Kalgan is worth a parody

It seems that my personal crusade isn’t anymore personal.

Why wasting words when some players can make the perfect summary:

YOU’RE GOING TO ARENA, AND YOU ARE GOING TO LIKE IT, YOU HEAR ME?!

AIN’T NO WAY IS THE BOTTOM FALLING OUT OF THE GLORIOUS PYRAMID OF SKILL MY ARENAS HAVE CONSTRUCTED, I WON’T PUT UP WITH THIS CRAP. COME WOTLK, YOU’RE ALL GOING TO GET YOUR HANDS DIRTY IN MY LINE-OF-SIGHT, COUNTER-COMP, RUN-AWAY-AND-DRINK, BURST-THE-WARRIOR, TRAIN-THE-LOCK, OOM-THE-HEALERS, FLAVOUR-OF-THE-MONTH, SAND-BOX CREATION THAT IS THE BE-ALL-END-ALL OF ANY KIND OF PVP EXPERIENCE YOU PATHETIC RETARDS WILL EVER SEE IN ANY MMO OF YOUR SHORT INSIGNIFICANT LIVES. I MEAN JESUS CHRIST YOU GUYS SHOULD BE SIPHONING OFF SOME OF YOUR GRANDMOTHERS PENSION TO ME CAUSE THIS IS JUST SO GOOD.

AND IF ANY OF YOU SKILLESS WORMS DARE THINK OTHERWISE YOU"RE GOING TO HAVE TO SETTLE FOR PVE BLUE GEAR, GOT IT? GOOD LUCK PVPING IN THAT CRAP, YOU’RE GOING TO BLOODY-WELL NEED IT. THEN AGAIN, THAT’S ALL YOU BATTLEGROUND / WORLD PVP LOVING FAILURES DESERVE. HELL, YOU’RE LUCKY YOU’RE EVEN ALLOWED TO BUY WOTLK WITHOUT HAVING A PERSONAL RATING OF 2200. WOW ISN’T ABOUT FUN ANYMORE, IT’S ABOUT GODDAMN SKILL, YOU HEAR ME? AT LEAST WATCHING THE GLADIATORS (THAT ARE PROBABLY BETTER THAN YOU IN RL AS WELL) MORTAL-STRIKING / DIVINE-STORMING / SHADOW-STEPPING YOUR NOOB ASS INTO OBLIVION IN BATTLEGROUNDS WILL KEEP ME AMUSED AS I CREATE THE NEXT TIER OF ARENA GEAR WHILE BENCHING DOUBLE YOUR BODY WEIGHT WITH ONE ARM.

LOVE,

FROM YOUR PVP OVERLORD AND COMMANDER-IN-CHIEF,

KALGAN

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Tom Chilton and his righteous game design

When I first read about this issue I misunderstood it and thought was related to arenas items requiring a certain rating to be used and not just to be earned, which was discussed months ago. Then the second time I got it right: they were putting arena rating requirements EVEN on battlegrounds/honor items.

It was so utterly stupid that I thought right away that it was some unintended beta transition. No way it could make into release.

Instead it’s deliberate.

What a fucking rambling idiot. He was always, but he’s now surpassing every record and even PRETENSE of plausibility. Who the fuck runs Blizzard to allow that this jerk is still around AND a senior designer who continues to fuck and ruin the PvP in every way possible? How it’s possible that most of the rest of the design is so brilliant while this guy can still do as he pleases? Where is the rest of the team? Why no one says anything?

The reason behind the retarded change is summarized this way:

However for now, we don’t have a way to measure “skill” in a battleground in a way that getting the “best” items in the game through battlegrounds would feel equitable when compared to what is required as far as co-ordination and success in pve to get items of equivalent power.

it’s more of a natural consequence of the fact that because we have a way to measure success that feels reasonably balanced against pve, we’re able to put high-end items there, which on its own creates the focus of importance.

They want a “morally right” game where rewards come for “skill” and not for sinking time.

