Keeping PvP viable

This is another answer to a comment that Heartless wrote here. And an occasion for me to underline a few concepts that are dear to me.

He says that my system could be interesting but it cannot really be judged since it’s not fully developed and explained. Well, as I wrote in my reply, that’s not something that I can do. Simply because I miss the data I need and designing a system in all the minimal details just based on pure assumptions is actually silly and goes far beyond the purpose of my “design” ravings.

But even if I cannot snap my fingers and make appear a complete design document in all its parts, I can still take an existing game and apply my ideas to it to imagine (and share) what could be the possible result. Of course it cannot be perfect because my ideas were supposed to make sense together, but I think it’s still possible to make my goals more understandable if I take a current game and explain how it would change with some of my rules applied. Instead of having to force people to follow and tune to my ideas for a long and not trivial journey, using a concrete example everyone knows can be useful to make clear at least some of the concepts.

Of course to do this I’ll take the most fucked up PvP system out there: World of Warcraft.

We know that it works with equal mechanics for both factions (Horde, Alliance) with 14 different ranks that offer access to superior PvP loot. So we have a rather simple and straightforward system, different ranks and a reward: the shiny loot. Of course this structure is already broken on a number of points but again my purpose is to explan a few ideas and what they bring to the plate and not magically heal all of WoW’s flaws. So we take this basic system with all its issues and see which effect some of my rules can have on it.

As you can see by reading the brochure, one of the main goals is to have a system that is equally accessible for everyone. So the first thing to go is how the honor points will be achieved. There won’t be anymore an inner competition in the same realm, nor a functional competition over the greed for points against the other realm. Instead we can still have a variable threshold of points to move between the ranks from server to server, but once the amount is set, it won’t change anymore dynamically. We can also retain a mild decay rate considering that the progress isn’t freeform as in DAoC (the points to spend) and so the progression is bound to a cap (rank 14) that could be even too easy to reach if you don’t lose anymore the points from week to week.

So you kill enemy players and achieve goals in the BGs and you gain regularly honor points. These honor points don’t need anymore to be compared to the points of every other character. So they are added clearly and immediately like it happens to the normal experience. The UI will clearly show in real time your constant progression. What will change from week to week, instead (and since we retain some rules from the current game), is the amount of points you need to reach a precise rank. This doesn’t mean that these numbers are supposed to skyrocket. They just oscillate around a constant value to mimic the different activity on the different servers, but you’ll need more or less the same points to reach rank 10 today as you’d need five years later.

This means that, thanks to the constant progression, everyone will be able to reach the last rank with some dedication. The catasses will do that in three months while the casual players will need more time. But everyone will be able to get there eventually and at their own pace. Without a forced competition over time that is just inaccessible for most of the players.

At this point the system is similar to DAoC’s Realm Points and Ranks. You gain honor points and progressively move up the ranks to acquire the proper reward (loot in this case).

Now lets move to the heart of my system. Lets say that 20 players enter Arathi Basin. To make things simple I’ll say that 15 of them are still rank 1, while five of them are rank 14. If you read how my system is designed you know that your possible rank is set on the amount of players active at that moment and directly organized in squads. This means that if twenty rank 14 players join a BG, they CANNOT go around and use their rank 14 equipment. The rule would be that in a BG like Arathi Basin with 20 players for each factions, only ONE of them would be able to fill the last rank.

Ungrouped the ranks do not exist. In my original system you couldn’t use any of your advanced skills and, in this example about WoW, you just cannot access the PvP loot you achieved from the ranks, if you are alone. So there’s a definite difference between a rank you unblocked because you have the right amount of honor points and a rank you currently hold and use. To do this you must be organized in groups and be designated as leader. When this happens the leader will finally have access to the powers granted by its rank (just loot in this case).

In this example only one every twenty players can be set at rank 14. As decided above we have 15 players at rank 1 that just cannot move from there since they don’t have enough honor points, while there are five of them with rank 14 unblocked. So all five of them could cover that rank but only ONE will be able to. How does the system decide who between them will be choosed? Well.. it’s based on democracy. There will be a specific window showing the organization of the squads and ranks, not dissimilar to the current raid UI. The -position- on the diagram will define the current rank of the player, while next to the name of the player it will display the “possible” rank.

