DAoC: driven by polls

DAoC has another fancy poll. Democracy is overrated.

I voted for RvR and it’s kind of obvious that it’s the option that will win hands down. A different poll where the players could rate each option would have been more way more useful than stating the obvious like this one.

Imho, DAoC needs some serious involvement on ALL its aspects worked at the same time:

The point is there’s a nearly infinite list of things to consider and a whole lot of work. You can start from everywhere. But Mythic always lags behind. The do a little step and then completely change the focus instead of progressing on every front. They put out some changes in a couple of months and then completely forgot everything for months and years, till the point everything crumbles and they have to go back for another try. This just doesn’t work. Since there’s a lot to do, this process should be steady and progressive. It cannot be done in chunks and it needs a definite plan ahead with all the steps set. That is also open to integrate new feedback coming from the new features that are added.

What about the “Evolution” servers, instead?

EDIT: It seems I was totally wrong, from the look of it the players seem to have voted for yet another inconclusive spin at the balance wheel.

Of course the balance is important but here the players chase a chimera that just won’t bring the game anywhere. Chasing the balance is like running in a circle, you’ll never feel satisfied about what you got and, in the meantime, you wasted precious resouces that could make the game substantially better.

Honestly, I couldn’t care less if a spell does 190 damage instead of 200. Of course this is important and must be integrated with the various reiterations. But focusing exclusively on this one equals to lose completely the scope of the game. Working on the game balance should be mandatory, not optional.

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Star Wars Galaxies merges with Planetside

On Jeff Freeman’s blog I wrote:
“You know?

Just yesterday I was looking at the categories on my website and I saw SWG down there. And I was also thinking that even on the forums it’s all too quiet about the game.

I was wondering if it was the time for an announce who could rise the interest again outside the game.”

I didn’t see a press release confirming this, but Jeff is enough for me. From F13:

Ok, so I’m here at SOE’s Austin studio and I’ve played the new build of SWG which is going to be pushed onto test on Friday…with no real press. Basically they went through, ripped out 80% of the classes, left in the following: Force Sensitive, Bounty Hunter, Officer, Smuggler, Commando, Spy, Trader (all the tradeskills – 4 base sets now – Domestics, Structures, Munitions, Engineering), Medic and Entertainer. Here’s the deal. Left click shoots – you have to aim. Right click fires off a special ability.

No more auto attack.
No more hotkey combat.

Once collision detection goes in, this will probably be the game I play. There’s actual skill involved now. You can run from people and they can’t just autohit you.

I don’t know how else to explain it other than SOE has done the right thing. They’ve revitalized combat in an MMOG. It’s a huge step in the right direction. Do I think they’ll perfect it here? No. But it’s by far the most interesting thing a studio has done. They’ve taken a gamble, and from what I’ve seen it’s paid off. In other words, they’ve added the “Wars” back to Star Wars. It’s been in the works for over a year now. In fact, the expansions could probably be called smokescreens for the launch of the real game. It’ll shake things up.

Cons? 90 levels. The exp curve isn’t bad though.
Good? Lots of neat skills such as Orbital Strike, theft from NPCs, working stealth for spies, fencing goods in the field for smugglers, and above all – combat based at least 75% on skill. It isn’t quite Unreal Tournament, but it’s nowhere near the crap combat we’ve dealt with for 10 years.

When it rolls out in a few weeks I’m hoping some of you will actually take the dive again with me and see where it goes, if for no other reason than to support innovation. In all seriousness, almost all the changes are for the better. Before anyone else says it – yes, it was shocking to me that SOE took this angle on restructuring an MMOG first. Even moreso that Lucasarts supported it. Ding. Grats.

This is not something that will be done a week or even a month from now. From what schild can gather, we’re looking at 6 months or more before this is rolled out to every server. The entire game is changing. No “classic” servers, everything will be the revamped game.

In order for them to implement collision detection, every art asset in the game has to be gone through. That’s why we’re looking at 6+ months.

Space combat will stay the same.

And from another source that wasn’t linked (I’m writing in real time):

Posting from SOE Headquarters here in Austin, Texas..

You thought the Combat Upgrade was a big change? How about a complete *rewrite* of the combat system?

New classes, streamlining of ALL classes, an entirely new interface.. this is NOT the SWG we’ve come to know. Changes are huge and sweeping.

The best part?? It’s FUN! It’s intuitive, engaging, and outright fun to play. When my time on the computer was over, I was seriously disappointed that I had to get up and let someone else on. A ton of changes in place, and not all of them will be well received. But.. this hits Test Center on Friday, and you’ll all see what’s up.

What do you all think? Ready for another big change?

