It’s Monday, WoW’s NPCs take a break and go eat turkey early

Mannoroth just disconnected everyone. When it was back there was no lag, but also no NPCs.

Mages are selling ports at 1G. Some people reported that all mobs in MC are gone with the exception of the bosses.

Other people decided to go raid Undercity, then they remembered that they’ll have to walk till there.

On the forums Blizzard announced a lame change to the instances reset timers that will start with the next patch (probably tomorrow the test servers will go up). It was on FoH’s forums (still dead) a month ago. The reason is just to band-aid some exploits that they cannot fix.

Fun times.

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“Realm vs Realm and Class focus” patch – Case 2

Hail to the redundancy! Autoreblogging for the win!

“This is the song that never ends, yes it goes on and on my friend, some people started singing it not knowing what it was, and they’ll continue singing it forever just because this is the song that never ends…”

I just wrote down a summarized version on F13 of what I already wrote here and that I finished to like so much more than my previous attempt. So I decided to archive it as well. More concise, more effective, straighter to the point. And without the excessive preaching.

—
Not really trying to ressurrect a thread that has been derailed in every direction, but the last patch that is going live in December is way, way, way more interesting than the fluff that was in Darkness Rising and that originated this thread. It’s not as crazy as what is happening to SWG and not as significant as the development in Eve-Online, but at least they are trying and I (mostly) like what I’m seeing.

The patch is branded “Realm vs Realm and Class focus” and should focus on some significant (I hope) changes to the classes (tanks in particular) and larger RvR, but for now the first piece we got on test is a rather HUGE and further nerf to ToA:

– The locked versions of all artifacts will no longer drop from encounters. Players will now only need to have encounter credit and the scrolls to receive the unlocked artifact.

– The location requirements for leveling artifacts have been removed. All artifacts now earn experience from all enemy player and/or monster kills anywhere and anytime.

– Many artifacts now level at a faster rate.

– The drop rates for all scrolls have been increased and the rate is the same for scroll one, two, and three for each artifact.

– Artifact encounters that spawned less than twice a day have had their spawn frequency increased.

There’s more to it, in particular generous nerfs to many encounters. This seems to effectively solve most of the complains about ToA (have – have not) but we are left with the other critical flaws of the standard servers: buffbots, damage scale out of the roof and clumsy interface to trigger the powerful effects bound to the artifacts (drop out of combat, right click on icon, left click on macro, reenter combat). So they removed most of the accessibility barriers of ToA but we still have the negative impact of its other parts.

About the rest we have only hints through a letter from the producer:

Heavy Tank Enhancements: We are looking at a variety of improvements to make heavy tanks more fun and interesting to play. Our goal is to reinvigorate tanks to enable them to perform better in their role of taking damage, safeguarding their realmmates and leading the charge into battle.

RvR Enhancements: We are implementing several new systems that will help to focus the players on larger RvR contributions to the realm, instead of small scale PvP. We already have a large number of rewards for PvP but your feedback has indicated that you want to see more rewards for other RvR activities. Activities such as siege engine destruction, and repairing walls and doors, are being looked at for Realm Point rewards (as well as many other activities).

The process for class enhancements will definitely take several patch cycles, and serious testing and revision. We have some very interesting things planned for upcoming versions and think that you will be excited about all of them. We will keep looking at all classes as we move forward to better enhance their gameplay value and fun. We are currently gathering more feedback and will be taking more polls in the near future. This feedback will help to guide us for future versions in the upcoming year.

Everything from our polls is important to us, and we appreciate your assistance in helping us to determine the priorities. We will of course continue to make other improvements and bug fixes to the entire game as we move forward. Thanks again!

Which is all good, I just would like to see some significant enhancements, features or systems that don’t come just as a bonus, timesink, timeout or a mix of all these… Something that even a brand new player could see without reading the patch notes and feel motivated to play.

I’m not really sure if I like this Jeff Hickman or not, but at least he seems driven by consensus (which is again both a good and bad thing).

I blame and praise in (nearly) equal quantities.

Tomorrow we should be served the second part that should be more “on topic” with the title. I’m curious to see what they are planning.

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DAoC starts its own (soft) revolution

(shorter version here)

I’m lagging behind here, the news is already a few days old. I was aware of it but certain parts of what I wanted to say are still rather open and I was unsure how to organize my comments and ideas.

The big news is that Mythic, once again, severely nerfed the Trial of Atlantis expansion (the title on mmorpgdot was hilarious: “DAoC: Monsters Nerfed in Upcoming Patch”).
This time for real:

– The locked versions of all artifacts will no longer drop from encounters. Players will now only need to have encounter credit and the scrolls to receive the unlocked artifact.

– The location requirements for leveling artifacts have been removed. All artifacts now earn experience from all enemy player and/or monster kills anywhere and anytime.

– Many artifacts now level at a faster rate.

– The drop rates for all scrolls have been increased and the rate is the same for scroll one, two, and three for each artifact.

– Artifact encounters that spawned less than twice a day have had their spawn frequency increased.

