandatory because they are part of the game at all levels. Without lines of division. Truly delivering the myth of "ongoing development" that isn't just limited to maintain and stretch the life cycle of a dead-end.
A "sandbox" game also needs a whole new approach to the development. Eve has it and is demonstrating its validity. Even if its accessibility barriers are still chocking its full potential:
The average EVE player only stays for 7 months.
Every single game that aims to move away from the linear model (from point A -> to point B), needs also to steer away from the standard development process. This is an obligatory requirement. Not anymore an option.
Hoax:
In the Diku clones, different play-styles can barely interact with each other. If one friend is playing his first MMO and catass'ing to the extreme he will leave the other guys in his dust and they will not be able to do content he can. Meanwhile your saying he's a shitty friend if he doesn't want to go repeat content he already repeated 100 times to get where he is now?
Bullshit.
The system sucks, it stops people from playing with the people they want to play with.
Sure, f13'ers are starting to reach a level of MMO-maturity that they know how to avoid this, look at the EQ2 guys. The people who play tons spread their playtime over 2-5 characters while those who are ultra casual just level one. Meanwhile there is the whole sidekick/exemplar/whatever system so that they can make more efforts to play together.
In EvE, we dont have as many of these stupid problems.
a) offline training means there is no required /played to access content.
b) EvE lends itself well to solo + chat play.
c) The different playstyles fit together nicely, in WoW a crafter is off in stupid zones hitting up resource nodes and a pvper will never see him. In EvE the crafter wants the combat characters around to cover them while they mine. The industrial players are the ones that make the corp strong, combat characters provide BPO's (when we can afford them) for items we repeatedly need for war.
But for people who are just getting into MMO's they almost invariably will have a hard time playing with the people they originally set out to play with, just too many things that are setup to divide the population into sub-groups. Raiding is not the only culprit but it is by far and away the worst.
Simply put: in a "systemic" game world all elements are tied together, the dots are connected. Each element has a "weight" in the system that affects everyone else.
In a systemic model:
- The players are brought together. The model is represented as a circumference, where the players/dots create groups or "cells" and move within while bouncing one against the other (creating alliances, conflicts, politics etc..). The space belongs to them (known) and is "managed".
In a linear model:
- The players are spread apart. The model is represented as a segment, where the players are pointed toward an obligatory direction and have a set position that "qualifies" them toward the other players. The space is external, alien (unknown) and only conquered and progressively consumed.
By delving some more it is possible to transform those two into cultural models but I won't do that here. Which one is more appropriate for an online game? You choose.
And yes, mmorpgs work as living bodies.
Submitted by Abalieno on February 27, 2006 - 15:35.
This is a post I snag from F13 as a reply to the thread that I also copied here.
It's not really a problem of good or bad friends. The point is that the game isn't going to encourage a friendship. If anything friendships can BREAK thanks to these games. I think we could add this to the list of the lessons that mmorpgs are teaching today :)
--
Njia:
If I started up a character now and hit 60 in WoW in 20 days I wouldn't be at the max level. I mean, I'd be 60, but there are other "level 60" people who are 5x more powerful than my new character.
I'd have to camp some fuckiing shithole for 6 months with 39 other faggots before I'd be "max level".
When I hit 60 early on in WoW, my best friend from high school started up. By the time he hit 60, a month or so later, and wanted to do UBRS and Scholo, that was the last thing that I wanted to do. Even for a person I've known for decades. Random people don't have a chance.
It takes a special person, special DURRRRRR or SPECIAL special that's got 5-6 purple items to run with a group of strangers through UBRS. Or get attuned for MC.
One guy I know through IRC (I have screenshots of me killing him in UO beta, old 'enemy' I guess) started just 3 weeks behind his clan and he tried for a week to get people to help him get attuned. These are people that he's been gaming with since UO.
He quit in frustration because everyone was busy chasing the shiny and nobody wanted to help kill dragons.
ANYWAYS, tangents. Further tangent, it'll be sad to see all the level 60 raid content go 100% wasted as soon as the expansion comes out and the shiny is pushed 10 or 15 levels further. You'll see people botting in Azshara instead of doing Stratholme.
Submitted by Abalieno on February 27, 2006 - 10:59.
On my long list of things to do but gone in the limbo there was a page where I wanted to collect some detailed informations to configure all the japanese RPGs I used to love on the PSX and that are always not too simple to make work flawlessly on the emulators.
Well, it seems I don't need to do that anymore. I just found out a brand new PSX emulator that is quite amazing (the version I'm using is the 1.2).
Till now every PSX emulator worked with complicated plug-ins that were rather hard to configure properly. This one is the siplest thing you can desire, no plug-ins or configurations at all. It works right away and better than everything out there. It's great. And, in particular, it's being actively developed, so it can only get better.
There are actually a few minor issues and things you need to sort out before being able to run games. To begin with you still need to find over the net the original PSX rom (SCPH1001.BIN - if you cannot find it over the net you can try with a filesharing program) and put it the "bios" directory, then you may have problem running the games from the CDs because the program requires a wnaspy32.dll file. Even this file shouldn't be too hard to get if you see the program asking for it. I had a copy in a cd-burner program and I copied it directly on the emulator root directory and everything worked prefectly. There's nothing else you need to figure out, if not configuring the controls, memory card and full screen resolution (the emu stutters if not in fullscreen).