Since in PvE endgame the rewards only come if you “win” the l33t raid game, and if you keep failing you get nothing, they wanted this even on PvP and thought that rewards should only come from “winning” and not for trying, or participating. They don’t want to reward persistence, they want to reward success. You have to be worthy.

Now, as a principle, the idea is even plausible even if unacceptable for a *game*, since players are supposed to have fun no matter of their limits. You know, the best game is the one that makes you think you are very good, not the game that slaps you in the face and laughs every time you fail and makes you feel like you are the very bottom of the food chain.

But let’s put this concern aside for a second. Rewarding “skill” as opposed to time sinks and grinds. Sounds palatable. And maybe it is, if it wasn’t for the fact that the principle of rewarding “skill” through “power-ups” is one HUGE CONTRADICTION. It’s just plain stupid. Unmotivated.

What if for next Olympiads Usain Bolt starts 20m ahead of everyone else since he won this past edition? But, oh, Kalgan replied to that argument:

Of course, I realize that the subject of “skill” is another topic of debate on its own, with many players citing gear quality and team comps as factors in determining the outcome (some seem to go as far as to imply that it’s all that matters). Clearly, those factors do influence the outcome, but not in a way that makes skill irrelevant. If that were the case, it wouldn’t be very hard to step onto the stage with some of the pro-gamers in the tournament and take them down in a match of even gear and comps. However, I can assure you that while I consider myself (for example) a pretty respectable player when it comes to arenas, I and a pair of similarly skilled teammates probably wouldn’t win more than 1 in every 100 games against the top players despite using identical gear and comps. Like it or not, that’s skill.

First. The case of competing with identical gear is not a playable case. It doesn’t happen. And what happens isn’t that players who wear crap are “bolstered” to the item quality of “top-players”. What happens is that those top-players HAVE A FUCKING ADVANTAGE OVER PLAYERS WITH LESS SKILL *AND* LESS POWERFUL.

It’s not equal footing and it’s not even weaker players brought to the level of stronger ones. It’s just giving advantages to who is already ahead, so that this relative situation is preserved.

Second. The implication that there’s skill in the game doesn’t justify in ANY way that those who have the skill must have artificial advantages added on top of that skill. QUITE THE CONTRARY.

Sure there’s skill. Usain Bolt may as well win even if *I* start 20m ahead of him. But this doesn’t fucking justify the fact that HE has the right start 20m ahead *of me* simply because he has that skill. QUITE THE OPPOSITE.

So it’s really a matter of plausibility, not game design. We are far away from any possible game consideration. This is plain obvious: you just CAN’T justify an irritating change in the game as a moral principle. Because the premises of that principle are, as demonstrated, completely wrong and unacceptable. So that justification doesn’t work.

The true reasons why this is happening are twofold. The first well explained on Q23:

A lot of players have simply given up on the arena due to the fact that they don’t find it fun getting pounded 10 times for a meager amount of points. Unfortunately, those lower-tier players are needed to keep the arena ladder functioning properly, since somebody has to have a shitty rating in an ELO system. Instead of finding a creative or rewarding way of luring players back into the arena, Blizzard is simply requiring them to come back in because they can’t get battleground PvP gear otherwise.

The other reason is Tom Chilton and his e-peen.

It’s all about the rewards, and these rules are made SOLELY so that these rewards stay “secured” in the hands of a selected few.

And then I thought it was genius.

Politically it’s the metaphor of capitalism. The concentrated power and wealth in the hands of some limited few and wasted mindlessly, while the rest of humanity has nothing and is treated like garbage. And the “righteousness” of it all.

The game is the celebration of that. The self-preservation of power through rules made by those who exercise that power and self-made morals to justify it. Selfish and blind.

You can’t learn anything more useful than that.

P.S.
Feedback starts from here.

Warhammer client nerfed: call it a “fix”

Today I logged in after the patch to see if the stuttering problem was at least getting better.

Well, it was! Even in a scenario it was more playable. The stutter was still there, but much reduced to where it used to be, and definitely not a matter of perception. It really seemed better.