If you’re wondering when the next bit of 1.81 is going to Pendragon, the answer is next Tuesday. If you’re wondering when all this is going live, the answer is tentatively the second week of December. Subject to change without notice, of course.

All this along with lots more nerfs about specific encounters. They really went radical this time, or at least so it seems by reading the patch notes (it’s not the first time that the game then behaves differently from the impression you get by reading).

While the great majority of the players are rejoicing, the usual BoardWarrior doesn’t agree:

The game now has no challenges as of 1.81B. I see you’re going in the right direction, Mythic, but I think you have taken it too far on the changes making artifacts have no challenge. All of the GOOD players, which is the majority of the game’s playerbase, will now leave as their accomplishments mean nothing to anyone or anything anymore.

“Challenge”? And where is the challenge in the endless farming of DAoC’s dull PvE? CMN.

That was a *pretence* of challenge just obtained through nearly insurmountable accessibility barriers in order to qualify and differentiate the players between “have” and “have not”. A critical flaw in a PvP game. And a noob, critical overlook for Mythic.

These changes appeal me (despite the fact that the efficency of the RvR to level the artifacts should also receive a huge boost. And I mean from killing players, not dumb monster bashing). I think I loved ToA. Or better, I liked what was being offered but I definitely hated *how* it was offered. These changes are in fact about the modality more than the content and are finally a last attempt to solve the accessibility problems that were evident (to me) since day 1. ToA was and still is Mythic’s most ambitious and feature-rich expansion. It’s sad to see all that work wasted and the whole expansion removed to hype and launch the “classic” servers. It’s not acceptable even for me that I chose to play there. Still, it’s not enough to convince me to move back, even if I’d like to forget the classic server branching as a bad dream (btw, they ditched the “evolution server” idea, which is both a good and bad thing).

There are in fact other basic flaws that are still currently unaddressed and that I still consider game breaking. The first is about the buffbots, and the other is about the awful controls to use the effects on the artifacts. This on top of the damage scale that went through the roof and that made the combat simply unfun and too based on the use of this clumsy interface and special, situational powers (also known as I-WIN buttons).

So I feel like hanging between two worlds, both appealing for different reasons and both flawed. How this split was good for the game and the community? These changes arrive late and don’t resolve the situation. They just make harder the choice between the two server types and once again I wish Mythic took a decision back then, instead of splitting the problem without really addressing it in a way or another.

The patch in its entirety is starting to look rather interesting and daring, in fact the main focus won’t even be about ToA but about “Realm vs Realm and Class focus”. Too good to be true? What does this means? For now we have only a vague letter from the producer which left me with even more doubts. I won’t comment the class enhancements till they reaveal some actual details, but the changes to the RvR, in the way they are put, worry me a bit:

RvR Enhancements: We are implementing several new systems that will help to focus the players on larger RvR contributions to the realm, instead of small scale PvP. We already have a large number of rewards for PvP but your feedback has indicated that you want to see more rewards for other RvR activities. Activities such as siege engine destruction, and repairing walls and doors, are being looked at for Realm Point rewards (as well as many other activities).

I’m one of those strongly supporting some added incentives to the RvR but the hints given in these few lines aren’t so appealing. Realm Points given for siege engine destruction, repairing walls and doors? Well, how are these minor activities fun? How these minor incentives (I suppose) are going to support a more fun gameplay and have an impact on the game?

I’m all for them. Handing out some decent RPs for those activities makes sense and is a positive addition. But it’s also something minor that hasn’t in any way a true impact on what was required: “focus the players on larger RvR contributions to the realm, instead of small scale PvP”. To begin with, why they should do this? What are the reasons?

Two days ago I logged in Lamorak and had the most fun in a long while. It was because of a large battle right outside the central keep in Albion that kept shifting from the keep walls to the bridge and a Midgard tower at the other side of the river. It lasted more than a hour, with incessant, involving combat and almost zero downtime. Both factions had their moments and the RPs flowed (more than usual) for both. From more than one player I heard, “this reminds me why I play this game”. And it was true because the scope of that battle, the keeps and towers to support the line of the defence and the deployment of some siege engines between the waves, are definitely some of the unique traits of this game.

This was one rare (for me) example of an involving, exciting battle that had fun gameplay to offer for every player involved. Sadly this scenario isn’t as frequent as I’d like (it’s more like an exception) and the average RvR is often filled with endless downtimes and general boredom (running around, wait to organize, sit at a keep, endless “tennis games” between siege engines at long range and so on). Long ago I imputed the responsibility of these “flaws” to the immobility of the gameplay and a good step forward was done with the possibility to raze the towers. As I pointed at that time it was a positive step in the right direction.

I find the 8vs8 ganking squads scenario dull and boring. It’s a type of repetitive gameplay that doesn’t really add anything deeper than an efficient Realm Point farming. It’s fun as a diversion, but after a while it has nothing to offer. I believe, a bit presumptuously, that most players rinse and repeat this mostly because it’s the best pattern available to pile up Realm Points, the true “functional” purpose of the RvR (give a look to what happens in WoW, for another similar example, link below). This is why the reason to focus on the larger RvR scope is to underline and valorize those quality points that DAoC has. Or even:
“The best route should also be the most fun route.”

