The site may be unavailable

cesspit.net domain expires in a few days and I’m trying to transfer it to dreamhost so that I don’t have to pay 20$ for the renewal where it is at the moment.

In theory the transition should be smooth since the nameservers are already at dreamhost and don’t need to be updated. But then I’m also used to all sort of problems coming up. So if the site vanishes it’s because I’m having problems with the domain. Most likely.

P.S.
While I was poking things around I reworked the code of the “Category” block so that it takes less space and allows me to create more categories for the specific games, now shown through the button toggle. I also found a workaround to hide some categories from the block so that now I can add more topics without making the block take too much space and becoming unusable.

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Less than 5% of the players go to raid, I wish

From Nick Yee (and from a reasearch on WoW):

3.6% of all observed characters spent more than an hour in raid content over the month of January.

“I want to believe”. I REALLY wanted to believe.

I was ready to close an eye and use that piece as a wonderful occasion to rant again against a utterly stupid model of development that just goes nowhere. But what Nick Yee writes is largely bullshit and this time the bullshit is even too easy to detect.

His previous research was also completely off, isolating cases from the context when it was instead the context to be the most important element and the one that was interesting to observe. Extrapolating theories from aseptic environments is just an excellent way to see what you want to see. You can prove everything and nothing and along the years there will be an endless cycles of researches that just contradict each other. Rigged points of view.

This time what that test seems to say is also completely wrong. Of course is not the test itself to be wrong, but its interpretation. What they did was to track unique characters. The problem is that a character doesn’t represent in any way a player or an unique account. It’s kind of obvious that there is a majority of alts that aren’t ALL involved in raid content even if the player is actually a raid player. The equivalence that 3.6% of all observed characters represents a 3.6% of unique accounts is just plain wrong. Of course this isn’t what Nick Yee wrote but it is what everyone else would assume by reading what he wrote.

The point is that the test just says nothing useful and nothing that could be used on a concrete discussion (typical bullshit of academic discussions). We already knew that there’s a disproportion between raid players and those who don’t raid, but we still don’t know exactly how significant this disproportion is and the test throws just more smoke in the eyes. I could have five characters, one of them being my main with which I raid most of the time, while the other four are used to dick around, play at the auction house or characters that I logged in once and then forget. This test would still say that 1/5 of the characters raid, we assume that 1/5 of the players raid, but this is wrong because in this example I am still a raid player that raids for most of the time.

Nick Yee can track the characters, but he cannot track the behaviour of a single account. So these tests are bullshit, they don’t say anything useful or more reliable than the assumptions we already made without running tests. Things we already know.

The truth is different. The truth is that WoW transitioned many players to the hardcore group. Players that weren’t like that and that finished to adapt to the game, dragging their friends in as well. WoW has the “merit” to have made the raid content much, much more accessible and widespread compared to other games. This is why the debate between casuals and hardcore is so strong today. WoW exposed this problem because before the “casual group” didn’t even exist. We were ALL hardcore. Only the catasses used to play mmorpg. This genre was closed and specialized.

WoW brough the revolution, it broke the mold. It took the genre and demonstrated how narrow it was, how many limits it had. But at the same time it exposed a bigger problem that before was only latent. To that problem Blizzard wasn’t able to answer. But there’s a merit there, the merit to have gone past everyone else and having encountered a problem that noone else had to solve.

This cannot be denied and it’s part of that “intellectual honesty” that doesn’t allow me to just jump on the badwagon and attack Blizzard using bullshit data as a proof. I just cannot do that, despite there are huge flaws in how these games are developed and despite this could have been a perfect occasion for another stab.

We already knew there’s a pyramid, we already knew that the current mmorpg development is retarded and narrow sighted, we already knew that Blizzard’s development is now clueless. But the data in that test isn’t significative and only confuses some more the situation, hiding what really matters.

I thought it was a good idea to point this out before everyone else and their sister start to wave that test as a proof of I don’t know what. I had a post open on Q23, with the title written, before I discovered that it was just bullshit. So this is for all you bloggers. Just think a second before going on a crusade on this. I stopped right in time.

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Jeff Freeman pulls the plug

on his blog!