In fact Mythic confirmed this:

We have been listening to the Warhammer Community about performance issues players are having while they were in scenarios. While we had the servers down today, we applied a number of fixes designed to improve play in scenarios and make the experience better overall. Our goal is to make scenarios the best possible experience for our players.

Great.

But I had a few suspects. I noticed that the texture usage was noticeably lower, so I was wondering if those fixes were about reduced detail or something like that. Or maybe a better caching. It was odd because the stutter seems reduced even outside the scenarios.

Then a few minutes ago I noticed something: specular lights aren’t being shown anymore.

Specular lights are those shiny effects/glow on the terrain, or the red glimmer on metal items. Well, gone for me.

You know, that explains both the reduced texture usage and stuttering. I just wish Mythic was more honest about this and explained that the increased performance wasn’t due to “fixes”, but removed client features. And at least give us updates about their progress on what is really being done…

Mythic’s engineers should be able to do something more than go in the settings and turn off an option (while also causing the side effect of hardlocking all the graphic settings, which is kind of hilarious).

UPDATE: It seems hardware-based. On my other PC everything is turned on and working properly, while on the first PC I have BOTH lightmaps and specular lights disabled even if they are active in the options.

UPDATE 2: The patch fixed the previous problem, but the stuttering is back as it was.

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Mythic really messed up: shortcut to victory

Something like a reblogging since Eurogamer put it in the most hilarious way.

The entire process, beginning with the capture of the contested zones, began in the early evening and was over by the small hours of the morning. This despite the fact that Mythic boss Mark Jacobs told Eurogamer in a recent interview that completing a city siege in one night would be impossible:

“We’ve laid everything out in a manner that your side has to accomplish a lot, so it’s going to take time. We’ve seen the other games out there where people can do things late at night while nobody else is on, but it doesn’t work that way in WAR. It’s impossible,” he said.

“It should be weeks unless we really messed up.”

So thrice wrong.
– It happened in less than two weeks from launch when they said it would take much longer
– It took just a few hours when they said it would take days
– It happened deep in the night when it wasn’t supposed to be the case

Tobold says it’s a matter of exploits and I’m not surprised since I got the impression that the endgame wasn’t tested thoroughly.

But for me that’s not the problem.

These points could be eventually fixed if one really wants to fix them. These are just transitions to a mature game. The REAL problem is that I do not think they are encouraging defense.

So let me state this bluntly: the game, in particular endgame big objectives, risks to become “hide and seek” events where Destruction and Order take turns at the bag of loot. Without any incentive for defense the game risks to be more rewarding for avoiding each other than to fight.

Shortcut to victory.

Or like in DAoC, where the “endgame rewards” were so trivial that the whole keep and relic warfare was forgotten and the game became just 8vs8 specialized ganking groups.

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A wave

I read yesterday from Raph’s blog that Jeff Freeman died. It was a bad feel because I started reading and it wasn’t suddenly clear what happened, just a bad suspect. So I scrolled quickly the post and found out that the suspect was right.

I really felt awful. Then even slightly relieved when I read on Lum’s site that it wasn’t because of the job and that he was going to start at Zenimax next week. Then I felt hypocrite. If it was about the job I could more closely connect with that kind of frustration, but I was also thinking that I was considering it in a kind of selfish way. Which is what I’m doing again.

It was really unexpected. After so much time you read someone on the internet you get this stupid illusion of knowing him a bit, and I never perceived anything wrong. So it’s all about the smoke and mirrors, and the reality afterward.

I don’t have much to say. It’s just awful.

Both Krones and Brandon Reinhart wrote something more appropriate.

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Quotes from The Lees of Laughter’s End

The Steel Remains made me drop completely Erikson’s novellas, the story was much more gripping. Now I’m back to finish what I started, and, oh, the writing… I love it.

This was how the world circled around itself, curly as a pubic hair, plucked and flung wayward on whatever wind happened by.

‘Panic is a common affliction when spirits awaken, Captain Sater. Like pollen in the air, or seeds of terror that find root in every undefended mortal mind. I urge you to mindfulness, lest horror devour your reason.’