Repairing walls and doors and the siege engines destruction are an important part of the RvR and it’s right to reward the players for them. But they aren’t what makes this type of RvR “click”. It’s not where the fun really is and it’s not what should be truly valorized. The focus must be on something concrete, on the gameplay. Not just about adding yet another bonus. The whole point is about making this type of larger scale RvR more appealing and bring it closer to the 8vs8 RPs farming efficiency. The keeps must retain some value and become the true focus of the RvR instead of just a theme park for pick up groups. The game right now rewards the INDIFFERENCE toward RvR objectives and the elite guilds are as selfish and isolated as possible. It’s totally nocessary to leave them the possibility of this choice. But, and here is the core point, I don’t find good to let the game REWARD that type of attitude. Because the beauty of this game is about being part of a realm and play together for a bigger, shared goal. And not selfishly care for your own treadmill and static farming scenario to reiterate ad infinitum.

It’s a duty of the game (and the designers) to promote that gameplay where DAoC shines. And make it an habit and the norm, instead of a rare exception.

Those two “levels” of the game (8vs8 and actual RvR) will always exist. But it’s a good idea to start to balance them in an effective way so that the game can finally focus on what its most unique and precious traits are. In four years nothing new was really added and the appeal of this game is still basically the same. It may be late but it’s still important to focus and expand that potential that has been limited till now. Most of the server boards are completely filled with fights between the 8vs8 ganking squads and the “zergs”. The players almost overturn the actual purpose and rules of the game to form their own “code of conduct”. Does this remind something (+ here)? It’s not the only reason but this happened mostly because the game always rewarded and encouraged that type of 8vs8 gameplay. What happened is that the players magnified and standardized that pattern.

The players learnt from those rules and coded a behaviour that could fit at best with the context. But it’s the context that set the behaviour. Not the player, nor the “fun”.

This is why I believe that it’s fundamental to focus on the parts that are more relevant and give some more depth and dynamism to the actual RvR. A bonus for some side activities is a good thing but just glides on the surface and won’t truly affect the game in any way. It’s just a timid, forgettable “sop” for those players that have to perform those boring activities. The game shouldn’t only reward those. The game should reward and encourage (and, in a second time, develop) what is already fun and involving. Maximizing its value because this is what drives the fun and what keeps the players satisfied with a type of gameplay that is hard to find somewhere else.

Those, along with the dynamism, are the goals I consider important for the RvR. Finding the proper way to reach them may not be so easy and will require some other crazy brainstorming sessions. Still, I think that having the goals clearly set may help to find and focus on the effective solutions and ideas.

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Random, useless thought

While I was doing some other thing I started to think about traps and traps.

For example there could be a trap at the entrance of a dungeon. The trap may or not kill you but it probably should be set to trigger during a combat or it wouldn’t make much of a difference. It would just add another downtime while you are sitting to recover some health points (or run back, if it was a deadly trap).

And then there’s another type of trap. Like in EverQuest, you target a random NPC to hail but instead you “fumble” and press “A”, starting an attack and getting killed in no time.

While I was thinking all this I also started to think about “skill” in games. Right now I think the new combat of SWG really requires skill with its clumsy hotkey+right click interface. Even more skill requires the use of the powerful secondary effects on DAoC’s artifacts. Since, as I often ranted, you have to exit combat, right click on item, left click on macro and reenter combat. See? Skill. It requires a good amount of skill to go as quickly as possible through that sequence in the heat of a battle while you are also trying to coordinate with your group and use all your skills at best.

The rule seems to be: the more you fight with the interface and controls and the more the game requires “skill”. After all you are fighting with the interface even when in a FPS you try to aim at a running and jumping player. Or not?

So what ties together the reasoning about “traps” and the one about skill in games? Well, I was just trying to discover the difference between the two types of traps. What’s the essential gameplay value of a trap (like the one in first example)? It should be the fact that, once you fall in the trap, you learn how to avoid it. An unexperienced player would risk its life on the first run, while he should be able to avoid the trap or at least try to counter and minimize its effect on a second run. This can be fun because it adds an interesting element in the gameplay. Essentially we are back at the basic concept of Raph’s “fun” (and mine): we are having fun when we learn something. Then we can practice and reiterate what we learnt. The trap is the ideal example, something that can kill you if you are unaware of it but that it’s easy to bypass once you learnt the proper pattern. The “design masterpiece” under the name of “God of War” is completely designed following that simple rule. All the encounters are almost impossible till you figure out the proper tactics to beat them. Once you have mastered them, the game becomes rather simple even at the highest level of difficulty. The game is never frustrating because it encourages you to master the (wonderful) controls and discover the proper patterns through a continued, varied exploration of your possibilities (types of combos, use of the environment, timing, positioning etc.. You have many, leaving space for a lot of “creativity” in how you decide to face a situation. Another fundamental trait of that game, in fact).