The five rank 14-enabled characters in our example can now propose themeselves to be designated to use their max rank. Lets say that three of them porpose themselves, while two of them just don’t bother and accept to remain rank 1 for the length of this BG. At this point all the players in the BG can make their choice and vote for one of them. Who will have the 51% of the preferences will be choosed, set leader and will be able to finally use his uber rank 14 loot. The same for the opposite faction.

It’s not rare to hear that “Level-based PvP doesn’t work unless everyone on the same level” but we often forget the problem of the loot, which is just another type of treadmill, equally disruptive for the PvP. In fact in WoW the level 60 BGs happen just between same-level players and, still, they are horribly unbalanced (as Heartless writes in the last paragraphs of this comment). If twenty rank 14 players in uber purple loot enter a BG, the other faction would have no chance and the gameplay would just suck. The variance in possibilities is what defines a good fight from one that just doesn’t hold any fun. Till the variance is within manageable margins the fight is fun, but when the difference in level or loot has too much of an impact, the purpose of the PvP goes to hell and the game just becomes a paractice of confrontation to decide who has grown the biggest e-peen. Which I don’t really feel all that interesting.

This is why the system I just described would help to retain the balance. Only one player every twenty can be rank 14. In order to fill a rank you’ll have to be organize in squads so it won’t be possible to just randomly zerg in without even forming a group. This system would encourage the players to organize themselves, set their leaders, build up good or bad reputation among the players and so on. I consider all these “side-effects” as good and positive. They make the community and help to structure the PvP so that it makes sense and is enjoyable for everyone instead of a chaotic mess where everyone competes against everyone else. It’s a system that brings players together instead of making them fight agaist each other. That encourages them to fight together for a shared goal instead of a selfish interest.

The example here is just to explain one part of the system. Specifically how the ranks are unblocked and designated. How the system is kept accessible and how the balance is retained. But there are then other goals that complete it and that would differ from WoW. For example the ranks are not supposed to be linear, nor one as a more powerful version of the other. Each rank should define a *role*, similarly to what happens with the classes. A role isn’t directly more powerful than another. It just gives you different tools to use in the proper way and contribute to the battle through that specific role.

And, finally, the reward and purpose of the ranks isn’t about better loot. But about advanced skills that have an impact on the large scale of the battle and that add dynamism, tactics and coherence to it. All elements that are missing and have been completely dismissed in the current design of these games.

Darkness Rising – Pitch black

Third batch of screenshots (previous two are here and here), this time coming from the big dungeon concluding the second chapter of the expansion.

I wrote “pitch black” in the title because that’s what I saw in the game. I had to play the whole session with my monitor brightness turned up because I couldn’t see shit (add Levar Burton and Doom 3 jokes here). The player’s torch is also completely broken as it happens with 95% of the content in this expansion and following an awful trend that Mythic brings on till the release of its first expansion.

This is also part of a huge problem of the whole game that was never addressed. The night is too dark and if you want to play you HAVE TO push up the brightness on your monitor. At a “normal” setting the game would be unplayable and the result is that all the colors are washed out. So, the players bring up the brightness more and more and Mythic makes environment more and more dark, breaking completely the player’s torch so you don’t have even a workaround.

This pisses me off beyond what you can imagine. If I’m given a tool like a button to switch the light on around the character because the game is too dark, I WANT IT TO WORK. And instead it is broken in most of the places you go. Some places are too bright, some places are too dark, some places the torch works, some places the torch works only a little, some places it doesn’t work at all, some places it works only on half of the polygons… MAKE UP YOUR MIND! I want a fucking consistent behaviour. Trying to code the game in a constant way and not with all these different quirks and glitches. If you give the player a way to see when it’s too dark, you have to make it ALWAYS work. Not work in some cases and not in some other in a completely arbitrary way. If you want to set yourself what the player can see, just remove the torch altogether and tweak the values as you see fit, like it happens in WoW where the designer can set which place is dark and which is more bright without COMPLETELY FORBIDDING THE PLAYER TO SEE.

Anyway, the dungeon would be pretty if you could see it. In these screenshots I had to push up the brightness by 30% and I hope I reached a good compromise. If you still cannot see shit just imagine how it could be in the game.