The emulator works right away. The image is perfect, the sound is perfect and the full motion videos smooth as silk. No need to dig and mess with obscure options. Just load the CD and play. On my computer the CPU usage of the emu is INCREDIBLY LOW, something around 10% or less. So it should run smooth on every configuration without a problem.
I've tried it with various games that usually had many problems or quirks with the other emus. Chrono Cross works absolutely perfect, Legend of Mana is perfect, Metal Gear Solid is perfect, Vagrant Story has very minor problems with a few sounds (like the steps), Dragon Quest 7 has a minor problem with the interface not shading properly (some menus overlap), Valkyre Profile is perfect (and this one always had sound glitches with other emus that I was never able to sort out completely) and Breath of Fire 3 is perfect. I own nearly ALL RPGs that were out on the PSX so I'll continue to run more test as I have time.
Other annoying general issues I encountered and that I hope will be solved in the next versions are the aspect ratio of the screen not set correctly in some games running in non-standard modes (for example Dragon Quest 7) and some configuration problems with the joypad that seem already know. If I try to configure my joypad with the support to the analogic sticks the game crashes, but it works ok if set it as a "normal pad".
The emu also works with compressed CD images (.cdz), the program to create them is under the /util subdir.
Important note: The emu stutters and seems to run slow if you play in windowed mode. This isn't because the hardware is not powerful enough since the CPU usage will always be rather low. If you switch in fullscreen (alt+Enter) the games should run smooth as silk.

Submitted by Abalieno on February 26, 2006 - 14:57.
NCSoft finally released a detailed report for the previous year. You can get the zipped .pdf directly from here.
These are the three pages you may find more interesting:
- Detailed report for Lineage
- Detailed report for Lineage II
- Detailed report for City of Heroes and Guild Wars
This is the data I extrapolated:
Lineage
2,293,227 subs worldwide
9,059 in US
Lineage II
1,525,497 subs worldwide
76,435 in US + EU
City of Heroes
194,000 subs worldwide (which is US + EU only)
Oddly enough it seems that Lineage gained a huge number of subscribers, in particular in Korea and at the loss of Lineage 2 that goes down from 2+ millions worldwide. Like if they got swapped. With China also contibuting to the loss of L2. Lineage instead gains 400k just in Korea and in the last three months of the year.
City of Heroes has gained nearly 50K in the last three months of 2005 and probably thanks to the release of City of Villains. Looking at the general trend it seems the game suffered heavily WoW's release (it was down to 124k) but continued to grow steadily from there.
I also notice that in Korea the number of concurrent users compared with the total subscription is *extremely low*. When Lineage was above 2 millions subs the highest daily peak was barely above 130k. The subscriptions are roughly FIFTEEN TIMES the number of the daily peak. In the US that daily peak would correspond on average to 500-700k subs max. Definitely not anything like two millions, and consider that in Korea they don't even have all the different timezones that keep the US players way more spread over the hours. In China this is even crazier, the total number of subscriptions could go up to TWENTY TIMES the number of the daily peak.
Considering City of Heroes, the highest daily peak is also very low (23k for 190k subs) if you compare it with the numbers coming from DAoC (roughly around 30k for something like 160-180k subs) or Eve (22k for 100k subs).
It is even more odd if you compare those numbers with those from Lineage 2. With only 76k of subs the daily peak goes up to 28k. Only 1/3 of the CoH subscribers logs in during a day, compared to the 60% of L2 subscribers logging in during a day. It's like looking at two extremes...
Impressive also the numbers of Guild Wars. In Korea it failed completely but it got nearly 1,300k accounts activated in the western market (US+EU).
Submitted by Abalieno on February 26, 2006 - 14:09.
This ties back to some thoughts about death penalties, permdeath and all the other silly ideas that recursively come up in the discussions. It come up in a thread about Vanguard but my comments are in general.
Shorter and straight to the point.
--
Simply put, harsh death penalties make you aim lower and lower (and grind more and more), bland death penalties make you aim higher and higher (and retry and challenge).
In two words: risk mitigation.
The process described is EXACTLY THE OPPOSITE of creating tension. It is about removing it in potential. It's about encouraging the boredom and repetition.
What you didn't "get" is that harsh death penalties (and harsh environments in particular) create "community".
Also. Don't confuse again journey with destination. "Risk" and "tension" are good in the *journey* (WoW has plenty of these). If we reduce the risk and tension to just a penalty on the experience points, we only continue to put the focus on the wrong element.
So yes, there's good tension and bad tension.
Submitted by Abalieno on February 26, 2006 - 05:07.
More heresies for the win!
I was reading Chris doing experiments on a hypothetic skill based game and wondering what is the point. I really cannot understand what's the goal, what he is trying to do.
Why the players should be fed with something like: change = ( rating2 ) / MAX(rating)2 * -1 + 1
What the hell is that? What does it represent? What it is trying to tell me?
Math has never been all that eloquent to me but I suppose I'm not alone. Before coming to the mmorpgs I've played and read many pen&paper rulesets, from the simplest ones, to the most complicated and rich. I always liked more those more detailed but in ANY case they were complicated on the mathematical level. They were only complicated in the mechanics and choices available. The purpose was always clear and they were still able to simulate and describe nearly ALL the situations you could imagine.
I believe that the difference between a computer game and a pen&paper one is about the target. The pen&paper games were always supposed to be managed by a human brain and be DIRECTLY FUN. Why we needed "rules" in the first place? To simulate situations, to define a structure within the game could be played. You could do completely without any rule (the most rabid roleplay experience) but we moved progressively to simulate situations and create "games". Defined situations. Where the control of the character is not totally yours.