And what’s instead the basic trait of the second type of trap? I guess it’s obvious. The difference is that in the second example you are facing an “UI trap”. To begin with this trap is “OOC”. It’s about the player, not the character. So it breaks the “fourth wall” and the whole purpose of a game (simulate stuff). Then the other fundamental trait is that you aren’t really learning anything. You may actually know that “A” is used to attack but that doesn’t prevent you to fumble and keep pressing it by mistake. I fumble nearly always on every game, in fact in WoW I set meticulously my hotbars so that they are “fumble friendly”, plancing the buttons so that they usually activate when those surrounding are off (my keyboard is also a nightmare, since it has almost no space between a key and the other). So the difference is that in this second case you may be totally aware of the trap, but still this doesn’t prevent you to fall in it. There isn’t a lesson to learn, and, even if you do, you are still not put in the condition to use what you learnt as an advantage. In fact this trap is not fun and rather annoying.

The main point is: you have no control over the second type of trap. In the same way (here’s the tie) you may have no control over your actions while you are “fighting against the interface”. Maybe you know exactly what to do, maybe you know that to make a successful jump in a platform game you have to run till the very limit of a platform and then jump. But the controls may lag and your character drift too much and fail even if you know exactly what you are supposed to do. This is damn frustrating and, while tremendously successful games (from Super Mario to Wonderboy, those games really required “skill”) have been built completely around this concept, I believe it’s a thing of the past and cannot be used anymore today.

We aren’t playing anymore Pac-Man. We play past it. We play in a story and a context. We like to be heroes or demons. We want things to happen as we plan them. We don’t want to see an interface between us and the simulated world and we get even more angry if this interface gets in the way and goes against our will, forcing us to fumble and fight with clumsy, overly complicated controls. We want to think and act because what interests us is the action itself and its consequence, not the skill of the fingers to press multiple keys with a right timing. We don’t want to play anymore the controls. We only want to play the shared myth. The “symbolic shared system”.

And if we like a FPS it’s *after* we have master the type of controls, not before. It’s when we are finally simulating the aiming of the marine (and not ours) and when we are running and jumping like in a second skin. *Only then* the fun begins. And not when you are still fighting with your mouse and WASD, trying to learn how the hell these games work.

What I wanted to say with all this? Nothing at all, just a totally random, useless thought.

I have many of these…

…where we discover the truth about voice chat

That’s also what I thought when everyone started to impose the voice chat more than just offer it.

DevilsAdvocate:
I have no mic/headset, so I just listened. Fun! Got to listen to another guild’s drama for a little while which was fun in itself.

DRAMA FTW! (I think that is why TS is required, cuz they sure weren’t talking about the raid we were on)

Righ:
My guild uses Teamspeak to do online Karaoke and other things that amuse 18 year old stoners. We do MC instructions in raid chat via the WoW client. We require only the use of CT Raid. Some people think that voice chat makes them better able to handle dynamic encounters, but it really just caters to whiny little retards that want to be heard.

Heamish:
You mean like official MMOG Message boards?

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MegaMan RhinoWarrior

The warrior Tier 2 armor wins hands down not only compared to the other similar sets, but probably even as uglier and most ridiculous set EVER (well, beside the shoulder peens):

Removing the blades on the shoulders and head would make the set look almost acceptable, but then my warrior would look exactly like a football player…

I wish armors would look, you know, like metal.

But then I’m far from hoping to get Tier 2 armor for my dwarf warrior.

Other sets in the Underdev page, along with a richer preview about the content.

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Eve-Online – Next stop 100k

That it is pretty it’s out of doubt.

Red Moon Rising is the upcoming free half-expansion to be released in December. The original plan was to have all features packed in Kali, the next one now scheduled for Q2 2006, but the devs decided to split the project in two in order to keep everything under control considering the sheer scope of the ongoing development.

The new screenshots just released are wonderful and finally show the “Titans”, the biggest ships you will be able to control in the game.

The focus of this further step is on the warfare and PvP action but there are many more features and enhancements that are being added, starting from the client optimization to the addition of four new “asian” bloodlines (one per race) to appeal the eastern market where the game is going to be launched (and it will be truly interesting to see how it goes).

While the hugest ships aren’t going to be accessible if not for those long-time and organized players that accumulated an insane wealth and the support from the largest corporations and alliances, still they reinforce the “sense of wonder” created by the absurd unbalance in the scale of the vessels. And this definitely is what a game also inspired to the Golden Age of the Space Opera should aspire to reproduce.

If at some point you’ll see a Titan passing by during your travels, you’ll surely remember that moment. It’s something real. Those ships ARE insanely valuable and if they are destroyed they are gone. This creates a sense of ownerships and self-consistence in the game-world that sweeps off the “arcade” mood of other games with faked, trivialized environments and rulesets. In Eve things truly exist. The space is huge but in the hands of the players. And it’s undeniable how all these elements are truly appealing and fascinating despite the very slow pace of the game for most of the new players and those not deeply involved in the PvP scene.