Yeah, his blog is gone. I thought it was a technical issue but it seems that he just couldn’t suffer anymore all the players using what he posted to squeal and rage against his work on SWG.

His last post should have been something along these lines:

Interesting factoid, I couldn’t even post THIS without someone linking to it and taking about SWG.

Honestly, this blog’s days are numbered…

Where “THIS” corresponds to a link (now broken) to one of his recent posts where he wrote some general design thoughts.

All the drama originated from here even if it was probably just the last strain on something that was bothering him already from a while.

Honestly I totally understand his reaction even if I don’t approve it. In the last weeks I read some of his posts on the official boards and despite he was trying to post constructively, giving feedback on some bugs and even asking some collaboration to nail down the problems, all his attempts were rewarded just with constant flames, personal attacks and open trolling. Those boards are now a total clusterfuck bordering the civil war. He is surely having a lot of pressure on himself and, being only human, he could suffer these reactions only for so long. Nothing that truly surprises me. We have seen these sort of things already many, many times even if not pushed at these levels.

Beyond these extremes I still have the same point of view in regard of developers having blogs or writing on the forums:

You cannot force a developer to speak as you cannot force him to shut up. This must be a personal choice.

His choice was that having a blog wasn’t anymore useful for anyone if not to feed the trolls in a situation already beyond what’s tolerable and civil.

I also think that game designers must show some more personality and be resistant to criticism, of every kind. I believe being in the eye of the storm and still enjoying every second of it is a fundamental part of that role.

I still prefer those who suffer criticism than those who are indifferent to it, though.

Yes, (being a) game design(er) is hard ;)

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…And “Stargate Worlds”

Are we done announcing new MMOs? Not at all, this is just the beginning. It seems that we are starting to see the result of the lust that WoW’s success generated.

From the only official page we have at the moment:

Cheyenne Mountain EntertainmentTM has obtained the license to create online games based on the popular science fiction television series, StargateTM SG-1 and StargateTM Atlantis. We are currently in pre-production of Stargate Worlds, which is a MMORPG (Massively Multiplayer Online Role-Playing Game) of historical human time periods, alien environments, and outer space locations. Step through the StargateTM as an SG team of soldiers and scientists, and travel instantly to fantastic worlds in this galaxy and beyond. Players can forge alliances, establish trade, investigate ancient mysteries, and defend Earth from such hostile forces as the Goa’uld and the Ori in an immense multiplayer universe.

It sounds as they stole Mythic the assets from Imperator.

Some more details:

Stargate Worlds provides players with a form of ranged combat unique to MMORPG that will take full advantage of modern and science fiction weaponry, cover, and terrain. Players will be able to form squads with their friends or use bots for players who want to go solo. Squad leaders will control maneuvers and objectives through an innovative combat control interface. Players may choose to create characters that are members of either the SGC (the Good Guys) or the System Lords (the Bad Guys). Characters are equipped with varied and mixed skills, with the choice to form such classes as Research, Combat Marine, Medical, Scientific, Diplomatic, Engineering, Archeological, and Exploration. PVP will be possible between the two alliances on many contested worlds, actually swaying the balance of power on those planets, and unlocking hidden content. Cooperative play will also be possible, and players will be encouraged to forge temporary alliances to deal with greater threats, such as the Ori.

Underline mine. It sounds like what SWG should have been when it comes to combat.

It’s also interesting that they’ll add bots to fill the group requirements as it partially happens in Guild Wars with the henchmen. Instead I’m doubtful about the classes. Those aren’t different roles in a given gameplay situation. Those are completely different styles of play (and styles that should be accessible to everyone in the case they are present, instead of making the player specialize on one), how can they expect those classes to interact?

From a side it sounds like another evolved FPS (the description of the squad leaders), from the other like a sci-fi “4X” strategy game.

The universe evolves as players inhabit and vie for control over alien worlds. Local populations will shift their allegiance between the two alliances. Outside threats, such as the Ori, will conspire to further change the face of these worlds. Players will be able to tip the balance of power on these worlds, beating back the Ori invasion, and swaying the local populations to their side through quests, combat and trade. Whether you are a solitary explorer, master tradesman, or commander of a massive armed force- your every action will alter the worlds of the StargateTM universe.