Then we arrive at the comments about the actual content. We have all these great places, and despite they are ridden with glitches (that I try to not show in these screenshots), they show a lot of work and dedication from the artists. Well, all this wonderful art (that in this case maybe resebles a bit too much to Quake 2, it’s true..) is simply wasted. We have this rather big dungeon that would make WoW and EQ2 pale. But it’s just there as a background scenery. It glides by. It has more impact and relevance if shown on a website through screenshots than playing inside it in the game.

Why? Because there is very, very little gameplay in this dungeon. And in particular it is exactly the same gameplay that the game offered four years ago. Most of the dungeon is empty and there are only three four types of mobs casually placed just to make you waste some time moving from point A to point B. The most advanced new thing that vaguely resembled to a scripted encounter is about a group of three mobs that rushes in (buggedly) while you are sitting and medding after a previous big encounter. Nothing else. You have to go south to kill Mob A, go north to kill Mob B and go middle to kill Mob C. With some critters in the way. Dungeon done.

We have new places, the art in DAoC has greatly advanced and I really think that it tops whatever this genre has to offer. Actually I think it’s superior to every other game *by far* (despite the glitches and general lack of polish). But the gameplay hasn’t changed in the slightest. EVERY mob moves and fight exactly in the same way. What changes is the variables attached always to the same dull patters (health, damage, if aggro or not, resists and so on). The pathing is still exactly the same of four years ago, completely broken, jerky and unrealistic. The mobs keep aggroing through walls and are completely unaware of the environment. There is zero gameplay involving the perception of the space. You still fight in a flat field from the gameplay perspective. And also all the encounters are just set in the exact same way. There’s a room, a few mobs randomly placed and all aggroing if you go close enough, moving to you and hitting politely.

Every single mob in the game behaves in the same (buggy) way. You can fight inside a small tower, inside a mansion, in a keep, in a tunnel and so on. You can fight mobs with different shapes and colors but STILL, nothing changes AT ALL. They all behave the same and completely ignore every kind of environment, situation or specific nature.

Now I hate to keep bringing up WoW but come on. This is PvE and PvE needs some sort of identity to be fun. If in WoW you go fight in Gnomeragan it’s not the same if you go fight in Zul Farrak. All the mobs behave and must be dealt with in a psecific way. The places are different and you need to learn the environments. You play in and *with* the spaces. The layout matters in the gameplay and your journey through a dungeon makes sense both from the story perspective and the impact on the gameplay. I’m the first to say that WoW PvE isn’t that deep but at least it offers different types of encounters and situations. Maybe the difference is mild but at least it exists.

In DAoC all these new, fancy environments just sort of sit there. They don’t build a *world* they just decorate the margins. They lack an use.

Look at the second screenshot here. See that tower and the big house? I like them but they are *empty*. No really. The artists put a lot of work on those and the interiors are fully decorated. There are a few screenshots showing the inside of the tower. But, still, it is empty. Nothing goes on in there. You would expect to have fun and involving fights in that complex environment. But there’s simply nothing (probably also because the pathing would crap the whole place if they tried to put something to fight in there).

This is why every player trying DAoC thinks that its PvE sucks. Because there’s zero gameplay. Zero. Or the places are just there to decorate the environment, completely empty and missing *any purpose*, or they have a few critters randomly placed that follow one single, four years old pattern that you grinded for weeks, months and years. OF COURSE we are bored. Mythic is keeping reskinning the same stuff to feed it us again. Some can endure this, some others not. Should I bring up Raph again? We (players) can see past the pretty screenshots. We can see that there’s nothing new past them.

So, I’ve shown what a great art DAoC can deliver but, honestly, there isn’t much more to see in the game than what I’m putting here. I’ve shown some of the new models and still the gameplay is completely dull and forgivable. Those models, despite they look great on a static screenshot, still have applied the same ugly animations that the game had at release and, in many cases, they did not even care to update the equipment they use. And then there’s the craptacular pathing, aggro system and general gameplay that hasn’t even minimally moved a tiny step forward.

Pretty DAoC needs a soul (and new pathing code and animations). But then I’m pretty sure that all the programmers have been moved to the greener pastures (Warhammer). And what DAoC gets is the pretty reskin.

