I had some fun playing dress-up with dolls:
This again from Alice. I slightly edited the result to look bit more like me, like the fuzzy beard. Go play!
P.S.
Do not mouse over the image…
The Canaca.com (my host) went crazy for nothing.
Site Suspended
Hi,
your accout has been suspended due to :
” Suspended due to running a heavy php script on host56. “and put the server down.we can unsuspend your account if you promise not to run that php script that you were using last night any more.cause it puts our server down. here is our proof attached with this e-mail.please let us know.Thanks.
Best Regards,
Canaca-Com Inc. Staff
So. Now I’m back at the Canaca site, I worked a lot behind the scenes and I basically mirrored the site on another host that I was using for my guild project. Depending on how the DNS nameservers are behaving you can be here, there and everywhere.
The story is that I passed the whole previous night taking screenshots from the test servers of World of Warcraft. Then I did the error to link them on the official forums. I monitored the situation for about ten minutes or so with around 180 users around the site, there weren’t problems so I logged out and went to sleep. When I woke up I found the hosting account suspended, by looking at the logs I figured out that it resisted for about an hour, then exploded.
While I was expecting some sort of answer from Canaca (they didn’t even send me an e-mail telling about the suspension) I worked to move the whole thing on another hosting account but when I was done the suspension was lifted, so I switched again the nameservers and here we are.
I’ve learnt that I must be more reserved about my stuff, that I need to make the site more portable (too many unique/broken links) and that this script is wonderful if when you try to import databases in mySQL you get this error I’ve seen too many times:
Fatal error: Maximum execution time of 60 seconds exceeded in /var/www/html/phpMyAdmin-2.6.0-pl3/libraries/read_dump.lib.php on line 188
No more hours to copy/paste chunks of sql queries to help phpmyadmin digest them more easily. That script does everything on its own.
And please be nice on my poor site.
Follow-up:
Thank you for writing back to us.
We unsuspended your account but, if anytime your website consume 10% or more of our systems resources we will suspend your account.
http://faq.canaca.com
Best Regards,
Canaca-Com Inc.
FUCKING FINALLY!!!
See that? It’s the new “splash” screen and it looks like we’ll finally be able to access the european servers and vice versa.
NO MORE RETARDED BARRIERS.
This is the biggest news. I do not care if this won’t go live with this patch version, it already shows that Blizzard is moving. And it’s enough.
Amen. They are finally going to repair one of their biggest mistake and stupid limit.
While I was tinkering with Doom 3 Blizzard confirmed the patch notes that were leaked two days ago (Oh! So they weren’t fake, huh?) and reopened the test servers.
These test servers seem open to everyone and there’s also a public page to allow to transfer the characters. The problem is that the transfer is already “temporarily” disabled. The current patch (from 1.3.1 to 0.4.0) is available through the standard, horrible installer here (40Mb of fun). I’m downloading it with a good amount of problems, as always.
I’m not sure if I’ll spend the time to mirror the patch here considering that during the last test session they kept rebuilding the whole package for every change.
Anyway. At least I hope I’ll finally be able to see how this Honor System is implemented. I hope… I have the bad impression that the mechanics will remain obscure to everyone but Kalgan even now that they are supposed to go public.
P.S.
If you are lazy check back soon. I plan to add at least some screenshots of the new mounts and add whatever I’ll find interesting. So I think I’ll keep updating this entry.
EDIT-1: Good news for the ease of testing. From the QA lead:
Good News! You no longer have to be invited to the Test Realms to participate in testing the new content. For this new phase of the Test Realms (patch 1.4.0) and all future phases, a new system has been put in place that allows anyone to copy their character over to the Test Realms via a web interface so that all who want to participate can do so.
After copying your character over to the Test Realms, a new patching process is now available. For the previous phase of the test realms it was necessary to patch up to the test realm version. If you wanted to play back in the retail version of the game it was necessary to install a reversion patch to change your client back to the correct version. This is no longer the case. The new patch system splits your client into two different versions. Upon applying it, a â
This is a review of the Doom 3 expansion released early this week and that I posted a few days ago on Q23. I organized it slightly better and also added a summary at the end with aven a “vote”. Just to mimic the official news sites. So no mmorpgs and lots of artsy sceenies.