We’ll see. I’m all for world conquest. It’s that part that is currently missing from the current mmorpgs where the environment is just a backdrop populated by passive NPCs.

That said I’m not fond of this setting. In fact I find it completely uninspiring and I couldn’t even remain awake the first time I saw the movie.

There are some elements that make me seriously doubt of the whole project:

Cheyenne and MGM Interactive entered into a licensing agreement to develop Stargate Worlds in September 2005 and Cheyenne has quickly built a very talented development team and created some impressive initial art and technology assets.

A brand new development team? The very first thing that a mmorpg needs is a solid and well-oiled team. The teamwork and synergy is really everything when you build a project with such a scope and that is supposed to going on in the long term. Mmorpg development seriously needs specialization, not teams formed in a hurry with people who have nothing to share and that have never worked together.

Joe Ybarra, Vice President of Product Development for Cheyenne, stated that “Today’s MMO market challenges developers in many ways. Creating a product that separates itself from the pack requires a unique combination of two elements: a superior game concept implemented by a superior development team.

No. They need lots of commitment, dedication and passion for this specific thing.

The rest of the PR fluff is here.

EDIT: Some informations from F13:

Timothy N. Jenson — President and Chief Executive Officer
Joseph Ybarra — Vice President of Product Development
David Adams — Vice President of Strategic Partnerships
Stu Rose — Art Director
Chris Klug — Creative Director
Jim Brown — Director of New Product Development

I think Ybarra was the producer on Matrix Online.

Ybarra is a big name, and their art guy has been involved in … almost everything Blizzard, inc. WoW.

Chris Klug was lead content designer on Earth & Beyond.

More details on their management page.

It seems they really got one of those Blizzard’s escapees.

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Dave Rickey is Lost In Space

Ahaha, I just enjoy too much reading his posts about Eve-Online. It’s the best PR for CCP, they should consider hiring him.

MahrinSkel:
The Goons are way up north, subletting a piece of Syndicate from The Five and pissing off the pirate corps in the area. FIX and [5] are technically hostile, but we have little contact. SA is the result of the Stain Civil War, and that’s probably the root of the current conflict, Catch was ceded to FIX by SE during the civil war and SA wants it back now that it’s over. It put us in a position across their best route from Stain to Empire (although we only had sovereignty over western Catch and not the HED-GP “pipe”, we spent a lot of time camping and patrolling in there), and they probably didn’t like us camping on their oxygen supply.

He is sooo into it ;)

Clueless GMs + premade forms = Fun!

Taken from FoH, who took it from the official forums.

This week i ran BWL for my guild. During the RG fight i died and released along with several others Before RG was dead. once RG was dead i got a rez and dished out the loot. we cleared to the broodlord and called it for the night.

i later zoned in to BWL while in a UBRS raid and RG was back up. I WAS NOT SAVED TO THE INSTANCE.
i freaked out for a sec thinking we had to reclear. i then found someone who was still alive when RG died and made them raid leader.Then I zoned in to BWL and became saved to the instance.

also as where i was raid leader and not saved to the instance everyone who joined the raid after RG did NOT get saved.

I’ll break this down:
IF your raid leader dies and is released when RG dies and he/she will not get saved to the instance. every one who is not in the zone and dead will not be saved either but they can all still loot RG.

And here’s the answer from the GM: After some research it appears the issue you are having may be related to your User Interface (UI).

Got it? Now go exploit the hell out of it, for Blizzard it’s a problem of the UI.

Btw, as written in the comments, all the annoying changes to the reset timers of the instances were an attempt to solve various other exploits. It seems they have opened the way to bigger ones. Good work :)

Also remember that they disabled the /bug command right at launch so you could send your bug reports right to the GMs. Enjoy.

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[Eve-Online] A guide to missiles

On the official site there’s a wonderful guide explaining the turrets, not much about how the missiles work, though. Expecially since the significant changes in “Cold War”.

This is an archive of some posts that should clarify how the missiles work. Completing the guide to the turrets.


Wrayeth:
Missiles are fairly simple. There are three factors to consider: missile velocity, target velocity, and target signature radius.