Quick note: the broken pieces of stone you see on the ceilings oscillate in the air with a nifty effect. While the red light coming from the cracks is, instead, fixed. Which is sad because it’s since SI that DAoC has the technology to show animated lights, and still it never uses it beside a few exceptions.

(screenshots here)




 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 

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No comment

Something that has been coming up repeatedly in the recent past is the player perception of Meeting Stones. While we have worked to add functionality to them, players do not appear to be using them much. I have made comments regarding this topic before, however, I would like to take the opportunity to gather specifics from the community.

It has been mentioned that certain mods are preferred for an LFG system. We would like to have a system in place that is particular to this game and to that end I would ask the community to participate in the following feedback thread.

Maybe you can get your stupid feedback from the leaked patch notes.

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A very quick note on “skill” in games

I thought about this while writing the “review” of Rag Doll Kung Fu.

We often discuss “skill” in games. The players seem to want it despite we have often pointed out how this also brings problems.

But *why* do the players actually want games with skill? Well, it can be to impose their own unique qualities and personality in the game and remove some importance from the actual mechanics like the levels and the treadmills rewarding just those with the most time available.

But isn’t this hinting something else? Maybe it’s just that we are starting to refuse codified patterns (in particular with the mmorpgs, where you can play for years) and want to set our own. The possibility space.

The sandbox.

Maybe we are slowly getting to that point. Maybe it’s not just about the perceived fair (skill) and unfair (time invested, RMTs) competition. Maybe it’s because games requiring “skill” are simply more fun.

I’m in love with “Rag Doll Kung Fu”

This toy is, simply put, a masterpiece.

I say “toy” because it isn’t really a “game” and I think it was coldly received on the internet because of this different focus and appeal. People now expect games with an high production values, movie-like narratives and screenplays, big and cohesive worlds. This one is completely different. It’s a toy for aged kids. It’s a little, pretty sandbox.

It’s surely not one of those games that will monopolize your interest for a long time, but it is the most fun digression I’ve had in a *long* while and it got me completely hooked up and… delighted.

It is really prefect in its own potential, with a lot of polish in all the smaller details. There is nifty stuff everywhere. The fully animated and “naif” scenery, the “film” graphic filter, the sleek camera movement, the chirping voices of the characters, the moody music… Despite the narrow scope, the game shows so much love and care from the one developer who built it. Maybe it seems not worth the price at a superficial glance but this game is pure ART and it really show all the meticulous work that was put onto it if you have the sensibility to notice this.

It’s a divertissement. But within this category you’ll hardly find something better. I won’t explain roughly how the game works because you can find those kind of informations pretty much everywhere. This isn’t some sort of review, either. Just some comments bundled together as I often do when something draws my interest. It’s also sort of impossible to give it a numeric vote and compare it with other games because it’s something entirely on its own. This is also why I find hard to dismiss it based on its (definitely accessible) price as others have done.

If anything it reminds me the fighter games on the C64 and Amiga like International Karate+. This time played with stylized, pretty dolls and some sort of “freeform” controls that allow you to move the body of your character and plan out strategies and attacks the way you want instead of sticking to already codified moves. This is why it feels like a sandbox. It’s freeform and you can explore what’s within in the way you like, creating your own patters. This is why IT IS FUN. This is also why IT IS ART. And, sadly, this is why it will get boring once you have explored thoroughly all it has to offer, despite, I’m sure, you’ll always enjoy to spend some time toying with it.

The single player starts as a fun and really well done “training/story mode” and consequent chapters that you have to progressively unlock. By playing these chapters and finding secrets you can also enable a “single player” mode that has another eight subgames. I only unlocked the first called “Ninja Onslaught” that basically consists in a sequence of turns where you have to fight an increasing number of opponents. It goes on till you succumb. Form what I heard from others the single player part, excluding the sandbox game, will keep you busy from one to four hours, so don’t expect a long lasting campaign.

Then there’s the “sandbox” in the form of multiplayers games or custom games with AI driven opponents (but also the single player games are a sandbox on their own since you can play them over and over and still have tons of fun). Even in the case of the multiplayer you can select different games. For the online part you can choose between the deathmatch, soccer (with a huge ball) and an athletic mode that is flagged as “coming soon”. While for the local machine you have another four modes to unlock (but I only have the deatmatch ulocked for now). Between the “coming soon” stuff there’s also a “world editor”.