Player classes are being condensed. Nine classes instead of 35. Combat is *completely* different.. point, left click to shoot, or right click for your chosen special. It’s faster, more engaging, and MUCH more “Star Warsy”. Much more quest based to level.

Well, this should all be on Test Center on Friday. I *highly* recommend everyone log in when it’s time and test it for yourself with a new character. I’m thinking that this is what the Combat Upgrade SHOULD have been.

Creature Handlers and Bio-Engineers.. will be no more. sad

The other classes will be condensed.. one “medic” profession, one “entertainer” profession..

Classes are as follows:

Commando
Bounty Hunter
Officer
Trader
Spy
Smuggler
Medic
Entertainer

and Force Sensitive.

Yes, you’ll be able to start as a Jedi.

Now I know why Raph is turning in his grave despite he is not dead :)

Let me digest this for an opinion. Because right now I just have my mind boggled.

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Autojoin BattleGrounds

I hate the queues to enter the BattleGrounds.

I can accept to wait for a while but Blizzard cannot PRETEND that I stay there and stare the screen. Nor I can plan something in the game else since I don’t know if I’ll get in after a minute or after two hours. So I ALT+TAB and do other stuff while I wait. Well, the problem is that it’s really not rare that I miss that fucking pop-up window by a few seconds and if I was waiting for Alterac that means that I’ll have to restart from zero and wait another hour+. And it pisses me off, to the point that I didn’t even try anymore to queue for it.

Today I felt more pissed off than usual and used Google to search for an UI mod who could get rid of this problem. And I found this.

The mod works but it does a bunch of other stuff I don’t need. Plus it requires you to remember a command to type. So I started to cut out all the superfluous and recoded it so that it is integrated with CTMod, where I can just go and press a button to have the function active and without having to remember the text commmand.

Here it is: Tiny_BGMod v3

Update
07-Nov-2005 – ver 2c – You can now choose between these options (On/Off – 30sec – 1min – 2min) by pressing on the button on CTMod panel (misc tab), so that you can set a delay before you automatically join a BG.

06-Jan-2006 – ver 3 – Now working with the 1.9 patch and multiple queues. It really does well its work thanks to the good original planning :)

Now a request if someone is reading and knows WoW UI a bit better than my superficial cut/paste of stuff: How I can add a “delay” so that, instead of entering the BG all at the sudden, I still have 20-30 seconds before it autojoins it? If you have a solution leave me a comment. (done)

Btw, can we please fix player names? Thank you.

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Megyn and the yearly recursive rant

The previous one is here.

The new one is even more incisive. Here’s the AGC 05 in a line:

I’m giving it the same review I did last year: the usual suspects on their usual soapboxes.

A year ago I was banned from F13 stating some similar points. But then I’m not a good writer like her.

I have many notes and comments about the reports I read but I cannot deny that I keep feeling a certain degree of frustration when always the same topics are brought up every year and at the end of all the rants not a single thing is going to even slightly budge.

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Vanguard’s combat mechanics, more dangerous than appropriate

“I’m not writing anything, but I do it well”

A couple of days ago an article describing Vanguard’s combat mechanics was linked on FoH’s boards. You could go read it like I did but you can also spare your time: it says nothing. (btw, after the restyle Silky Venom is probably the best looking and well designed fansite I’ve seen)

I think this is a perfect example demonstrating how some words put together can fool everyone without actually saying anything. In particular on the catass guild forums, the players are easily fooled by some vapor instead of actual solid ideas. That’s the power of the hype, everything is blurred and you can define what is still isn’t the way you like. Instead of looking at the actual game you are just looking at your dreams about it. And the dreams are usually prettier than what you’ll get through the compromises of the reality. This is why I think that the most important conclusion about that article and the following reactions is that the players really want to “believe”. Like Fox Mulder. They really want to be confident and anticipate a game that will be great. What is sure is that the audience is there and that the expectations are high.

But here I’m too jaded to get fooled by some steam. I like the hype but I need something solid to support it or you won’t convince me. That article in particular is rather silly. It says nothing at all. It actually delves in the mechanics and explains them in detail, but you could take the article and replace “Vanguard” with “WoW” or “DAoC” and it would be still correct. The purpose would be to describe how great is Vanguard’s gameplay compared to other games but the result, if you look through the mist, is that it describes everything BUT what sets Vanguard apart. Well, beside the fancy figures.

General Statement: If EQ’s gameplay is considered a leisurely stroll, and WoW’s is a healthy jog, Vanguard’s gameplay feels like ice skating. It is smooth.