Missile velocity is fairly self-explanatory – if the missile is not fast enought to hit the target, it will follow until its drive burns out and then disappear, with no damage inflicted.

The second is target velocity. Each missile has an explosion velocity (check individual missile type for the exact amount). If the target’s velocity exceeds the explosion velocity, the target takes reduced damage (which scales as the difference between explosion velocity and target velocity increases). If the target’s velocity great enough in comparison to the explosion velocity, the target will not take any damage at all (really a fraction of a percent of 1 point of damage). Please note that missiles do not inflict extra damage for the target being under the explosion velocity – anything moving slower than the explosion velocity simply takes full damage (before resists, of course). Also note that the target’s actual velocity is used, not transversal velocity.

The third factor is signature radius. Missiles have an explosion radius, and any target with a sig radius smaller than the explosion radius takes reduced damage. Again, damage does not increase beyond normal as the sig radius grows larger than the explosion radius – the missiles just inflict full damage before resists.

Add these three factors together and you have the current missile system.

Things that will help you kill targets that are smaller than your particular missile’s exlosion radius and/or faster than its explosion velocity:

Stasis Webifier – reduces target max velocity by 75% (or more, for named).

Nosferatus and Neutralizers – indirect. Kills target’s cap, making it impossible for them to use speed enhancing modules, such as MWD and afterburner.

Target Painter – increases target’s sig radius.

Target Painter Drones – increase target’s sig radius.


Design notes from TomB (dev):
The overhaul of the missile system is mainly focused on:

# Reducing damage for bigger missiles against smaller ships – the missiles now uses the Signature Radius of the target which gets factored by a new missile attribute called Explosion Radius, where the explosion can only deal maximum damage to a ship that meets the Explosion Radius in size
Damage can be increased on ships that have Signature Radius smaller than the Explosion Radius by either using Target Painter on the target or if the target activates a MWD, the intend how ever is not to make MWD none useable around missile boats as the velocity will be used as a damage factor as well

# Keeping ship velocity a factor for missile combat, allowing it to reduce the damage – each missile class will have a unique threshold where ship velocity can decrease the damage dealing and a unique factor of how fast the damage decreases per m/s once that threshold is met
Everyone who loves shooting or fears getting hit by missiles should give this a test for the feel of how the velocity factor works for the different missile types, it is still at the first level, it will getter a better look at

# Increased missile velocity – this is to make them more friendly & feared at long distanced combat engagements, missiles “do not” have the same benefit of instant damage on module activation that turrets are capable of, while they “do” have the benefit of consistent damage

Known issue here is missiles visually disappearing in space; this has been investigated and fixed (possible the fix ain’t out on the Test Server yet) and missile explosion occurring at freaked locations is still being investigated

# Increasing the missile skill group advancement – players that want to become ultra violent with missiles will be able to get skills to improve their missiles in various ways


Torpedoes:
Their base damage on average sized battleships does not change, Torpedoes are still able to deal the most damage to battleships and are the hardest missiles to counter, they are how ever not as fast as guided missiles, do not have the same possible range and damage is easier to reduce with ship velocity.

# Extreme damage capabilities against big ships like before, but very little damage to smaller ships and easily reduced with velocity

# Velocity has been increased from 750m/s to 1250m/s base, capable of 1875m/s with skills and 2813m/s with a single ship bonus

# Base distance has been reduced, but able to cross 84km with skills and to 127km with a single velocity or flight time ship bonus

Cruise Missiles:
Like all other guided missiles they have maximum velocity, are able to cross long distances in xl-greatly shortened time, significantly increased range and very high velocity is needed to affect their damage – the reason for all guided missiles to have the same velocity is because the velocity of the missiles are not considered a factor for being able of catching a ship or not, they all have to cross long distances and need the highest possible velocity

# They still work the same in damage against battleships but have been improved in DPS with cruise launcher changes (listed below), but only deal average damage to cruisers & frigates

# Velocity has been increased from 1600m/s to 3750m/s base, capable of 5625m/s with skills and 8438m/s with a single ship bonus

# Distance that these can cross has been increased by a big number, capable of 169km with skills and 253km with a single velocity or flight time ship bonus