Press the “read more” link to check it out –>
The expansion is rather good but also short, there are reports of players finishing it in about five hours.
The gameplay is way more straightforward and arcade-ish. You don’t lose time, right as you start you are thrown in the action. The whole presentation of the game is more “childish” and less serious. Everything is put together to be just scary in a silly way, so, instead of having an attempt to a somewhat serious story and gameplay, here you have just baddies showing out the graphical engine and striking poses for you. It’s like a big hollywood movie, everything is there to be spectacular but it also feels like big toy filled with cliches and pretensions of “coolness”.
There are a few points of interest. Some reviews still complain about the “monster-in-the-closet” but the situation is WAY improved. There’s still ZERO consistency in the level design, you pass through a room and it’s empty, arrive to the opposite side, trigger something and, magically, on your way back everything spawns/dumps in. But in general the flow is improved and the situation is less predictable and annoying as in the classic game.
The level design is rather good and it’s probably the main quality of the expansion. Some textures are really wonderful and there’s a ton of atmosphere, probably more than in the original game. You start in some sort of excavation site and the lack of light and the structure of the level is way more believable (see the screenshot with the light cables on the ground). It’s somewhat also rewarding “exploring” the environment with the torch since you are really able to discover wonderful pieces of art and colors springing to life. Aside the scares about triggering something (and the game does a good work to offer scares not directly connected to danger, like the level rumbling and shaking, stones and dust falling etc..) I found interesting to just go around as an “explorer” and observe the environment. The game does really a good work to put you in an excavation site around some sort of hellish temple with mechanical plugs. Stone and metal, a wonderful mix. It’s visceral.
The places are more interesting and less repetitive and predictable. The action more direct. Still it’s rather confusing. The darkness, the complexity of the rooms and the increased number of baddies don’t help. The ground is filled with disconnected stones and pebbles (that you can move) that make the movement rather annoying even if somewhat realistic considering the situation.
The two new weapons are interesting. The double barreled shotgun is great. Feels like the classic doom and is again something visceral. Great sound, wonderful animation and effect. It’s rewarding just to have it in your hands, it’s massive and you really feel like it’s really there, concretely. It’s solid.
The grabber thing, instead, is annoying and not so-well executed. Basically you can only grab the pebbles, the barrels, the fireballs and flying skulls. When you aim at something that you can grab the crossair will give you feedback. So you left click to grab and release the button to launch. The grabber mantains the catch only for a couple of seconds so you cannot grab something and carry it around. The annoying part is that it’s extremely situational since you cannot plan ahead what to grab and have it ready. The weapon is then rather big on screen and during the grab effect it distorts the image. Also, when you grab a flying skull, a flaming barrel or a fireball, you’ll also get completely smoked. If you add: the big model of the weapon, the distortion effect, the pitch black of the scene, the insane amount of the smoke and the limited time you have for aiming… Well, it’s just like if you are BLIND. You simply throw stuff randomly because it’s impossible to see what’s beyond this wall of smoke and stuff. The flying skulls aren’t satisfactory, as you launch them they disintegrate, so it’s not possible to throw them effectively or see them bounce. And there’s also a really bland impression of “impact”. You throw stuff at the mosters but they do not react properly and it’s hard even to have a right feedback about whether your action was effective or not. I mean: you simply cannot even understand if you aimed right and hurt the monster or if the thing you threw just bounced on something else without touching your target.
The use of this grabber in short: confused and messy.
Other problems are deep-rooted in the engine. The physics engine, that now has a stronger role in the game, is still highly imprecise and unrealistic. So it clashes with the “realistic” pretension of the graphic. The presence of pebbles everywhere to simulate again a difficulty of movement becomes also just annoying because you get stuck constantly while trying to dodge a fireball and you never know if it’s a pebble, a wall or whatever.
So it’s good and bad together. The bad parts of the classic Doom 3 are improved, the pich black more excused and lessened by the pleasure of exploration and the beauty of the levels. The action is more “hot” but often rather confused and messy for the reasons I’ve explained. I haven’t checked the multiplayer but it’s about the same. There are levels simply impossible to play because they are JUST BLACK. Then other levels with a great atmosphere and a better planned light-flow.
It’s also a lost occasion to improve a crucial point of the design in the whole genre: the interaction with the environment. What these games strongly need is to give a personality to their monsters. So that they are able to move and fight *differently* from the player.