The options for deathmatch are:
– Select location (8 arenas in total)
– Mushrooms options (Four options with a slider. -never grow, grow rarely, grow very often- -small pickings, plenty for everyone- -low potency, medium potency, very potent- -small in size, medium sized, huge-)
– Pot options (break pots to find fruit to eat for energy and *weapons*. One option -never fall, fall rarely, fall very often- Then you can select which types: fruit, bendy pole, nunchukas, ball and chain, shuriken, HEAD CANNON, dog on a leash, bomb, short sword)
– Rounds to win (from 1 to 16)
– AI players (from 0 to 7)
– AI skill level (6 levels: weak, average, good, advanced, very hard, insane)

At the bottom of this menu you can also see your character and move it on eight colored bars (white, blue, red, green, purple, yellow, orange, aqua). If you click on the head of the character you can switch between the eight “presets” models (that you can edit and combine from the proper menu -name, import skin, head, neck, torso, arms, hands, legs, feet, mouse cursor -a bit bugged for me-, voice) and by moving on the colored bars you select the color of your “chi glow” around your character.

While in the game:
– Camera mode (auto zoom, manual zoom)
– Music (on/off)
– Film Grain Filter (It’s a graphic filter, very pretty. on/off)
– Mouse sensitivity
– Game speed (from 0.25 to 1, “1” is normal real time, and you can slow down for some sort of “matrix” feel even if the controls are slowed down as well)

On the preferences you can set the connection speed that makes the game move super fluid or more stuttering but making it playable on slow connections.

The weapons are a BLAST and maybe even too fun and easy to use (the game has also stones that you can shatter and then pick the pieces to throw at people). In the game you have three bars. The first is your energy that you can replenish by breaking pots and finding fruit to eat (you move the hand on fruit to take it and them bring it to the mouth to make it eat), the second builds up by taking mushrooms and eating them (but if you eat too many you puke). This second bar has some psychedelic effect that practically allows you to keep pressing the left mouse button (consuming the mushrooms energy you built up) and fling precisely the character in the air, slowing down its movements matrix-like for a precise control (and even the music and character voices slow down with a funny effect). While the third builds up by grabbing butterflies, till the bar starts to glow. At that point you can set your character in the “butterfly stance” and make it shoot fireballs at people :)

So between so many game modes, large and multi-platform arenas, butterflies, mushrooms, fruit and weapons you really have many toys to fiddle with and have fun. And then it’s pretty. So absolutely charming and fascinating and so easily capturing an unique mood. I don’t know what else you could expect.

Btw, between pirates, ninjas, monkeys and zombies I choose ninjas. This is definitely my game.

I love it.

NOTE: The slides linked are from Raph as always, not mine.

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Stephen Zepp goes to war

When I started to notice him he was just another poster on a reant board. Now he is all red and titled.

Of course nothing really changed since it was already evident that he stood among the crowd. I usually pay attention to names on the boards because I quickly notice if someone has something interesting to say and it was kind of obvious that this guy has a huge knowledge that could surpass the one Raph has (like the possibility to reference just… everything).

Of course the knowledge alone doesn’t make you a good and precious developer, but good ideas and experience go side by side and probably the latter overshadows the first. Despite this is another flase commonplace.

Anyway, this is just to draw a line: I think this guy will have an important role and I’m sure I’ll hear of himeself more in the upcoming years.

In fact the footer on this very website is particularly appropriate in this case :)

(btw, he got the red “promotion” on F13 *long ago*, but I decided to comment just today, we exchanged a couple of PMs back then discussing fancy projects)

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Vanguard enters Beta 1

As posted on the official forum by Cindy Bowens, Sigil will send today invitations to ALL the board members to apply for the beta 1 of Vanguard:

Sigil Games Online has entered Phase 1 of our Beta Program! And, as promised, our Community Members will have the first opportunity to apply for it!

We will begin sending out emails today to everyone that has registered on our forum through today with an invitation to apply for Beta 1. Follow the instructions in the email and you are on your way!