‘Life is like a clam,’ Bird Mottle’s father once told her. ‘Years flitering shit then some bastard cracks you open and scrapes you into his damned mouth. End of story, precious pearl, end of story.’

Take a stick and jam it deep into the mud, just up where the waves reach on an easy day. Come back a week or two later and there’s a mound of stilts gathered round the stick on one side, and a faint shallow pit on the opposite side. Unless a storm arrives to drag yhe stick away, the mound grows, the hole slowly fills in.
That was Toll’s City.

Bauchelain paused, frowned at her. ‘You are hunted.’ Then he nodded. ‘As we suspected. What follows in our wake, Captain?’
‘How should I know?’
‘Describe your crime.’
‘That’s nothing to do with anything. It wasn’t even a crime. Not really. More like… opportunism.’
‘Ah, a short temptation to which one yelds, casting aside all fears of consequence.’
‘Exactly.’
‘A momentary failings of ethics.’
‘Just so.’
‘Expedience winning its war with duty.’
‘So would we argue, yes-‘
‘A defense based on the weakness of nature belongs to untutored children and dogs that bite, Captain. You and your cohorts are all adults and if you relinquished your honor then fierce punishment is righteous and deserves a large audience, a mob, if you will, expressing their most civilized glee over the cruel misery of your fate.’

One scream. A sudden widening of the eyes, a faint primordial shiver. The soul tenses, crouches, awaits a repetition, for it is in repetition alone that a face is painted onto the dark unknown, a face indeed frightened, frightening, wracked with pain, or -and so one wishes- in bright, startled delight. But alas, this latter entreaty is yielded upon so rarely, for such are grim truths unveiled, one beneath another and seemingly without end.

Life, as Bauchelain would well note -were he of any mind to voice comment- was ever prone to stupidity and, in logical consequence, atrocious self-destruction.
Of course he was too busy spilling an endless flood of seed into a barely sensate and in no way resisting Captain Sater down in his cabin, and this, as all well know, is the pinnacle of all human virtue, glory and exaltation.

The Steel Remains – Richard Morgan

This book is all about the execution. Maybe you read other reviews, the common theme you find is that this novel was expected to be revolutionary or innovative, or at least overthrowing some cliches and conventions. Instead it is all about the execution. And the execution is excellent.

Richard Morgan was, to this year, known as a science fiction writer. I haven’t read any of his books yet, but know something about the reputation. He has a kind of “modern” writing style and approach. His stories aren’t of the fancy kind with space ships or alien races, they are tightly rooted to the modern world and sensibilities. Some politics, some personal character struggles. Maybe closer to cyberpunk if you want to have a vague idea (and the vague idea is all I have since, once again, I only read “of” Morgan, and not read his books myself). When you have this type of writer brought to fantasy you at least expect… something. An original note, a particular point of view, some spark of originality, of invention. Some nonconformism.

The book doesn’t exactly delude on that front. It CAN delude if you come with specific expectations, but if you let it drive you, then you’ll have a satisfying experience. In truth I don’t think Morgan here tried to be revolutionary, so I can’t even say he wasn’t successful because it’s more an expectation I see coming from the readers than the writer himself. To me this book reads a bit like a “classic”. Not a kick in the nuts of a genre. But an homage. A tribute.

There are aspects of it that clash together. While the plot and abstract themes tend to be within the genre (so it’s all already seen), it’s the execution to be brilliant and follow that “modern” thread and intent. Something like a “what if”. What if classic fantasy, with all its tropes and cliches, was invented today and written with today’s sensibility? That’s what this book is, and if it’s not about rabidly original ideas, it has a wonderful execution that makes it a wonderful book to read that I absolutely recommend.

“Fantasy”, as a genre, has its own role. Like a sociological, descriptive purpose. The way societies work, some visceral themes about humanity and its meaning. Steven Erikson said that he likes fantasy because it allows him to make a metaphor real, with all its strength. The symbolic power. So fantasy has a role today. This books just drags all of this closer. It’s “aware” of the distance there is between certain fantasy and the way we know and perceive the world today, and becomes an attempt to look at the same things that make fantasy “classic”, and see, describe them with the new set of eyes we have today. So, in a way, this book is actual. Both in the way some thematic aspects rise to the surface, and the way IT KNOWS it is entertainment, and goes for it without fears. It uses hands down all the tricks known for the effect, and absolutely succeeds. If you aren’t a purist.