Considering that those rules were the fabric of the game and that they were directly managed by a game master and the players, those rules were always planned to be easily usable. Directly defined WITHIN the game space. They were symbolic and mathematically "light". There could have been tables of reference to use for the critical rolls but no game ever required you to use a calculator and write down formulas to come up with the result five minutes later.
But why computer games need to be different? Why the need to complicate the mechanics to the point of making them "unreadable"?
The brain is a symbolic structure, it is not a mathematical structure. When we close our eyes and dream we dream of symbols, not of numbers. The numbers say nothing to us and for the great majority of the players MATH IS NOT FUN.
Even if the computer games need to be translated into math to work, this doesn't mean that this level has to be fed to the players. Again, there was nothing that the classic pen&paper rulesets weren't able to simulate. So why not keeping a simple approach? Why not design games that are intended TO BE USED BY A HUMAN BRAIN?
These are games. The rules are the game we play and those rules must be transparent and readable. The math doesn't add anything valuable to a roleplaying game because these games are about symbolic structures, myths, culture. They aren't mathematical puzzle games. That's not the level that I believe the players appreciate. We want to be heroes and adventurers, not mad scientists. We want to roleplay, evocate myths. "Wish impossible things".
If I'll ever design a game my goal will be to create a ruleset that is symbolic heavy and mathematically light. Something that could be easily translated to a pen&paper game and played right away. Complex mathematical functions and formulas should be banished from the ruleset and everything should be transparent.
The whole ruleset should be planned to be used by a human brain quickly and reliably in all its parts.
Design something should be as closing the eyes and "portray" a situation. "Design" as dreaming. Design as the very first practice of "roleplay". Like imagining a movie. Simulating a reality. Evocating symbols. Summoning experiences.
Yes, game design has its own language. But this language should be always shared with the players. There must be an underlying competence in the use of the same language.
When I close my eyes I don't see mathematical formulas. The math is "cold", it is not able to communicate. It is not able to create emotions. Game designer and players need to share the same language.
Submitted by Abalieno on February 25, 2006 - 07:12.
Best post from Raph. Totally unexpected.
If only he would go in THAT direction instead of reducing everything to abstract systems...
Which brings me to flame Danc.
Danc at Lost Garden is one of Raph's dearest puppies. The complicity between the two is understandable if you read what they write and their approach. They both have the proprensity to overanalyzing everything, researching to the extreme, rationalize, schematize. They have a great mastery of the medium. Think about it and you'll see how these qualities would be the very foundation of what makes a Great Designer.
Well, I don't agree. I'm not saying that the opposite is true, but that those points aren't so determinant as implied. Maybe here I'm being just "defensive" because they are able to do something definitely out of my reach but, even if there some truth in that, I still believe that my critics can be objectively valid. And it seems I'm not alone thinking this.
I found Danc's last article particularly irritating. But in this case not (only) because he already did a wonderful work at presenting his thoughts and schematizing, but because he points a trend that I consider just bloated, superfluous, too self absorbed, complacent.
On the forum thread I linked people criticized the "tone" of what he was writing, that form of partially concealed "arrogance", but that's not the part that doesn't work, from my point of view. What I criticize (and that links above to that article from Raph) is the excessive rationalization in general, excessive schematization. These should be valuable tools availabe for a designer, and they ARE. But in this case I see them becoming more TRAPS than useful tools. I see the creative process, but even its concrete realization, as something much more alive and changing. Free of cages and chains.
Wittgenstein has always been one of my myths. It's a lot of time that I don't go back to study that, but I remember his most important thought that concludes his most important book ("Tractatus Logico-Philosophicus"). He consider the logic and the knowledge as a "ladder". His book is also defined as a ladder. But when you are done with it, you are supposed to take it and throw it away. Completely forget about it.
This is also my idea about game design. I often repeated that I see game design as a process of observation more than a proces of rabid creativity. But the observation is about "something else". The object is external. Sometimes, instead, while reading Danc or Raph, I feel as if the observation is not only the subject observing, but also the object. Completely autoreferential. It seems as if everything starts and ends there. Convoluted. It becomes a process alienated from its context and purpose and, no matter how this process is refined, it is just going off-track. And it's not anymore useful, it becomes just redundant.
They seem too much self-absorbed. They are wonderful observers, but they seems to observe too much themselves (their brain processes) more than what is outside. Like if there isn't anymore a displacement between themselves and their wishes.
An excess of qualities that should bring elsewhere, and not just back to themselves.
I don't think adding another dude with a beret will make programs better.
Submitted by Abalieno on February 24, 2006 - 04:41.
From Tom Chick on Yahoo Games, a preview that anticipates some interesting bits from Vanguard:
This is the tough-guy MMO with complicated tactical combat, mandatory group harvesting, extended dialogue trees, grueling corpse retrieval runs, prohibitive death penalties, and metal clamps that send a shock to your nipples when you take damage.
Group harvesting isn't mandatory in the sense that everyone will have to do it, but it will be used as a way to "control 3D space", as Butler puts it. For instance, there's a cave-in at one end of a dwarven city. It opens the way to mines beneath the city where there are unique quests. But getting through the cave-in will require a certain amount of mining skill, not to mention specially crafted tools. And even if you do get through here, you'll have to develop your relationship with a powerful but secretive dwarven family to unlock the associated quest.
This is an example of how some of Vanguard's content is locked behind separate layers of gameplay. If you want to access that content, you'll need to engage in harvesting, crafting, diplomacy, and combat.