It’s not surprising, considering also the steady and ambitious development, that the last press release announces nearly 80k active subscriptions even before the launch of the new expansion and the release of the game on the eastern market. (waiting for proper source)

EVE ONLINE: RED MOON RISING

CCP Announces Major Upgrade to EVE Online

REYKJAVIK, ICELAND – November 18st, 2005 – CCP Games, an independent developer and publisher of massively multiplayer online games, today announced the public release of “EVE Online®: Red Moon Rising”, a new expansion to its highly successful and fast-growing Massively Multiplayer Online Role-Playing Game (MMORPG) “EVE Online®: Exodus”. Red Moon Rising is scheduled for release this December, and will be provided to subscribers free of charge.

“Red Moon Rising is the last of the EXODUS chapters and is the precursor of the Kali expansion,” said Magnus Bergsson, CMO of CCP Games. “Players will see new ships and features in Red Moon Rising created explicitly to augment warfare, so those who crave the adrenaline rush of action-packed PVP will really enjoy this release!”

With nearly 80,000 active subscribers and over 17,000 simultaneous users on one server, “EVE Online” is the largest independently developed and published MMORPG on the market.

“The introduction of these new components is analogous to adding rooks, knights, and the mighty queen to a galactic chessboard,” said Nathan Richardsson, Lead Producer for EVE Online. “Fighters, carriers, and titans are going to take combat to a scale that the MMPORG genre has never seen before. In addition, the sheer economics required just to produce these leviathans will create great opportunities for industrious-minded gamers to take advantage of.”

EVE Online®: Red Moon Rising is the march towards an epic clash between the empires as the tentative peace presiding over the galaxy continues to slip away. Nations begin to conspire against one another, secretly preparing for the inevitable conflict that threatens to redefine the borderlines of EVE forever.

Some of the key features of this upgrade are:

* Titans: The largest, most fearsome space faring battle vessels ever created
* Carriers: Front line capital ships providing fighter coverage and support for fleets
* Bloodlines: The addition of Asian bloodlines available to each of the races
* COSMOS Constellation Expansion: Addition of constellation missions to Gallente and Amarr territories
* Fighters: The main offensive and defensive weapon of the Carrier
* Starbases and sovereignty: Additions of roles to improve control access of services and improved calculations of player-determined Sovereignty
* Next-Generation Manufacturing & Research Facilities: Mass-manufacturing enabling and remote industry management.
* Performance Optimizations: Optimizations to core systems to provide even better performance.
* Mining Industry Upgrade: New equipment, ships and skills for miners
* Combat Enhancements: Varied improvements to combat, enhanced defenses and configuration overhauls
* Jettisoned Canister Flagging: Removing the contents of a jettisoned canister that is not your own will flag you as a thief
* Drone Enhancements: New drone capabilities and improved performance
* An Eye for an Eye: You are allowed to revenge the unlawful destruction of your ship
* Tech II: 23 new Tech II ships, including destroyers, battlecruisers and mining barges
* New Corporate Logos: Corporations have more options to create their own identity
* NPC Changes: New NPC’s featuring elite ships with advanced capabilities such as cap draining
* UI Improvements: Need info from Hagen. (lol?)
* Full Unicode Client: The EVE client now supports any language in the universe

This while they speak about “growing pains”:

What you guys need to be aware of, however, is that due to CCP’s ongoing growth spurt, we’ve presently hit the absolute limit with regards to how many people we can fit in our current housing. We physically cannot add more people until we move to our new facilities (a move currently scheduled for next month). Therefore, to meet current production schedules with available manpower, our focus needs to remain squarely on static content for the time being.

Our company’s having growing pains, but once they’re past us we’ll be better equipped to bring you a more well-rounded gaming experience.

And fancy projects to spare some space for the exponential growth:

64bits

A common cause for node deaths is memory exhaustion. Sometimes this is due to some memory-eating monsterbug, but often the virtual address space of 2GB in a 32-bit process simply fills up with legitimate user data. No matter how much memory is installed on the machine, each process can only address 2GB of this.

In order to alleviate this and to buy us more room for growth, we have been working on porting the server binaries to the new x64 architecture and have them run as 64 bit processes under Windows 2003 server 64, or even XP 64.

The ~150k subscriptions of City of Heroes aren’t that far away. We’ll see for how long this will be considered “niche” or “outlier”.

The GoonFleet may also help:

It’s a completely different game than it was in beta/launch.

What the hell…I’m game. I’m sick of WoW. And since I’ve been busy at work lately, this sounds like a good game to get stuff done while I do work with the mining and all.

As new people can see, the devs maintain a very active and responsive relationship with the player base. They frequently post on the online forums in response to threads commenting/complaining about changes, and make an effort to justify their decisions in a way SOE never would.

Btw, they added an into movie to the game with a voice narrating the backstory and mostly-static beautiful art screens to illustrate it. It sets the mood rather well.

Fascinating, indeed.

CCP lectures on how to develop a mmorpg

We recently discussed a lot about “change” in MMO. I explained that I love to see mmorpgs evolving and I support when game companies make daring choices. But at the same time I support a type of evolution, more than revolution, that builds on top of what you did already. Learning from the experience and reiterating the process to move the game more and more near to an ideal. That you never reach, because that’s the nature of the dreams.