I loved the book. It’s extremely readable and gripping, the kind that makes you sink in and turn the pages. You think that you are going to just finish the chapter, then read the first lines of the next and can’t put it down. It’s fun to read and really well written. The characters are good, the story mainly revolves around three protagonists, even if it always feels like the other two are a bit less prominent and less realized. Probably Morgan’s more obvious skill is also the one that could be seen as a weakness here: the dialogues. Personally it’s what made the book work for me. The dialogues are probably the less conventional part if you think of the genre, but if you accept the style it’s also where Morgan shines. The characters come trough, they become real. The way they talk to each other comes out of the page. You don’t feel like reading a book, but as if you are really there, listening to real men who really know each other. True friendship and complicity. On this particular aspect is as if you never feel that the characters are talking to the reader, but really talking on their own. Their feelings, their relationships, feel true.

On the other side the prose seems to go in the opposite direction, and probably as a choice. It’s “warmer”, there are some major infodumps here and there that feel even too heavy and clunky. The writer weighs in with comments and observations, becoming more a subject of the writing, more “talking-to-the-reader”. But it seems more a choice, as it offers the possibility to make the hidden parts more explicit and so “care” more for the characters and what they are. Morgan always seem to know exactly what effects he wants to obtain in the reader, and so uses all the tricks he knows to make it happen. Something like means to an end. Maybe, if I nitpick, too gimmicky, but it’s what I mean when I say he knows the book is also entertainment and is not ashamed of it. It’s not pretentious and comes out as better realized than most.

It also feels like he’s cooking. At various moments in the book I felt as if he was restraining. Like building things in potential. He shows you something, just the possibility of it, he hints at some crazy, unexpected twists, then steps back as if he didn’t want to rise the stakes just yet. He just shows, tells you he can do it, but not just yet. Before the book is over he already built various threads and possibilities that will flow on with the series, yet the story has its conclusion and feels realized on its own.

It’s so involving and well written that you can glide over some possible flaws. Possible because they are flaws as general rules, but I think here have an interesting role. For example the deus ex machina.

There are three HUGE ones in the book. The first is pointed by the characters themselves and laughed at, one is openly referenced, and the third comes last like a FREAKING epiphany and kept well hidden. Usually deus ex machina are proofs of a bad plot, here, similar to Erikson, the deus ex machina are subjects. In the sense that one main, but slightly shaded, theme in the book is the way all the story is piloted by some unknown hand. So not only there are deus ex machina in the book, but they are actually a part of the book, contained with it. And that probably will have a leading role for what comes next (since this is going to be a trilogy).

In particular the ending of the book is great. I actually found the “last battle” a bit underwhelming. I wouldn’t know what else to ask. It’s absolutely accomplished, but I kinda knew where it was going. I felt like I fell again in the trap. Because in the aftermath of the battle you have those ten pages left in the book, you read and expect to read just about the last salutations between the survivors. Yet, in the last FIVE pages, exactly when you don’t expect anything anymore from the book, it sends chills down your spine with a series of both implicit and explicit revelations that work a bit like Fight Club, making you revisit retrospectively the whole book under a new light. That was quite awesome and felt again as if the writer always had a very tight control on the book and the effect he wanted to have in the reader, even when you thought he missed.

It wasn’t a miss, it was a feint.

Morgan is like that. The pied piper of Hamelin. He seems to know exactly where your attention is, how you’re feeling, and so he is a successful manipulator. A trickster. He fixes your attention on one hand, while the other does the trick. As I said, sometimes this may feel gimmicky, but if you let yourself enjoy the book then it’s just a pleasure.