If you give the article a quick glance you’ll notice it starts from the “autoattack”. You would expect him to claim that Vanguard has no autoattack, in particular considering how it starts: “Prior games used autoattack.” Prior games. That means that Vanguard is obviously different. Haha, you fool. Vanguard’s autoattack not only is there, but it is also EXACTLY IDENTIC to the one in every other game. You know, weapons have a swing speed and, if you don’t press any special style, the character will keep swinging the weapon at that speed. Truly revolutionary compared to prior games. Indeed. Probably the most interesting point here is that the swing speed can be as slow as six seconds. A particularly dull wack-a-mole. But let’s glide on this for now.

The second paragraph is about “Special Attacks”, because it’s obvious, the game isn’t just about a slow or fast autoattack, sometimes you can also press some buttons for a special action. Even here you’ll try to figure out what’s different in Vanguard. In this case the claim is about having in the game not only offensive styles that increase the damage or apply effects, but also defensive styles that will require the player to pay attention (oh noes!). Well, I don’t know if this can be considered as a different trait. My warrior on WoW seems to have quite a few defensive styles. I can switch to defensive stance, the Demoralizing shout is a defensive debuff, then I have Disarm, Shield Block, Shield Bash to break spells, the Sunder Armor can also be considered a defensive style, the Thunder Clap slows down attacks, the Intimidating Shout makes multiple mobs flee and I finally also have the Shield Wall for the special occasions. I guess that’s already a fair range of defensive tools available at the right time. Or not?

But the real distinctive trait isn’t that one. It’s the fact that these special attacks… have cooldowns. Oh nice. Now if only I could remember one game where the styles DO NOT HAVE the cooldowns, it could be a nice argument. But I cannot. DAoC’s skills have cooldowns, EverQuest’s skills have cooldowns and the same for WoW. In fact all these games are designed around the good timing of these skills and in fact they all, even if in different proportions, require some strategy and timing to play your class effectively. That’s what really set the difference between a poor game and a good one. The balance with which these skills are planned, the variety of the tools you can use, the synergy with the other classes, the complexity of the multiple encounters. That’s what matters, because at the origin ALL these games reply the exact same mechanics: there are autoattacks, there are specials, some specials are defensive and they all have cooldowns. There’s really *nothing* different at this level to distinguish one from the other.

Late edit: There’s an ideal link here to something Darniaq wrote recently:

If someone stopped looking at the systems once they noted the similarities, they may not truly be able to assess the success and relevance of one over the other, nor understand where future success could be had.

/end of the late edit

On the forums someone was arguing about these points:

Imagine that in Vanguard every creature in the game has the ability to do a deathtouch, but it is easy to counter. There is nothing like that in WoW and so I don’t see how you can possibly think that reacting to something after it has happened is the “exact same thing functionally” as mitigating it with abilities.

So WoW doesn’t have that?

Just the first examples I could think:
In Zul’Gurub there’s one of the mobs who has a powerful life leech that splits and links multiple targets. If you don’t Shield Bash or stun the attack as it starts, you wipe.
In Gnomeragon there are those alarm things. If you aren’t fast to kill them, they call for some elite mobs than can easily wipe the group if you are already fighting (and if you were in beta you’ll remember how hard it was to spot them since they had no sound). This is something slightly different but that still follows the same pattern.

And there are plenty of examples like this one. If you see your target with the sparkles on the hands, you know that it is going to cast a spell. And you can stop it before it happens. All the crowd control skills are again examples of “mitigating skills”. They let you control and solve a situation. They are tools that require a proper and competent use if you want to go through some of the harder instances where you have to deal with multiple mobs. And even WoW is nowhere “new” compared to other games, it just relies more on those tools and developed more patterns to figure out and solve. The original design is basically unaffected. The difference is simply about how much a system uses these tools.

A sharp armchair designer out there may say “oh great, so we will just be spamming defensive specials,” but that is not the case either…because of special ability cool-downs and the timing of autoattack, if you simply spam your defensive specials, you will not have them available for use when “the big one” occurs, because you may have “wasted” it on a lesser attack used to fake out the warrior.

And how’s this different? These games not only have the same cooldowns used by Vanguard on these specials, but they also rely on endurance or “rage”. If you waste what you have without some planning, you won’t be able to use the most useful skills when they are most needed (and I really do know this since I’m lazy and tend to reuse over and over those few skills that I can easily reach with my fingers and as soon they light up, even when I should plan my attacks more carefully).