The combat in Vanguard is arguably where the game most deserves a "hardcore" tag. For example, there are rules for wound locations. Head wounds can slow mana regeneration, leg wounds will reduce movement speed, a serious chest wound can cause hit point drain, right arm damage can be an offensive debuff, and left arm damage can be a defense debuff. How's that for hardcore?
There's a system of counters, chains, and cooperative attacks that are built into the interface. This is where you can really get a sense for how the combat is distinct. There are four tiny windows along the bottom of the screen, designated for chains, counters, rescues, and sympathies. Whenever you have the opportunity to use one of your abilities in the appropriate situation, its icon appears in the related window.
There are no facades or skyboxes. McQuaid mentions "integrated ground, air, and water pathing", which means that you're not going to get away from that drake you see overhead by simply putting a river between you and it.
McQuaid rides a dragon into the sky to show off the volumetric clouds. He has a programmer show us the weather systems they've built that will sweep across the world. Clouds build up and darken as a storm rolls in. The idea is that this will even have an effect on gameplay. A druid, for instance, might have spells that only work when it's raining. Imagine what this might then do for weather prediction spells, or even cooperative spells that can summon rain. Like so many things in Vanguard, there's a cascading set of interrelated systems being carefully pieced together.
This preview hands out more concrete informations than all the steam that emerged through the beta along these months.
Some of the principles, on the general level, are valid. We still have to see how much of this will reveal to be consistent and not just vapid. Vanguard is really the only mmorpg that I cannot figure out. I just cannot anticipate if it will be a big success or a tremendous failure.
I remain skeptical for now, but the plan to give the game world more consistence and integrate different systems together has potential.
Brad may actually be able to create a virtual world and a sandbox by just improving the same, stale patterns we have seen till now. Focusing on the "adventure" and giving back relevance to all the parts that have been frustrated in the more recent games (travel, inventory managment, environment, exploration, interaction and so on).

Submitted by Abalieno on February 22, 2006 - 05:41.
Queued spells
On the other post I criticized some elements of the UI, like the lack of a graphical mark to see which spells I have queued.
Someone then commented stating that THERE IS, in fact, a graphical mark. So I thought I had messed with some options and I went to double check everything again, without success. I forgot the issue since then but today I finally noticed the effect for the first time:

Look. Then look better. That image shows the icon inactive on the left and the icon active on the right. See the fucking inner border SLIGHTLY brighter? That's the effect. It's FUCKING INVISIBLE! That "effect", assuming that you are able to discern it even in that example, pulses on and off, where "off" corresponds to the icon on the left and "on" to the one on the right. Just try to imagine how usable it is in the game, where your attention goes to a bunch of things and you have at least two or three hotbars each with twelve of those slots to manage.
I swear I'm not joking.
This is one of those situations where I would like to look the UI designer in the eyes and ask: what the fuck were you thinking?
Then I also wonder what all the rest of the team was doing. Aren't they playing the same game? Haven't they played from the beginning of the development till now? Don't they see these problems either? These are really very basic and simple functionalities. The very basis of design. Something that is suddently noticeable. So, what they were ALL thinking?
If the answer is that they didn't see any problem with these issues and if this is working as intented then, well, it means that WoW truly deserves that disproportion in the success. Because if you cannot understand something as simple as this, you cannot understand ANYTHING about game design.
--
The pacing is all wrong
The gripes don't end here but the rest is about something more conventional, like the pacing all wrong and other odd things that don't work quite right.
My character is currently at level 9, with the combat exp till disabled. I still wanted to check the crafting side of the game so I tried to figure out how to access it. I already complainied about this part being quite obscure if you happen to "miss" the beginning quest on the noob island like I did.
You have very little direction when you leave the island and I had to resort to spolier sites since I couldn't figure out how to start crafting. I found out that I'm supposed to join some sort of crafting guild/shop. I had already found some of these on the game but I couldn't undserstand what were my options and on which assumption I was supposed to choose between one and the other. Anyway, once you join one of these shops you'll need to complete a basic quest before you can start crafting.
My starting quest wants me to collect fifteen pieces of "severed maple". Okay. I wish I had a clue about where to go get them. Right now I only know two zones beside the city itself: commonlands and the cemetery zone. So I went to the commonlands to discover that all the things I could gather were about the generic "gathering" skill and not what I needed. I noticed a few pieces of wood to harvest but my skill was too low. So I explored much more, hoping to find something at a lower level but without success. Then I decided to move to the cemetery and try there.
Here I could finally harvest the wood, but not the type of wood I needed. I had to rely again on a spoiler site to figure out what the hell I was looking for exactly and I discovered that the maple I needed could be found on the commonlands, from those pieces of wood beyond my level. So what I had to do was to harvest stuff in the cemetery to skill up till the point I could be able to harvest stuff in the commonlands.
The pace is all wrong. I passed two hours walking around the cemetery and just harvesting the pieces of wood. After those two hours I was at 13 in "Foresting", starting from 7. Exactly as in WoW (they are cloned, not similar) for each level you can up your skills by five points. Being at level 9 my maximum skills would be at 45. What I got was six points in two hours. Barely more than one level in progression. From level 2 to level 3. Doing just that. The rates of failure on harvesting are EXCESSIVELY HIGH, so you have to repeat and repeat with the "Nothing Found" pop-up appearing continuously. Despite the high failure rates I managed to collect 41 friggin pieces of "severed elm" and even one rare. But my skill only went up by six points and I needed at least 20 (level 4) so I could finally go out in the commonlands and be able to START my newbie quest (and that was another 15 pieces of stuff to collect). This revealed to be one hell of a grind. For a level 9 characters collecting level 2 junk.