A good hint of the potential is from the new monster they added, the Vulgars. They are extremely cool because of how they look and, in particular, because you see them crawling on the walls and ceilings. Unfortunately this is only scripted. Once the Vulgar finishes the script and enters the action it just becomes a differently skinned imp throwing green fireballs. This is the lost occasion.
These games need differencies for the monsters. They must get new abilities to differentiate their possibilities from the possibilities of the player, in particular about the perception of the space. They shouldn’t be just another entity walking around a level. If a player cannot reach an higher platform, a monster could do that, maybe with high jumps, maybe by walking on the ceiling. This differentiation may become the MAIN innovation in the genre. You have to consider tactics that go beyond the scope of the current shooters because the labyrinth-like aspect of the levels will assume different conformations. Enemies coming from the top, enemies running around the ceiling, entering ducts where the player cannot go. Use the elements of the scene for their tactics, taking advantage of their DIFFERENT possibilities compared to a “normal player”.
So the normal player couldn’t enter those ducts, or do high leaps, or crawl on a ceiling. While the monster do that. The player, to play must confrontate and relate to a different logic. The 2D space of the labyrinth/level assumes new shapes, new solutions, new paths.
That’s the source of NEW gameplay and innovation. Monsters equal to a difference of from the player. “Alien” not just because of the aspect but also because of the behaviour and possibilities of interaction with the environment. Unfortunately this expansion just “suggests” all this, without really delivering since these possibilities are limited to hand-crafted cutscenes integrated with the flow.
But I surely do hope that these possibilities will become concrete soon.
PROs:
– Good level design
– Beautiful textures and colors (when well-lit)
– Great overall atmosphere
– Feeling of “exploration”
– More action-packed
– The 2barreled shotgun
– Less bad habits (monsters-in-closets, too dark sections..)
– Less predictable and repetitive
CONs:
– Too short and small-feeling
– No pretense of “seriousness” (no attempt at a real story)
– The “gravity gun” bad usability
– Problematic movement due to pebbles
– Too much confused action for a mix of elements
– Imprecise physics engine
– Still a bit too dark
– The engine is 3-4% slower than the original game (on the standard timedemo)
– Unbalanced difficulty levels
– Nothing really new (no innovation, lots of untapped potential)
VALUE (from 1 to 5): 3.5
(it’s a blend between 3 and 4. It’s 3 if you consider the overall product, its longevity, its price and the untapped potential. Instead it’s 4 if you consider it as another plug for the whole puzzle that is Doom 3. If you are a fan of the game and would like to see it “complete” in all its parts)






























------------------------------------------------------------------------------ ***** Monster Name***** | PSTL | SG | DBSG | MG | CHG | GRD | PLR | RL | BFG | ------------------------------------------------------------------------------ Zombie (Generic)******* | 8*** | 1* | 1*** | 12 | 5** | 1** | 7** | 1* | 1** | Zombie (Fat)*********** | 8*** | 1* | 1*** | 12 | 5** | 1** | 7** | 1* | 1** | Zombie (Flaming)******* | 11** | 1* | 1*** | 17 | 8** | 1** | 10* | 1* | 1** | Zombie (Bio Suit)****** | 8*** | 1* | 1*** | 12 | 5** | 1** | 7** | 1* | 1** | Zombie (Z-Sec)********* | 7*** | 2* | 1*** | 12 | 5** | 1** | 7** | 1* | 1** | Zombie (Commando)****** | 12** | 2* | 1*** | 25 | 12* | 1** | 15* | 1* | 1** | Zombie (Chainsaw)****** | 17** | 3* | 1*** | 28 | 13* | 1** | 16* | 1* | 1** | Trite****************** | 2*** | 1* | 1*** | 3* | 1** | 1** | 1** | 1* | 1** | Tick******************* | 2*** | 1* | 1*** | 3* | 1** | 1** | 