Finally we arrive at the last paragraph, where there’s a description of something that could possibly define a difference in Vanguard. Or not. Basically Vanguard will have pop-up icons that will let you anticipate what type of attack the mob will use in the “next turn”. This means that you’ll be able to plan your tactics and the use of those specials described above considering the attacks that will come in the next turn and reacting to them in the best way possible. This is how Brad justified the slow pace of the combat since, otherwise, you just wouldn’t have enough time to see these icons and plan your reaction before the turn is over. And this is also why you’ll have to “pay attention”.

Which brings to my conclusion. All this makes sense. I’m not saying that Vanguard’s mechanics, as described, are particularly flawed (but I’ll delve even about this point below). But for sure they don’t add anything new. At all. See, these combat mechanics, in every game, work on abstractions. This is also why in Vanguard you are able to anticipate the target’s next attack, it’s an abstraction. This is why we see levels, hitpoints, statistics, icons and so on. Reacting to an icon becoming active (WoW) or reacting to an icon popping up (Vanguard) is essentially the same thing. From the player’s perspective there’s absolutely no difference. Already in WoW I cannot watch the action to figure out if my target dodges so that I can use the “Overpower”. The action on screen can be too confused and the only thing I really do is watch the icon lighting up and press it before I miss the opportunity. We play the quickbars. Still today what is going on in the graphical window is almost irrelevant. Our eyes are still locked on the quickbar and the health bars. That’s your game. It’s true that we react to what happens, but to what happens on the quickbar. The gameplay is all in the UI, this is why they are so important to make a game fun and successful. The graphical window is almost an optional, you need it to deal with the aggro and keep your character facing the target, but then you play the quickbar.

If we consider Vanguard, the underlying mechanics remain unaffected. Instead of looking at an icon lighting up as a “reaction” to an event like in WoW, you’ll see an icon popping up to which you have to react. How’s this different for the player? In one case he racts to an icon that becomes active, in the other he reacts to an icon popping up. These systems work on abstractions and these abstractions are modeling the exact same thing. Preemptive attacks or reactives are like two different skins for the same model. They don’t define a different approach, they just give a different superficial shape to the same mechanic. They are UI themselves.

What would actually matters is what in that article isn’t written: whether Vanguard relies more on these reactives or not. Because from the functional point of view those systems are IDENTIC.

The only difference is that WoW models and mixes different patterns instead of hardcoding and repeating just one. It models reactives as well as some preemptive skills and spells. Using them when they make more sense. It makes sense to see the sparkles of a spell and stop it before it is casted, and it makes sense to react to a dodge or a block after it was executed. The only thing I can see is that Vanguard’s combat is even more abstract and unrealistic. It’s more heavy on the UI to the point that we are really playing just an expensive MUD. If you can see what a mob will do BEFORE it does it, the graphical representation of the action truly becomes completely irrelevant. Why would you look at the models when the icons already describe and foretell whatever is going to happen? And I wouldn’t be surprised if Vangaurd UI will take much more space on screen compared to other games. Some players described this perfectly, it’s a direct copy of EQ2 crafting system. One of the most abstract and absurd ever created.

I already wrote at length (some ideas also here) how these games should move toward *removing* the UI as much as possible and try to simulate a realistic experience where you react to a more direct feedback instead of just to a quickbar, an health bar or a text string in a chat window. That’s what sets a graphical game apart from a MUD. That’s where its specific and untapped qualities are. That’s what would be an actual evolution. Instead Vanguard moves to rely even more heavily on the UI to the point that what happens on the screen isn’t anymore relevant. The combat mechanics become so abstract and detached that they live on their own isolated level. They are emancipated from the rest and they require a type of knowledge that is nowhere immediate and direct. Which probably fits with the “hardcore” target audience of the game but that goes right against the intuitive, accessible and smooth mechanics that made WoW successful.

I won’t argue about the goals of a mmorpg. But I still believe that the success of these fantasy worlds is more cultural than functional. It’s about their myths and what they evocate. It’s about the immersion into a believable and self-consistent world. It’s in everything BUT the overcomplicated and abstract rulesets that eradicate that immersion to show you that the game is just about math formulas, numbers and preplanned algorithms. We like what we see on the curtain, not what’s behind.

This is my opinion. These tools that Brad is developing are still abstract and a lot will depend on the final implementation. But they are more dangerous than appropriate.

Can’t you see that these games are much more than formal systems?

EverQuest got new UI and stuff

I read somewhere that EverQuest was getting a revamped UI, but I couldn’t find a link to check the details.

Now Mobhunter has a write-up about the last patch. Quoting what took my attention:

Everquest now uses the default system mouse during play. The biggest improvement seems to be mouse cursor speed regardless of the framerate of your game. Players can also mouse out of the EQ window in windowed mode without having to release the mouse.