As I said, they got the pacing all wrong. The high failure rates, the excessively low rate of advancement. It just didn't feel good and I finished to log out even if I actually had more time available to play and had planned so. But the grind and bad design got in the way and my interest in playing decreased.
I wouldn't compare every inch of the game with WoW, but the game BEGS you to do so when the mechanics are absolutely identic.
EQ2 not only uses the exact same skill system, just paced wrong, but even the exact same resource system. Around a zone you can find roots, pieces of wood and other types of junk that you can "harvest" and obtain resources from. With the difference that the resource system made sense in WoW while it is once again inconsistent in EQ2. In WoW the resource nodes spawn where it makes sense, the minearals near the mountains, the herbs scattered around, the skins on the mobs you kill. In EQ2 these spots are scattered without a sense, they are just random dots on the map without an attempt at an excuse. On top of this each spawn point is also not unique, so that the minute before you can find a "wood" resource and the minute after a "stone" resource. Totally inconsistent.
I was disappointed when I tried to sell the resources I gathered after my bags were filled because I discovered that the NPC vendors just don't buy them, not even at a low price. And speaking of consistence and another direct comparison with WoW, I also found a player mnining a resource on top of an horse, without even the need to dismount.
Why WoW must always outclass every system in the game? Wrong pacing, high failure rates, generic spawn points, inconsistence, impossibility to sell to vendors. I feel like I've scratched just the surface.
--
Hallucinations
Is this all? Hell no. While running around the cemetery it *continuously* happened something that freaked me out. I was getting hit by "something". I was just running around and getting hit by something. I could see the animation, the sound and a "-9" or so damage popping on top of my head. So I looked around but there were no monsters close to me or chasing, my health bar didn't move and my combat log didn't register ANYTHING AT ALL. But every five minutes or so I was getting hit again, sometimes even with multiple hits, with damage numbers popping up all around me. Still nothing around, nothing in the combat log.
I double checked everything, I examined the effects on my character to see if it wasn't some sort of odd DOT or disease but nothing. I was being hit without a reason, without my health bar reacting. I even thought it could have been because of falling damage but again I wasn't able to reproduce that, and the falling damage WAS registered in the combat log.
Still now I have no clue, but I'm pretty sure it's some crazy bug and not something intended that I wasn't able to figure out (you never know with this game). I actually think it could be because of a graphic bug of the client going crazy and "burping" some events out of synch by 4-5 minutes. Which is still really odd and that I never seen happening anywhere.
--
To conclude, a tiny but positive thing I found. I noticed that there are small objects around the world that you can click and "flag" with your name. Before the flagging these objects just highlight on mouse-over, but without any kind of feedback. But if you click on them the object will be flagged with the name of your character: "Gaen was here".
Initially I though this was a per-character thing. Like landmarks that you have on different accounts, but I found later another of these objects that was flagged with the name of another character. So it seems that these are little "discoveries" that are shared between the whole server. You can go around and hunt for these little object and flag them with your name for everyone to see.
This is really a good idea, something I never seen before. I don't know if the flagging decays after a set amount of time (I hope not), either way it is a nifty feature for the explorer types.
For them EQ2 is a much better game than WoW, even if the environments are much better in the latter.
Submitted by Abalieno on February 21, 2006 - 14:50.
(okay, I'm tired. Sorry for the title, ok?)
I'll start with a post from Mark Jacobs on their virginal community as an excuse to write down some notes that I was planning from quite a while: DAoC and PvE.
Folks,
Instancing is indeed a tool which, as it already has been said, is neither good nor evil. It has some very, very good uses but it can be abused. Thus, we will use instancing in a number of ways but not so that they destroy the sense of being part of an MMO.
As to DAoC, yes, we are doing it very well there but I think we can do it even better here.
Mark
He doesn't say anything as always, but there's that comment about DAoC and the use of instancing technology: "We are doing it very well".
Wow, that's a news. I've yet to see someone praising these wonderful instances that DAoC is supposed to have, because it would be really a novelty. If there's ONE GAME where the instances have been abused to the point of destroying the fabric of the game, that game is DAoC.
The technology may be solid, but in that post Mark Jacobs wasn't commenting the underlying technology supporting the instances, but their use, abuse and purpose in the game. He was commenting the game design. The same game design that is, honestly, undefendable considering the really poor results that those choices brought.
When "Catacombs" (the expansion that introduced the instances) was in development I presented my worries clearly. I didn't have *any* direct information, and the game was still in closed beta. But those doubts relvealed to be correct.
Not only I was correct but also "optimist". The situation revealed to be much worse than what I expected. Not only "Catacombs" made the old world deserted (the same world that the new players can access). But it also sucked out the little life the PvE had left. I was expecting the content to be at least good but not only it wasn't, it was also subpar compared to what the game already had and that the designers decided to replace.
The work on "Catacombs", beside developing the instancing technology itself, was about reskinning and remodel the dungeon tiles, reskinning and remodel the mosters and assemble/shuffle the two as a bunch of corridors with a row of glassy-eyed mobs in the middle. There is no "content" here, but just a big, gaping hole of nothing. There isn't anything to offer, any value if not the biggest experience bonus in the game to speed up the treadmill to the maximum level.