Once you have submitted your application, your name will be added to our list of potential Beta participants. Qualified applicants will be selected for the program and added gradually, as we need more and more players throughout the course of Beta.

Please remember that this is an invitation to apply for Beta. If you qualify and are selected at any stage, you will be notified.

So check your email and submit your application! I am sure I will see many of you in Beta soon! We have been looking forward to this for a long time! :)

The last application I sent was for WoW and I was able to enter in March (someone may remember this, no other title revealed to be more appropriate, heh…). Before that one I only cared for “Wish” (I still have pages of posts saved, probably the beta test I cared the most about and that went right into the toilet). I’m definitely not one of those submitting applications for every beta they see. They aren’t worth my time.

After all I wrote for WoW I told myself I’d never join again another beta where to waste my time (because I really try to do my best and spend tons of time analyzing, discussing, suggesting. And I don’t like when I clearly see that what I do is simply useless). In this case I’d gladly do an exception if it happens and even if I know that all I’ll do will be, once again, useless. These games enter beta tests, the most important phase, when they are already running out of time. When there isn’t anymore time for serious discussions, attention to the detail, polish and all the rest. They are just rushing out and beside huge exploits, major instabilities and complete fuckups, nothing really matters. I will probably hate Vanguard but I respect Brad and he demonstrated me that he is able to hold a discussion. I added a category on this site for the game long ago and despite you only find superficial critics on it (but I could only comment what I got, which was vapor, in fact) the reason why it was added it’s because I’d have high expectations about it and because on the horizon there simply isn’t another equally interesting game for this genre. Whether it will reveal as a colossal disaster or a success.

This is another of those games and companies with a great potential, and I hate when I see a potential wasted. This is why I had and still have so many doubts about it. I’m terribly sceptical about it and I hate when I feel deluded about something I cared about and maybe spent so many hours in beta. Still, I have to see beta tests that actually matter. Those I joined just made me feel just another connection to stress test the servers and nothing else. Like with the “community” in general, a beta test is a huge and precious resource and I’ve never seen it used properly.

If anything I could help them taking screenshots that do not suck.

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Guild Wars has an expansion, sort of

In my mail:

Attention all Guild Wars Fans!

Direct Song is pleased to announce the release of Battle Pack One! We have worked very hard to produce the highest quality music possible to enhance your gaming experience!

This is what we strived to achieve in this release:

– A doubling of the amount of in-game music
– An increase in audio fidelity from 32 khz to 44.1 khz
– Strategic placement of the music into the game to enhance the virtual environment to its fullest

If you’ve enjoyed the music experience while playing Guild Wars, we know you are going to be pleased and impressed with Battle Pack One! It is available now for immediate download at www.directsong.com at the very reasonable price of $5.99 (USD). This is over an hour of additional music; (less than 10 cents per minute).

You’ve heard our sound before; we are the British Academy Award winning team with the track record of developing more top-selling game soundtracks than anyone else in the video game industry.

I would think about it if the previous free exp pack released by Direct Song worked, but I’m still unable to load the files on the game and still unable to hear them with the media player. I’m also wondering if this is an “official” type of product or it’s just a 3rd party add-on that Arena.net licensed to get some $$ back.

In my mind the music is a cohesive part of the game. You don’t just hire random people from another company to fill that part like an irrelevant plug-in.

I also wonder if the increased quality is just about the new files added or it includes the old ones.

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Fighting DAoC’s CSRs

I got stuck in the last step of the “baron” quest (The Race to King’s Crossing) because I wrongly clicked and an object and destroyed it. So I miss the letter I have to return to continue and THERE IS NO OTHER WAY to get it back (because DAoC design is that great). I have no other choice than filing an appeal and wait four hours that it gets answered.

I did that. Wrote down the quest, the object I need and started to wait. Then, after an hour, my appeal is deleted without even a notice:

Thank you very much. I tried to file another but they just delete it without telling me anything.

We were saying not long ago that devs should pass some time with the support guys to learn from the game. I wonder if the CSR guys should spend some time as players to figure out how what type of service they are offering and what’s wrong with it.

I’m lucky that in four years this was only the third appeal I sent.

EDIT: I have to rectify:

I squeal too much too quickly :)

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