Heavy Missiles:
Like all other guided missiles they have maximum velocity, are able to cross long distances in xl-greatly shortened time, significantly increased range and very high velocity is needed to affect their damage – the reason for all guided missiles to have the same velocity is because the velocity of the missiles are not considered a factor for being able of catching a ship or not, they all have to cross long distances and need the highest possible velocity

# The DPS for Heavy Missiles against cruisers has been increased with Launcher improvements (listed below), but only deal average damage to frigates

# Velocity has been increased from 1600m/s to 3750m/s base, capable of 5625m/s with skills and 8438m/s with a single ship bonus

# Distance that these can cross has been increased by a big number, capable of 84km with skills and 127km with a single velocity or flight time ship bonus

Light Missiles:
Like all other guided missiles they have maximum velocity, are able to cross long distances in xl-greatly shortened time, significantly increased range and very high velocity is needed to affect their damage – the reason for all guided missiles to have the same velocity is because the velocity of the missiles are not considered a factor for being able of catching a ship or not, they all have to cross long distances and need the highest possible velocity

# The DPS for Light Missiles against frigates stays same for average sized frigates, but gets a little less against the smallest frigates

# Velocity has been increased from 1600m/s to 3750m/s base, capable of 5625m/s with skills and 8438m/s with a single ship bonus

# Distance that these can cross has been increased by a big number, capable of 42km with skills and 63km with a single velocity or flight time ship bonus

Rockets:
These have not had much changed, they will stay the ultimate missile damage dealer for frigates in close range engagements but still limited on distance, their velocity how ever won’t be increased much because of defender purposes in close range engagements

# The DPS for rockets is the same for mostly all ships

[*]Velocity has been increased from 1000m/s to 2250m/s base, capa


Launchers

The missile and launcher changes will make size classed weapons deal more damage per second to same ship class than bigger weapons, there are how ever two exceptions:
1. Cruise Launcher can deal similar amount as Heavy Launcher to a large cruiser with new guided precision skill
2. Assault Launcher deals more damage than rocket or standard launcher to large frigates with new guided precision skill

Siege Launcher: are only able to shoot Torpedoes, they are still the ultimate damage dealer for launchers.
* No more cruise missiles or FoF’s

The Cruise Launcher: now shoots faster than before, it doesn’t have the same damage capabilities as the Siege Launcher, but is a much better option than before and also gives fitting space for other grid/cpu greedy modules.
* Base RoF reduced from 28 seconds to 22 seconds
* Base Power Need increased from 1000 to 1250

The Heavy Launcher: also shoots faster than before, increasing the DPS against cruisers / battleships from currently on Tranquility.
* Base RoF reduced from 20 seconds to 18 seconds
* Base Power Need increased from 60 to 100

The Assault Launcher: has only had little reduced CPU need for fitting, it keeps it average DPS for a cruiser sized weapon, stays the king of defenders, also the only launcher that gives an edge against smaller ship classes in DPS.
* Base CPU Need reduced from 40 to 35
* Base Power Need increased from 30 to 50

The Standard Launcher: has had increased fitting requirements in power need, also due to changes to the light missiles it’s now able to operate at further distances and significantly decreased down time to the start when damage starts taking place.
* Base CPU Need increased from 12 to 25
* Base Power Need increased from 3 to 8

The Rocket Launcher: also has had increased fitting requirements in power need, they will stay the ultimate frigate class launcher for DPS in shorter range engagements
* Base CPU Need increased from 12 to 15
* Base Power Need increased from 1 to 4

Defender Missiles: have had their velocity increased to 7500m/s so they are able of catching faster missiles, the Defender Skill continues increasing their velocity which enables them to get to 11250m/s, capable of crossing a distance of 113km.
Other changes to the multi-launcher-class Defender Missiles have not been done, i.e. you will need more than one defender to take out a Torpedo.

Skills

# Missile Launcher Operation – decreased rate of fire bonus from 5% to 2% (addon of Rapid Launch)

These are new skills that have been listed as possible advancement candidates for the missile changes:

# Missile Navigation – Increased missile velocity

# Missile Bombardment – Increased missile fly time duration

# Guided Missile Precision – Signature radius reduction factor on damage reduced for guided missiles

# Warhead Upgrades – Increased missile damage

# Target Navigation Prediction – The threshold where velocity of target starts decreasing damage is increased

# Rapid Launch – Increased rate of fire for launchers

# T2 Specialization – For T2 junk only

[WoW] 60 and Beyond

Saving the “letter” from the community managers to the players about the problem of raids Vs casual (accessible) content. Linked here.