So I hate when one of these games stands still just hoping to preserve its status quo or stretching its life-cycle as far as possible. It’s frustrating, it’s simply a way to choke the potential and handing out the competition the opportunity to fulfill those dreams that should belong to you. After all building games is exclusively for those who chase silly, unrealistic dreams and don’t feel like fitting in the real world. Building games is already an utopia in the concept.

Lum summarized prefectly what I could only explain in long paragraphs:
“MMOs are living worlds, living worlds grow, and players — and designers — should embrace growth and change as part of the game’s life cycle.”

CCP (Eve-Online) offers another example about how it’s possible to put those silly ideas into the practice. This is another dev blog I save from the feeds. Taking the parts I find worthwhile.

—
My presentation was about the upcoming content expansion, Red Moon Rising, slated for December this year and our full expansion, codenamed Kali which is tentatively scheduled for late Q2 2006. We wanted to divide and conquer, splitting Kali up into two releases.

We have a lot of optimizations, fixes and general improvements that we want out and releasing the Kali features which are already done decreases a lot of risk factors. It also enables us to focus on the major things we want to release in Kali.

– Red Moon Rising –

The name signifies the total lunar eclipse where it turns blood red. It fits well with the escalation towards war and the arms race of the factions. What we’ll see in Red Moon Rising is mainly optimizations, fixes and improvements but there are a couple of features in there and a lot of content.

On the Optimizations front we have the Turrets & Effects system rewrite ongoing and much of that will be released in RMR. We also have the Next-Gen Manufacturing & Research Facilities rewrite which should result in 5% of 140 cpu’s being freed up.

On the Improvements side, you’ll see Starbase Roles, MK2 Ships and a number of UI Improvements both new stuff and feedback from useability tests and of course we have tons of bugfixes. We’re also adding more Corporation logos and if we have time, we’re going to check out if we can make logos viewable on the ships when you do “look at”.

We have a number of Tech 2 ships coming in Red Moon Rising, The Interdictor, which is the Tech 2 Destroyer and is a warp scrambling bubble ship, the Recon and Force Recon cruisers Tech 2 Cruisers, EW platforms where one of them has covert ops cloaking ability and bonsues to cynosural field generation.

We’re also doing two Tech 2 Battlecruisers, the Command Ship and the Fleet Command ship, where the former is more combat focused while the latter is a pure tanking and leadership platform. In addition to that we will probably be able to get Tech 2 ammunition into RMR.

Needful things for mining coming in Red Moon Rising, 4 skills, 3 leadership modules, 2 mining upgrade modules – one for Ice and one for regular mining. 4 hardwiring implants and a leadership implant (mindlink). We also have Tech 2 Mining Barges and we added named ice-, strip- and Deep Core miners in addition to named mining upgrade modules.

With the Nex-Gen Manufacturing & Research Facilities coming in RMR, we will deploy Manufacturing & Research Starbase structures which allow for specialization, a reward for the added risk. If we have time, we’d like to add special manufacturing modules for some of the Capital ships allowing them for example to replenish their supply of Fighters but currently we’re focusing on the Starbase structures and getting them ready.

We have 4 new bloodlines coming in RMR, one for each race, male and female. They look quite good at the moment but as was frequently asked about, you will not able to switch between bloodlines.

NPCs are revisited, we’re adding elite pirates in Tech 2-ish ships and adding a number of ship classes like Destroyers and Dreadnoughts, too. We’re enabling players to affect them with cap drainers and other offensive modules, but the NPCs are going to be able to retaliate in kind.

We’re trying move to fewer but stronger NPCs which not only should make it more fun but also drastically reduce server load and client performance in high-end encounters but this is more of a long-term project so don’t expect everything to be like this in RMR.

Eye for an Eye is a new system, which allows you to revenge the podding of your character if it happens under unlawful circumstances, such as in empire and not at war. You get a time limited contract, most likely a month, to revenge your death.

We’re also flagging can’s by ownership, criminally flagging you against the owner of the can, enabling him to shoot you without CONCORDOKEN for stealing his ore or loot.

Combat Revisited is a big and ongoing project, now focusing on prolonging combat by adding new defensive skills and improvements on a lot of defensive modules. We made some modules useful, like the damage controls and are looking at a number of other modules, making them a more viable choice in combat.

Prolonging combat should not only make it more fun but also enable us to take new paths in future expansions to deepen combat, like allowing players to overload modules at the risk of them getting damaged or destroyed and even allowing targeting of certain ship sub-systems – something which the current combat times does not offer you.

The flagship features of Red Moon Rising are Carriers and Titans. They fully personify the arms race of the empires, where you have the massive fleet support ships and a newer, more practical version of Titans which don’t require depleting moons (well, not as much anyways).

There are 8 Carriers coming in RMR, 2 for each Empire eace. The Carrier is quite affordable in terms of Capital Ship and we expect most major corps to have at least one or two of these in their engagements, but we also have the Mothership which are considerably bigger version of the Carrier.

Motherships feature Ship Maintenace Array functionality allowing you to store ships and fit modules in space around it. They also have an corp hangar-ish ability so that you can get modules from it in space depending on your access rights.