1** | 1* | 1** | Lost Soul************** | 2*** | 1* | 1*** | 3* | 1** | 1** | 1** | 1* | 1** | Imp******************** | 9*** | 1* | 1*** | 15 | 7** | 1** | 9** | 1* | 1** | Vulgar***************** | 12** | 1* | 1*** | 18 | 9** | 1** | 12* | 1* | 1** | Wraith***************** | 9*** | 1* | 1*** | 15 | 7** | 1** | 9** | 1* | 1** | Maggot***************** | 6*** | 1* | 1*** | 9* | 4** | 1** | 5** | 1* | 1** | Cherub***************** | 4*** | 1* | 1*** | 6* | 3** | 1** | 4** | 1* | 1** | Pinky****************** | 16** | 3* | 1*** | 25 | 11* | 2** | 15* | 1* | 1** | Cacodemon************** | 15** | 3* | 1*** | 23 | 10* | 2** | 13* | 2* | 1** | Renevant*************** | 20** | 4* | 1*** | 31 | 14* | 2** | 17* | 2* | 1** | Archvile*************** | 31** | 6* | 2*** | 48 | 22* | 3** | 27* | 4* | 1** | Mancubus*************** | 72** | 14 | 4*** | 112| 50* | 5** | 63* | 5* | 1** | Hell Knight************ | 65** | 12 | 4*** | 100| 45* | 4** | 57* | 5* | 1** | Bruiser**************** | 72** | 14 | 4*** | 112| 50* | 5** | 63* | 5* | 1** | The Hell Hunters******* | ?*** | ?* | ?*** | ?* | ?** | ?** | ?** | ?* | ?** | Maledict*************** | ?*** | ?* | ?*** | ?* | ?** | ?** | ?** | ?* | ?** | The Guardian*********** | 57** | 14 | 5*** | 89 | 40* | 5** | 50* | 7* | 1** | Sabaoth**************** | 125* | 25 | 11** | 194| 88* | 10* | 110 | 10 | 2** | Cyberdemon************* | 286* | 57 | 21** | 445| 200 | 25* | 250 | 25 | 3** | ------------------------------------------------------------------------------ Legend: PSTL: Pistol | SG: Shotgun | DBSG: Double Shotgun | MG: Machinegun | CHG: Chaingun | GRD: Grenades | PLR: Plasma Rifle | RL: Rocket Launcher | BFG: BFG |
You do not see often these types of thoughts on the fanboy newsites. It also touches a few points I’m discussing elsewhere and at the origin of an idea I had. We’ll see.
There’s an interesting and nostalgic thread on World of Warcraft official boards with the players daydreaming about their first mmorpg-love. From those words you can actually feel the passion and this makes me again curious about that game that I was never able to “get”.
In particular “Interslayer” claims to have been a developer during the 3DO age and linked this interesting read. Nostalgic Lum’s stuff brought by Ubiq via Myschyf (where is she?)
About two weeks passed from when I praised the last group of additions/fixes to DAoC. Yesterday the patch was moved from the test server to live. It didn’t take too much research on the forum to find comments about “things gone wrong”, because, as always, Mythic is able to do the most obvious mistakes.
Now I won’t touch the class issues because it’s an old argument that matters more in the relationship between the developers and the players than the actual game mechanics. The new mistake is instead the Tower Razing mechanic that I was expecting as a major improvement. Some players are strongly criticizing it as a letdown and when I delved into it some more to understand why, I discovered that the model I imagined in my head (since I’m not playing the game anymore) was actually different from the one implemented.
In a simple way: this new mechanic was SEVERELY needed because, before, the sieges were the most awfully boring thing you can conceive. The siege game was some sort of “tennis simulation” with two zergs of players shooting each other for hours and no concrete consequence aside slowly milking realm points from repeated kills. It was STATIC. The towers didn’t provide enough feedback and impact on the battlefield to create a variety of situations. They moved from being undefended towers that still required an high amount of time to conquer (so: long and boring PvE sessions by fighting NPC guards and beating a door) to endless sieges at well-protected towers. Sieges that only produced actual consequences when one of the side simply chosed to give up and do something slightly less repetitive than staring an uneventful tennis match. Exhausting victories.