When I retried the game, more than a year ago, I really couldn’t suffer those two issues. Those types of fixes are worth way more than new quests and stuff from my point of view. Sometimes they are defined as “quality of life” fixes, a really appropriate definition. I wish the developers would give them more consideration.

Here you can see some screenshots of the new EQ2-ish UI. Another super tiny one here.

Ahh, the days of the old rants:

The user interface looks like it was based on a web page on GeoCities. Beautiful, stunning scenery surrounded by a butt-ugly control scheme that takes up half the page. You can turn off the butt-ugly control scheme, with the tradeoff that you can then not actually do anything.

All the rest is still valid, though.

Here’s Furor big face, handy as a dartboard


I like to put a face on devs or people I know only through words. Not like it tells you much more, but it’s always interesting to finally see someone after you have passed so much time reading and discussing about imaginative figures.

This in general. Of course I wasn’t particularly interested to see Furor’s big face, but this is what I got today (assuming my guess is correct). Looking like a slightly oversized version of Clark Kent. It was somewhat amusing to see the FoH’s guys going: “Who is Alex?”

Alex being Alex Afrasiabi. No, not that guy in Might armor in the Valley of Heroes right outside Stormwind, that’s only his e-peen. This being the real one, Furor, former leader of the “Fires of Heaven” catass-stereotype guild and pensionate EverQuest ranter that finished to get hired by Blizzard. He is a quest designer now. Or at least he was. Maybe he got a promotion and joined the fun trio, or maybe he is just working is ass off to get there and command the team to replace the sun with his big smiling face during the sunny days in WoW.

And now we even discover that Foton’s favourite scapegoat may even be responsible of some nice content. UNPOSSIBLE! That’s one of the signs of the Apocalypse. In fact we know that he is responsible for everything broken in Alterac Valley! We need scapegoats after all. And one definitely isn’t enough.

Well, from this other report we can finally blame him about something concrete: “Alex designed the Dire Maul Tribute Run.” Wait. It cannot be. That cannot even remotely live up to his reputation. Honestly, I don’t remember anything in particular about DM North. There’s nothing about it sticking out. Neither good nor bad. It’s a fairly decent run, not too long with a couple of good ideas. If he designed Gnomeragon I would have to praise him but I didn’t get any particular feelings from DM. So there, I don’t have much of an opinion, you can have your own.

It’s also worth noting that the lead designer is now Tigole. What happened to Rob Pardo and Allen Adham? Good or not, this seems to be the new Blizzard. It’s interesting how the innovation could come from here. Passionate players with some crazy ideas and with almost no practical experience as devs. Maybe Blizzard dared a bit and gave these guys a possibility. Maybe the worth of the game is the result of those choices and not in spite of them.

You know that it’s what I would like to believe.

I’ll end with a quote from MIA Anyuzer:

The end result is this. Online, Furor was an asslord. A monkey fucker if you will. A loud mouthed, egotistical, over the top bastard, and hardcore gamers loved him for it. In real life? Probably has a massive amount of knowledge in his head, loves MMOGs (obviously to stick around for so long) and wanted to get into the industry. He kept his eyes open, saw an opportunity, went for it, and made the right impression. Now he’s involved with what he loves, and everything he’s vocally screamed about in the past is pretty much a non issue. Good luck man, don’t make quests that suck.

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Raph has the blog flu

Maybe you noticed but Raph is really trying hard to promote his new blog thing wherever he can. In all the forums I follow he went to ask some sort of attention (here, here, here and here). Now I don’t find this bad or something, but it surely looks odd.

You know, you would expect that type of behaviour from *me*, in fact people cannot stop to mock me when I link back something, even when it is in-context. But the point is another. Now Raph is posting restelessly on his blog, his entries took over my RSS feeds. So I wonder what are the real reasons about all this turmoil. Okay, I can understand that he has lots of stuff to write but he is way too restless to make this look just normal. Heck, now he even goes with the livejournal types of tests.

It’s nowhere possible that he’ll keep this pace for long, I give him a month. He is way too restless to make this look like a long lasting interest. He seems frustrated about something, like trapped or something.

I’m not sure if you understand what I mean. I’m not criticizing or blaming him. It’s just that it looks like a frustrated kid with a new toy, he goes all hyper and then loses all the interest two minutes later because he is bothered by something else.

So, just to make some sense, there are two things. The first is that I don’t belive that Raph will get what he expects from this blog thing and after a month we’ll see him posting every so often if not abandoning the place to just poke at it sporadically like it did with his previous place. The second thing is that he looks really too restless to the point that I recognize something of me in that attitude. And it’s definitely not normal. So there may be something behind.

Or maybe it’s just that nasty blog flu.

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