No journey. Just reward.
The PvE wasn't being enhanced, revised and reorganized as it needed, the PvE was being COMPLETELY REMOVED. The part of DAoC that the most needed some "added value" saw the little that was left completely squeezed out to only leave an empty corpse. A remain. "Catacombs" didn't just move *all* the players inside the instanced zones, leaving the non-instanced world deserted as I was expecting. "Catacombs" OBLITERATED the PvE (the journey) from DAoC:
Amber:
DAoC is no longer a PvE game. You grind task dungeons until you can do battlegrounds, then you do battlegrounds until you max RPs, then you grind for the next battleground. Rinse, repeat until 50. You can mix it up a bit with your Champion and epic quests, but otherwise it's TD-BG to 50 now.
You can of course buck this trend, but just try getting a group. To say that the original lands are deserted now is an understatement. There are giants in Cornwall who are at this very moment collecting pensions. You can probably kill them by whacking their walkers with a staff. On the downside their loot drops may not be so interesting. Last one I killed dropped a piece of hard candy, a magnifying glass, half a pack of Pal Malls and a Life Alert bracelet.
The real problem is all in a misinterpretation. All in wrong design assumptions that always plagued this game.
The problem wasn't about the treadmill being too long or slow. The problem was (and still is) that the PvE experience has very little to offer. Very little value. Mythic needed to blow life in. Not suck it out.
Simply put: a problem of quality, not a problem of quantity.
Dave Rickey:
I wouldn't say that a complete abandonment of PvE would be a good idea for any game. Very few MMO players want to PvP *all* the time, non-stop, and I think this is why totally PvP games like WW2O or Planetside have limited appeal. Many like it as a sideline, to greater or lesser degrees. And most of those want the ability to say "I am *not* getting ganked today, I'll just whack mobs."
But when you have a long treadmill, most of your PvE content is just filler. If it wasn't intended as such, it will be after the 100th time the players see it. If you have only a certain amount of manpower to devote to building content, and you need a lot of filler to satisfy the demands of the treadmill, then you're going to have to produce less *good*, interesting, novel content, and you're going to use up the attractiveness of what you build through sheer player fatigue.
So I would say that what I would be a proponent of would be shorter treadmills, more use of AI-based content creation tools for the filler, and where content is being hand-built that content is high-quality, well thought out, and highly polished.
DAoC needs badly its PvE side. It cannot do without it as it cannot do with it but without value.
Even if the PvE has always been the weakest point of the game, this shouldn't mean that it should be pushed out of relevancy. This is a terrible mistake that Mythic is paying way more than what they paid with the design mistakes in ToA (which remains Mythic's most ambitious and most clueless expansion ever).
The PvE is the first consistent part that is presented to new and returning players and fundamental for their "education" through the game. Yes, now it's possible to move directly toward the PvP. But it's not possible to expect this to be always viable. The PvE is required as a training ground and to add some depth and consistence to the game. To create bonds and significance. Only then you can expect the players to slowly approach the PvP. It's a transition and it is the main duty of the game to drive the players along this transition. Gradually.
The most important point is that this part must be fun. It must be reiterated till it isn't proven fun. Till some true value isn't found. If the PvE "sucks" the answer is not "Okay, so we'll get rid of it". The answer is to ask more questions. Go find out what didn't work, what is missing, where are the limitations. What are the elements that need to be changed to find that quality.
Is this possible with the resources Mythic currently has?
Shild says DAoC "has no legs" and I agree. From the exodus of players that started one year before WoW and exploded with its release, the game lost around a 40% of its worldwide subscribers. The game is still solid and I'm sure it can still continue to be profitable for a reasonable amount of time. But does it have anything anymore to say in the genre? My answer is still the same: A WHOLE LOT.
Imho, Camelot has always had and still has a huge potential. Not if in the hands of another company, not with a bigger founding, not with brand new, fancy technology. But with the resources they already have available but that they aren't using at best.
RIGHT NOW an expansion is being designed. For DAoC this is the most crucial moment of the year. But it's also years that DAoC throws away these possibilities to just slide some more into the oblivion. The game needs to stand up. To revive the interest. This doesn't mean that it should change abruptly its direction. I like THIS game and I think it has still a lot of potential undisclosed. Adding some more items and a couple of new zones following a pattern that has been consolidated along the years isn't anymore appropriate. It may be vaguely interesting for the same players the game already has. But it doesn't add quality, nor it would draw the attention of possible new players. It only translates the game horizontally but without enriching it.
DAoC lacks design. This is the biggest and longstanding problem in every expansion and patch. At their origin. In every step that seems going forward but that goes instead backwards, or aside. Content is being developed and pushed into irrelevancy continuously. The artists have proven to be able to do not just a "good work" but the *best* work, the technology is solid (even if the client is still subpar). DAoC has all the requisites to be able to compete with the latest mmorpgs and stand among and *above* them instead of feeling like a rusty remnant of an old generation.
But it lacks design. It lacks vision, it lack a long term plan, it lack ambition and it lack enthusiasm. It lacks the will to fight its battle.
It lacks verve, drive. It lacks some healthy arrogance to impose itself again on the market as something that cannot be dismissed too easily.
It lacks that "you'll see". Anticipation and complicity.
It needs to be streamlined and reorganized to draw the best from its parts. Because the design "wandered around" without a direction. Just following the wind of the last hour. The last trend of the competition. The latest misunderstanding with the players.