You also get X-Large logistics modules for Carriers which should have drastic effects in fleet engagements and Fighters, the X-Large drones. We’re also adding new drone functionality, which ones will make it into RMR is unknown at this point. The often mentioned salvage drone will not come since we’re planning on doing a tractor beam for RMR allowing you to drag in your loot cans.

Player Titans are a less resource intensive version of Empire Titans requiring less depletion of the universe’s resources but are just as big and more powerful in many ways than the older empire versions. They feature most of the main benefits of Carriers but have the added ability of fitting X-Large turrets and has a massive Superweapon.

Both Carriers and Titans are Tech 1 ships, so they will be available to everyone from day one. We might do something else with Titans but I think the sheer mineral logistics and costs associated with it should in itself keep them few and rare.

Kali – Q2 2006

I went over our main features for Kali and a couple that we really want in there. We’re focusing on Factional Warfare in Kali since it includes Combat Organization, the project name for better fighting hierarchies and gang abilities, Medals and Certifications both for awarding by EVE through factional warfare but also for corps or alliances to give internally, Ranks for better visible organizations which should also benefit corporations and a number or ranking lists, such as the EVE Combat Rating which is ELO based.

One of the biggest changes to EVE in Kali will be the Contracts system, which not only enables complex contracts between parties which do not have established lines of trust – such as BYOM manufacturing contracts – but also enable organizations with established trust, like corporations or alliances to create “mission” like contracts, milestones and allow them to track achievement and empower players which are even more trusted without having to give full access to corp hangars.

We also have Combat Boosters. Think time-limited hardwire implants with drawbacks. They are creating a whole new value chain since the foundation of Combat Boosters are new ingredients found in 0.0 COSMOS regions, which then require Starbases with Drug or Chemical labs to create.

The 0.0 COSMOS regions all have the basic ingredients gathered with mini-professions, have a single unique ingredient, which allows you to create that regions special line of Combat Boosters and formulas for creating them all.

Get more unique ingredients from other COSMOS regions and you’ll be able to make even more powerfull Combat Boosters. That should either lead to trading contracts – or simply people killing each other for them :)

On the list of what we really want to get into Kali is Next-Gen R&D moving us away from the free dish outs of blueprints and involving the player more in the gamplay. It also includes customization and modding of ships as well as more complex research of bleuprints and branding of the products.

We’d like to do rewarding Exploration, with system scanning and escalating paths (both seen under the drawingboard, New Environments which are also listed there but are really big projects requiring a lot of effort which we haven’t been in the position to do and probably won’t be in the near future. We’d also like to see Tier-3 Battleships and Tier-2 Battlecruisers.

Planetary Flight will not be in Kali, the effort required to make that the way we want to do it and how EVE deserves it makes all of Red Moon Rising pale in comparison. We might have to notch it down a bit in the end but it’s currently post-Kali and requires a full expansion in itself.

– China –

The first major decision is that the universes are twins, they are identical except for a new resource distribution. There are a number of reasons for this. First and most obvious, is that all content and features created for Tranquility work directly in China, minimizing all porting and integration to a China universe, so we can instead focus our resources on creating rather than adjusting it all to fit both universes.

It’s also financial and manpower. With a unified development path for both universe, we can leverage all the incoming revenue on increasing the team to create more content and finally be able to do bigger projects like Planetary Flight without it taking three years and half the company’s manpower.

—
Notice how it’s all about or around systems. As new features or enhancements.

Notice how they plan to revisit the combat by slowing it down and opening the way for brand new mechanics and possibilities to make it more meaningful and involving. Not scared to death about moving something they shouldn’t, but just looking ahead to those goals they set and that they want to reach.

Notice what they say about China. They aren’t planning for sequels, new projects or new markets. They aren’t planning to make money hats and swim in the money pool. Eventually they’ll do that in the spare time.

They’ll reinvest the resources they may acquire to finally reach and fulfill those ideas that aren’t possible right now. This is a type of development that doesn’t know what the mudflation is and doesn’t waste the resources on it. Instead it naturally creates the conditions so that the game can grow and embrace new ideas and possible developments in a positive, steady way.

And that’s only where things start.

Some bad impressions

Not from me. I was busy in my first DarkSpire run in DAoC and getting mad at Mythic (and, once again, congratulating the artists, that place is another masterpiece).

The bad impressions are coming from SWG and with a few things that still annoy me even if I’m not playing the game:

You still canNOT sit on the beds (benches, chairs). Just as in the beta all that time ago, I sat in midair about 7 feet away from the bed. It was vaguely amusing.

What the hell. What the fuck! I thought they fixed this in January. No. Characters still sit in the air. It tells a lot about the rest of the execution.

I’m not totally sure but I’ve read that if you download the trial and try to connect you have to download another 200Mb patch.

On day 1.

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FIND A BOMB AND DEFUSE IT! Follow this glowing blue fairy thing!

Walk for 1 minute, click once, walk back 1 minute.

Yeah, shot through walls. Stuff meleeing me from 20 ft away.

—
Most force skills don’t even have an animation, the enemy just turns into a corpse as soon as you click the right button on it. Some other don’t even work.

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It’s simply *impossible* to shoot a mob between some dead bodies due to the retarded target system. You try to shoot but instead you target the dead bodies and start looting them while you are getting shot.