Tseric:

We have been watching, reading, discussing and compiling a great deal of information regarding the discussion of character advancement at level 60. To be sure, all of you have had a great deal to say and many have contributed to this broad discussion who may not have before, and we thank you for your dedication to being heard and making your personal views known on the subject. We have seen this discussed between players, ourselves and the development team. From this we would like to convey a few ideas which we feel the player base should bear in mind in this discussion.

First, we are certainly aware of how you, in general, feel about this topic. If you feel you are being ignored or disregarded, it is simply not the case. To individually acknowledge every submission to this debate is not nearly as possible as reading every submission. We opt for the latter rather than the former. In addition, not only are we aware of your concerns, the development team is aware of your concerns. We have engaged in more than one meeting where this has been a topic, if not the topic of discussion. They read these boards as well and are not out of ear-shot of your voice.

The development of the casual end-game is a continuing process with us. You may not be completely satisfied with what we have at this point in time, but we are not done with developing this game. What is currently being developed and which we plan to address (and we do mean before release of expansion) are elements and content which touch on the areas in which some players feel the game is lacking.

# Stat progression for players who refrain from large groups
We have some particular ideas and plans which will allow players who do not wish to raid to upgrade gear and see some statistical improvement. These particular elements should hold an “epic” feel while remaining targeted at the solo and small-group player.

# Questing at 60
We realize that at 60, strong incentive for questing evaporates. Obviously, this is due primarily to experience rewards or the lack thereof at 60.We are developing methods to alter, yet reinvigorate questing for players who have reached the level cap.

We feel confident we have provided a great richness and variety into the game that many can draw from and have fun experiences. However, we are not done yet. There are events, quests, dungeons, and other content which have been in the works for some time and are going to be available in the foreseeable future. The issue here is simply that generating content takes time and the content being developed for, let us say, patch 1.9 has been in development for more time than simply since the release of 1.8. Development time is substantial, and while it’s certainly understandable for you to desire immediate changes, such an occurrence is not realistically feasible with the content creation cycle. That isn’t to say we’re not changing the game based on your feedback; far from it. It merely takes time – months’ worth — for the suggestions being made today to become reality.

Along with that, much of what you are requesting is something we are still experimenting with and testing notions and ideas. Many have asked us to innovate new dungeons for smaller groups that have an epic feel. This is not out of our scope nor is it something we haven’t been working on. There are many ideas in the field of which you are requesting that we are developing. We will continue to work out viable paths to content that are appealing to smaller groups. Obviously, many of these ideas will be present in the expansion.

The key ingredient is time. We realize the expansion is in the future, but that does not prevent continued patches to occur before that. The important notion to bear in mind is that the things you wanted and requested months ago are closer to completion and implementation than the things you are requesting now.

In all honesty, we wanted the expansion to come out earlier than it likely will. As our first MMO, we were a little blind-sided by the incredible demand and popularity which this game received. This applied certain pressure and we did not secure some of the technology which is now allowing us to develop content at an improved rate. Through the nascent development of this game five years ago and through its turbulent release, our core design team has maintained a strong vision for this game which has obviously appealed to a great number of players. The selfsame core team, the veterans and original designers of this game, continue to make contributions today that are indicative of the quality entertainment this company has put forth time and again. We are still committed to making enjoyable games for as many as we can and our vision of that has not wavered, but matures over time. We have not lost sight of you or what you think is fun, we simply need to catch up to where we wanted to be previously. The raid content you see coming up is part of the complete picture we wanted to have for the game, but the complete picture is not based solely on raid content. Along with that, we are regarding the current debate and situation for some players as something that will not recur upon reaching the new level cap.

We do not consider this game any one play style’s right or governance. We cater to many tastes and work to provide content for all. While some of you may feel a lull in the action at this moment, we are in fact accelerating towards future releases and content. We are in a better position now to provide for you, the players, than we ever have before.