DAoC started to lose its verve around the time Dave Rickey left. No, it's not because the "old times" look always better. Nor because I'm in love with Dave. But because the atmosphere was much different. Way more vibrant and dynamic, more involved. You KNOW I'm right. There was at that time the will to push the boundaries. Right now there's instead the need to retract to fit slightly better within the shrinking borders.
It's not the situation that changed and that I'm criticizing: it's the mindset.
(and I still left out a bunch of notes. I'll have to go back to some of these arguments)
Submitted by Abalieno on February 21, 2006 - 12:42.
This was a discussion a year and a few months ago. The subject is "Catacombs", an expansion for DAoC that at that time was still in closed beta, and how it would have affected the rest of game:
HRose:
My first fear is that now the rest of the old PvE world is basically useless. More desolation for the game, useless space and wasted content. This to push the "brand new shiney". With higher exp bonuses and the like.
Another "plug in" in the game to pensionate old, obsolete content that will still lay around as a "memorial".
Or the comic sense of the title and the double symbol of above/below <-> old/new: The real "catacomb" is the old world on the surface, as a cumbersome and inconvenient symbol of decadence.
Instead of adding something, this expansion seems to replace, leaving around the remains of the past (above, instead of below). Nothing new, just more of the same as a "flat" expansion. Hopefully a bit more polished and playable but still "replacing" instead of "enriching".
Walt Yarbrough:
I look forward to your additional commentary when you have actually played the expansion.
HRose:
Hint: Walt was being sarcastic because I'm "reviewing" the exp without having played it even for a second.
You choose. Or I'm longsighted or I'm a moron :)
This is nowadays:
DAoC is no longer a PvE game. You grind task dungeons until you can do battlegrounds, then you do battlegrounds until you max RPs, then you grind for the next battleground. Rinse, repeat until 50. You can mix it up a bit with your Champion and epic quests, but otherwise it's TD-BG to 50 now.
You can of course buck this trend, but just try getting a group. To say that the original lands are deserted now is an understatement. There are giants in Cornwall who are at this very moment collecting pensions. You can probably kill them by whacking their walkers with a staff. On the downside their loot drops may not be so interesting. Last one I killed dropped a piece of hard candy, a magnifying glass, half a pack of Pal Malls and a Life Alert bracelet.
It seems I was longsighted (and optimist).
I'll return on this.
Submitted by Abalieno on February 21, 2006 - 10:28.
Ahaha, this made me laugh:
All guilds, being composed of people by and large, are dicks.
Especially the all-female ones.
(I should stop stalking ...I guess?)
Submitted by Abalieno on February 21, 2006 - 10:11.
I got swamped in a silly problem that seems unsolvable. I swear that I'll figure it out, but right now I'm helpless like a total noob.
EDIT: There's a discussion on F13.
--
This is something I was thinking lately, it's a very simple problem but it may be more serious than how it appears.
Till now the repetition of endgame raid instances (but also the repetition in general) has been a strategy to keep a balance between the time needed to produce content and the time the players need to go through it. Since the players go a hell of a lot faster we have the grind as a workaround that allows the devs to "buy time". So the very low drop rates and faction farming.
But let's imagine a scenario where this problem doesn't exist and where the dev teams have become so competent and efficient to be able to push out content at an incredible pace, faster than how the players go through it. The production of content wouldn't be anymore a problem and there wouldn't be anymore the need to artificially "stretch" the gameplay by adding timesinks. You would be able to get your fat loot in a couple of runs, obtaining all there is to obtain without no need for boring repetition.
But wouldn't this just break the game?
The problem is that the biggest is the repetition, the more the players will be unite, since they need to do stuff together: the same stuff. If there's an "infinite" amount of content everyone would be spread on multiple levels, without being able to find "other players" who share the same situation.
How would you be able to build even a small raid group if it would be really hard to find players who share the same goals? If instead of 4-5 instances there are 30 and if you are "done" with them after the first run, how you create a "pool" of players sharing the same goals, and so being able (willingly) to group together and have fun?
If I reduce by 50% the drop rates in a set dungeon like UBRS, I also obtain the players to create 50% more occasions to find themselves together. Again sharing the same situation.
If instead I increase the drop rates by 50%, those players will go 50% less times in that dungeon since they don't need it anymore, making 50% harder to find players available to go there in a casual, improvised raid.
Is there an exit point from this? Putting completely aside the problem of the production of content, how you can create a social PvE game without also the implied grind that unifies the players? Aren't these "walls" required so that the players can find themselves in the same shit?
Submitted by Abalieno on February 21, 2006 - 06:12.
I forgot a note from the previous post. Consider this like its "short version".
Something such as a new instance cannot be just thrown together, plopped down, and expected to be fun or well received. Your proposal seems more like a Fargodeep mine with elites thrown in, and it probably wouldn’t satisfy those looking for new instances. That being said, even to drop everything and create this new instance would require key people being pulled from their current projects.
WHAT THE HELL WERE YOU DOING ALONG ALL THESE MONTHS THEN? PLANNING RAID INSTANCES? RIGHT.
(then I still complain about how the raid instances are designed, and not because they exist)
Submitted by Abalieno on February 21, 2006 - 00:52.
Today I find on Q23 a thread about EA buying Mythic. I was already aware of this rumor but I decided not to write about it because after a brief research I found out it was completely unfounded.
Then I find there a link to Corpnews. Odd. Why write about something like that if there's no reason?