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12k+ ham bars. It feels like playing a pinball.

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Anything you “target”, your character LOOKS at. So this means as I move the mouse around, my characters head is twitching madly as it looks at dozens of different things for a tenth of a second at a time.

—
My favorite part of last night was standing in front of Mos Eisley cantina and saying that the game looks like a piece of shit now, everyone moves all stupid and everyone’s heads snap left and right all the time, and several folks shouting ADAPT! and THIS IS BETTER you just have to get used to it and give it a chance!

I then proceeded to shout, “Are you fucking blind, look around you and how people are moving – especially people FIGHTING. It looks like shit, plain and simple. Get used to what? People in a near fetal position gliding across the Tatooine sand on invisible rollerskates?”

Aside from the many UI and control issues, they need to turn down what craptacular speed boost they put in, because animations are so fast that the server can’t even keep up.

And then, they need to actually sit down and do some real work on melee, because it’s pathetic.

—
melee is almost impossible. I had several mob AI run from me from melee range. I had several on Endor do the classic run-1Km-away-and-then-back-again-bug. Hadn’t seen that since year1.

—
you can hit in melee facing your enemy backwards.

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Even if you use your saber block, you wait out the root, then snare the other guy, he snares you, you both half-step your way towards each other (well, the Jedi gimps towards the gimpy ranged person, as they continue their kiting) and eventually – you get rooted again. And pummeled. Eventually ranged wins, because in the midst of all this running and gimping around – guess what – Jedi does 0 damage to their target, or they get a couple saber throws in that do a few slivers of damage. The ranged person has ample time to let that regen while they continue their snare/root/kite technique.

—
I can no longer be a dancer and make my own clothing and that royally sucks.

—
Within the first 10 minutes you meet C-3P0, R2-D2, Han Solo, Chewbacca, and get chased by Vader. It’s worth nothing that Solo throws in a random “kid” about every other sentence. You also get to have a laughably easy turret shootout with TIEs moving at about 1mph, and take down some nonresponsive storm troopers that seem to be in the advanced stages of Parkinson’s.

—
You just point at an object that the game deems as “shootable” and left click. The camera controls suck, frequently making it difficult to see since your character gets in the way of aiming. I also had occasional problems with the camera clipping out of the station and showing the stars outside. Objects in the game and in your inventory also flicker pretty badly.

—
So we know that they removed the decay. Once again people leave around their vehicles littering the place and lagging everyone.

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Crafting is now also a bitch, because of the difficulty in turning off mouselook mode. This tosses you back to staring at your worthless crosshairs every time you sell an item on your vendor.

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Using force run or force heal puts the character in combat, even without aggressive mobs in a 4km range. You are stuck in it. The only way to get out of combat is to search for a friend to duel or go shot a mob.

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the right-click specials system…. So how do I clear a special so I don’t fire it off accidently? Or better said, how the hell can I /peace anymore? Hitting ESC only brings up the HUD. If you target some objects — let’s the say a bank terminal, which I’m testing in another window as I type this — and right-click, you fire off that special and start combat. And you fucking stay in combat…

—
As soon as I logged in, my server announced it was shutting down. I tried to sit down to log out, but it put me into combat mode and wouldn’t let me leave. I ran around for a bit, watching random “-SNARED-” and “-LEVEL UP-” text come out of my character’s head for no apparent reason. Then the server kicked me off.

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The Officer buffs don’t work on the group but affect only the Officer.

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Well, it seems that since I posted my last blurb one of the medics four healing abilities now works.

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Loot! Just like in the star wars movies, kill thousands upon thousands of small, inoffensive creatures and then rip their brain from their head. What do you do with the brain? Why you sell it to a fence of course!

—
There were at least a couple of “obj_value[skill_luck]=3” or whatever lurking about, the “Select profession” button (according to the text) was not called that (it was “Next”), and there were quite a few graphical glitches. And it still has all of that “I can’t run underneath this spaceship because the transparent model extends to the ground” shit that I remember from my subscription days. Thanks for stressing the point that it’s more 2.5D than 3D, except in space.

Slow: Not just the space combat, but the lag, and controls in general.

First of all, it’s 3rd person with the “person” off to the side, so you end up running “sideways” because you’re trained to move forward into the center. Anger!

Second of all, the switching between mouselook and interactivity is, as others have pointed out, inconsistent – frequently, the game will decide it should switch to the other when you would assume it would not. And ESC is dangerous, because it will close some dialogs, not just switch the modes.

Third, interaction sucks; Aiming the tiny cursor is hell when your target is obscured by big damage numbers. Targeting a conversation choice is hard when it’s relative to an NPC going through animations.

Shooting through walls is bad, meleeing from far away is bad. Not being able to sit on a chair properly after more than two years is even worst.

Consistence, pls. No game based on ranged combat can have the *pretence to exist* without an even rudimental Line of Sight check.

The most comedy value comes from Smedley himself:

While the scope of the new enhancements is large, it’s built upon a very powerful underlying engine that gives us the ability to enhance the game in meaningful ways rather quickly.

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