This is why I welcomed the Tower Razing idea as a good change in a critical zone of the gameplay. If those damn towers can CRUMBLE, they can finally provide that dynamism that was severely lacking. A crumbling tower is a type of interaction with the environment that forces a change. You CANNOT stay in the same place and play tennis for hours because at some point the tower will crumble. Or the players inside (the defenders) start to do some serious action to keep it up and DEFEND, and COUNTERATTACK, or the tower will crumble under their feet. At that point the attacker will rush in because it’s not anymore possible to defend the door with AoE spells. The proposed system plugs in the game that dynamism and variety of situations that was strongly needed. An erosion of the bad habits in the actions of the players that were strongly supported by a badly designed gameplay. So, finally, an actual impact of a siege WITH CONSEQUENCES.
What went wrong? The absurd. They simply overdid the schema. They moved from a static model to one so dynamic that it basically doesn’t matter anymore. So is the “error” a matter of a careful balancing process that requires an accurate testing phase? NO. The error, as I said at the beginning, is at THE BASIC LEVEL. The error isn’t in the “dose” of the change, but in its FORM. In its coherence. This is why it’s a DESIGN mistake and not a balance mistake. The result is unbalanced but the cause is at the source.
So again, what went wrong? They implemented, as they often do, an half-idea. Without completeing it in its essence and bringing it to the game as a compromise. A compromise that now is correctly criticized by the players. The error is that these towers have effectively lost their defenses (so they crumble, finally), they have effectively brought dynamism to the battlefield but they ALSO RETAINED all their roles IN the logic of the game. Basically they crumble and they are destroyed but EVEN THEN they retain their role in the battlefield. I won’t go on now explaining how DAoC’s PvP works, how the towers are connected to the keeps and so on but it should be enough to know that those towers have roles and they aren’t simply hotspots where to have some fun. There’s a meta-game and some sort of conquest system in the game and this layer is directly connected to the role of the towers.
Now, by design, we have towers that finally can be destroyed, breaking that immobility that was a serious problem in the game BUT at the same time, while the tower crumbles – so becomes weak and easy to conquer, it RETAINS its full role and function on the meta-game. THIS IS THE ERROR. The tower is reduced to pebbles and rubbish but you still have a lord and four guards standing proudly in the middle. The role of the tower is there. The structure crumbles but the ESSENCE DOESN’T.
What this means? That when a tower is destroyed it becomes an easy prey. Impossible to defend. Yes, you can go and conquer it easily because there’s zero protection, but at the same time another realm can repeat that pattern. What happens is that instead of introducing DYNAMISM into the system, they introduce INSTABILITY. These towers keep switching owner in a matter of minutes till this whole meta-layer simply doesn’t matter anymore. It’s so rapidly changing that it’s impossible for the players to care about it. It’s impossible to effectively defend a tower. The persistence of the game vanishes completely in an unstable situation. This is why they (apparently) OVERDID the change and why (apparently) it looks like a balance problem.
But it isn’t balance. The design mistake is to have those towers RETAIN THEIR ROLE. How to fix this? You fix this point and COMPLETE the original idea. If the STRUCTURE crumbles, also the role of the tower MUST GO. The destroyed tower cannot become a “no man’s land” that everyone can temporarily use. If something breaks you cannot use it. It’s the FUNCTION the heart, what is supposed TO NOT WORK. That’s the principle. Once a tower is LOST, and destroyed it must LOSE its role and its function. Temporarily. This time-gap is already there because the tower will slowly repair on its own. What the design is missing is to link this repair time to a restoration of the function, not just of the “edges” and walls.
That’s why I said I was imagining the idea implemented in a different way. I was giving for granted (because, you know, it makes sense) that a crumbled tower would lose its role.
On the official forums you have the first half of the puzzle:
We are currently in the process of finalizing patch notes for the next patch. Please be advised that official patch notes will be posted on our site. Please do not post patch notes from other sources as there is no way of confirming their validity. Thank you.
EDIT: Be advised that, if you do post patch notes that are not official, we will delete the post and take action accordingly.
Usually you do not see the moderators taking action against something made up. So this is basically a confirmation that the fake patch notes aren’t that fake.
If you are interested in the other half of the puzzle, you can find it on F13. That I mirrored here for better formatting.
For commentary you’d need to send me a “time bonus package” since I’ve run out of mine (but tomorrow, maybe). I just can notice that there’s no mention of the honor system nor the battlegrounds.
NOTE: It seems these patch notes were leaked by Blizzard Europe on the forums by mistake.
EDIT: There’s around a better version. I’m adding what I was missing. The Honor System seems in.