Maybe it's because of the change of pace. With Lum's gone Mythic may become a target once again? :) [insert here Coke-like conspiracy theories]
Beside this, and despite the rumor was dismissed, some trustworthy posters on the boards (Pop on Corpnews and Alan Dunkin on Q23) still confirm that there may be parts of truth.
We'll have to see. For now I cannot undersand which part may be true and if it may be on relevant level or not. I usually try to read between the lines but, for now, I see nothing. Maybe about raising funds while maintaining control?
On the other side, I tend to believe Lum when he says he decided to move mostly because of his family.
Am I too naive?
MJ: Even if it was true, I couldn't comment. So, no comment from me today.
MJ: I learned a long time ago that if I start commenting on rumors (true, false or somewhere in between), nothing good can come of it.
Freakazoid: The plot thickens. I can hear hrose shitting his pants in delight from here.
Submitted by Abalieno on February 20, 2006 - 12:54.
Beside the fact that I still feel silly this distinction between two groups that Blizzard generated (and so is responsible about), I'm amused at the reactions of the development team that gleam through some of the posts.
Originally I thought that they were developing another "casual-player dungeon" but that it wouldn't be ready in time for the next patch (1.10). Then the drama mounted and the players started to rage even more than before as Tigole announced that a brand new 40-man instanced zone with, ZOMG, 18 bosses was going to be released this spring.
Now we know that the huge raid zone was in fact planned to be released with the 1.10 patch:
With all due respect, we're not going to put Naxxramas on hold longer than we did.
It was originally scheduled for 1.10.
It is not anymore because the players started to RAGE. It seems that the protests have forced Blizzard to delay that instance to avoid an open conflict beyond what they have already.
But, you see, that's the trend. Tigole is ...annoyed by all these swarms of players that demand to be taken into consideration. While the great majority of the resources are put to the happy EverQuest raiders that Tigole proudly leads:
The way the raiding game operates is different from the non-raiding game. We're working on non-raider content as well, but again, Naxxramas has been in the works for months longer than this debate has been a hot topic.
The fact that they are taking in consideration non-raiding players is a flat out LIE. NOTHING AT ALL was being designed, nor even ROUGHLY PLANNED, till the drama exploded and their whole smart design plan spectacularly backfired on them.
Before the "debate has been a hot topic", noone cared about the two distinct groups that Blizzard defined in the game.
"The way the raiding game operates is different from the non-raiding game."
Can you see the distinction and difference of treatment? Elitists and mass. Included and excluded. Heroes and meatballs.
This "mass" of players that Blizzard gathered in their game is a ...nuisance that wasn't expected. The raiding game was supposed to be the "grand scheme" of things that would have brought the game to a new level.
18 April 2002. Four years ago. Tigole, catass leader and Blizzard freshmeat:
Blizzard's desire to provide well designed high-end content will prove to be a breath of fresh air for the readers of this site. Unfortunately, I cannot go into much detail at this time but I can say that there are ideas being discussed for the hardcore, end-game player which are nothing short of groundbreaking. You guys, the fans of this site, know how discerning I am when it comes to "uber" content in a game. Trust me, you have much to look forward to.
The intention was already there.
Blizzard never, ever considered a distinction between two groups and never, ever planned the game to support anything but raid content (and broken PvP) at the endgame.
The attrition between the two groups that we have seen in the last months is just an ...inconvenient. Something that took them totally unprepared. They had months and months of raid content planned and in the work. Then the drama explodes and Tigole is caught off guard. The "mass" of players pretends to be heard and treated with the same treatment.
Reminds me the French Revolution :) The nobles assaulted by the crowd who didn't tolerate anymore an uncivil separation in "two groups".
As in that case, the problem is NOT that there are two categories of people. The problem is that those two categories existed and that a distinction of "merit" was created.
This is again my view on the whole problem.
Blizzard didn't expected this. They have no plans to solve the underlying problems and now they are caught in an unmanageable situation. They have no idea about how to resolve the attrition they generated.
The truth is that they have no clue about how to provide decent content for the casual players:
We've been making a number of improvements to item drop rates in Stratholme, Scholomance, Upper Black Rock Spire, Lower Black Rock Spire, and Black Rock Depths. In the next patch, the drop rate for many items will improve. In some situations, we will even be improving the quality of select items found in these dungeons.
Beyond this, we're also adding several new items to existing bosses, and even to new bosses which will be available at various locations throughout these instances. Many of the new items will offer statistical improvement with certain classes in mind, such as rings which offer both spell and melee crit, ideal for the Paladin, Shaman and Druid.
A brand new eight piece dungeon set will also be scattered through the locations outlined above. This set, available only to the Warlock, Mage and Priest will offer a substantial amount of armor, hit points and intelligence, making it great for PvP.
There is no content for the casual players. After the "mass" started to rage they had to barricade themselves and think of something QUICK to bring back the situation under a manageable level.
The result is a shuffle to the itemization, some massive grinds added and a kick in the booty sending you to rerun the same instances for another million of times.
My opinion remains exactly the same and unaddressed: it's not that the casual players don't have alternatives, it's that the alternatives available SUCK.
Enjoy your cut&paste casual-player content. Tigole has some serious work to do on those, ZOMG, 18 raid bosses.
For now my satisfying casual-player content is EQ2 :)
But he did the quests in Westfall! All of them!
Don't get me wrong. Some of those ideas are very good and I'm going to write more about them. But the heart of the issue is that they have no idea about how heal the fracture they created between casual and hardcore players.
And that fracture is going to HURT.
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