Warhammer performance woes

Edit: This is an example of a long thread, there are many of those on the forums, many players with the exact same problem (hard disk thrashing). If you look at the specs you can notice there isn’t a pattern (nVidia, ATI, doesn’t matter). So it’s really a generalized behavior that more or less affects everyone (depending on drive speed and video memory bandwidth). I had a slight improvement after I lifted the Windows page file from 2Gb to 3. Slight.

Another.

—
When I wrote my impressions on the game I was running the client on a brand new, near-top the line machine, and said the performance wasn’t that amazing, with some FPS slowdown in crowded RvR.

Today I mirrored the client to my old PC and I was surprised to see that the framerate is about the same (!) while the PC is four years old. I have about 30 fps, 20 in the quest hubs with lots of NPCs around. Obviously the more characters, the lower the framerate, but it’s playable.

What instead makes it *completely* unplayable is the constant hard disk thrashing. If I stand still I have smooth FPS, as soon I start to move in a direction the hard disk begins loading heavily.

Since the problem is weird (I expected lower fps, but not this caching problem) I started to research it a bit. I have 1.6GB free on this XP install, and the client uses between 1 and 1.2Gb of memory. My videocard has 512Mb. On standard settings the client only uses 256Mb, in all cases. This is also related to a bug (known by Mythic) as it seems that the client doesn’t detect the correct amount of video memory.

In any case they added that slider on the options. Moving the slider basically “overrides” the amount of video memory the client is going to use. From my experiments I noticed that at the higher setting it was using up to 400-430Mb of video memory.

The problem is that this does very little to reduce the heavy stuttering as you move around. That slider does NOT load an higher number of textures (so reducing the need of constant loading), it simply loads higher res ones (so you don’t see anymore blurry textures around you). So it doesn’t increase the number of textures, it increases their quality. This means that, no matter the slider position or other settings on that window, the hard disk thrashing is still there, almost unaffected.

On the new PC I also noticed this thrashing, but it was noticeable in heavy populated zones. And that PC had 4Gb of memory and a very fast HD too, so the problem was minimized. This just to say that I don’t think it’s hardware related, but a problem in the architecture of the client and the way the memory is managed. I remember when I was in Mourning’s beta (yeah, the vaporware game) and they didn’t have implemented yet some kind of threading system that would have prevented the loading from the HD to freeze the client. The result was that every time you changed direction the client would freeze for one second to load a different animation.

This thrashing problem feels somewhat similar. It’s like the loading from the hard disk thrashed the whole system and makes the game unplayable, while the *constant* need to free/load video memory makes it all worse.

As I said even at the highest setting the client doesn’t use all the video memory available. Usually you have that texture thrashing when the video memory is filled and so loading new textures requires to free some space. Warhammer client does this CONTINUOUSLY. Every step you move in a direction it starts swapping old textures out and loading new ones, even if you have free memory. Sometimes you don’t even need to move, turn south and it loads those textures, turn north and it is already swapping things out and back in. It’s insane.

This to say that I doubt you can find a “magic fix”. This seems entirely a client issue that only Mythic can investigate and figure out. On a very fast computer the problem is much reduced and so not ruining the gameplay, while on older machines it becomes really annoying. But it was there in both cases for me.

One thing I noticed is how much the client performance affects my “bias” to the game. When I was having these problems I logged out with a sour taste and the experience soured me even toward completely different elements. So, beware, sometimes the overall opinion and positiveness toward a game can be heavily influenced by a couple of things that do not work well. Like a chain effect.

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Not good enough to hang out with the cool guys

Apparently running a blog for more than four years doesn’t get me even one humble spot in the blogger guild. They dismissed my application with a default message.

And they were complaining that Tobold got a free subscription with his blog! Me not even a guild invite from the same guys who were complaining!

Not that I’m too surprised. Not the first time I find unmotivated hostility toward me. “If you sit next to HRose you can’t hang out with us anymore!” Even nerds bully me.

Still, if you’re interested in joining myself and folks like Cuppy. Darren, and Shwayder, and aren’t known as HRose on the forums, here are the servers you should be interested in:

Thank you, fellow bloggers! I considered you friends!

;)

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