The center of the world

Gathering comments:

Krones:
Is the bottle half-full or half-empty? Fuck if I know, but that tiny shred of child-like enthusiasm I have left in me just has me hanging on by a thread. I should give Sigil the benefit of the doubt, they plan on testing a lot of these systems during the beta which will change over time and be refined, some may be axed all together and maybe Brad doesnâ

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Rumors: WoW’s expansion and fleeing devs

You know, when you cannot investigate and research something directly you can just sit back and try to filter what you hear and read from other sources. If you are dedicated enough to something you could even develop some competence that will help you to categorize properly what you hear, even in the case there’s nothing else than a few unconfirmed rumors. Maybe, at some point, you are able to see the hint of a “pattern”, something that “smells” interesting.

A month or so ago there was a rumor about a possible expansion for World of Warcraft set in the northern portion of the world and that would have enabled a new faction. It was an hoax and I didn’t fall for it. With the E3 approaching I was sure that Blizzard wouldn’t be able to announce an expansion and it was rather obvious that they were stacking everything on the Battlegrounds.

Now there’s this new rumor that matches rather well with previous leaked informations that I received from more attendible sources. And when completely different sources start to agree it could mean that there’s some truth somewhere.

I’m posting this because I’m “betting” on it.


The rumor comes from FoH boards as it often happens with the hoaxes. It mentions a few new zones, as the policy of mmorpg-expansion dictates, and one new race for each faction. Pandaren for Alliance and Blood Elf for Horde.

Some more leaked infos:

Blood Elf city is reached through a portal and they exist on “floating” islands. Another dimensional portal of sorts is also opened, to a high level area. I’m not sure if this is outworld or not, I didn’t ask. I was just told it’d be a hub of sorts with a few high level instances close by.

It’s not showing at E3 due to it’s incompleteness, it’s planned for a christmas launch (that was obvious) but from the sounds of it, it’s nowhere near ready.

My hoax-sense isn’t tingling much, so I actually believe these rumors and, in general, I’ve been lucky. On this site I often hosted selected rumors and I developed a decent discerning ability to part between hoaxes and leaked “scoops”. The two races make sense and do not go against some infos released by Blizzard along these last months. The blood elf race could also be seen as a band aid to give the horde a “graphically attractive” race .The other few details about the content also fit with Blizzard’s overall approach.

The fact that these races do not seem appropriate for their faction isn’t a direct reason to ditch the possibility. Often something that “doesn’t make sense” is the meat of a story to discover. The content of the new expansion could as well pivot around the reasons that brought to these “conversions”. In addition, the incomplete state of the development could also bring to some changes to the details we have.

The guy who leaked those informations also add some meat to a previous rumor:

I’m hearing from some good sources that theres been another exodus from blizzard? I guess a group of them got together and pitched a fantasy MMO to NCSoft Guildwars style. 12’ish of them have quit to pursue this in recent weeks, I’ve also heard of some warnings from lawyers being passed down to the new company against hiring more blizzard staff onto the new project.

Grimwell’s news didn’t specify the role of the “fleeing devs”. We know from previous reports that NCSoft already planned one or two other unannounced fantasy mmorpgs. So this rumor continues to make sense and is coherent with what we knew till now.

P.S.
It’s a somewhat old news but Shild was able to get a confirmation directly from NCSoft:

Yes, NCsoft has opened up an office in the Orange County area. Yes, some of the staff in that office came from Blizzard. However, that group is not involved with the development of Tabula Rasa, as has been rumored.

Plus a semi-related comment Lum wrote that I want to save:

It’s a cutthroat business where the person who works at the competition could work in your next door office next week, so it’s a good idea to burn as few bridges as possible.

EDIT – Last minute rumors:

Alan Dunkin:
I’m fairly certain that the “fleeing devs” from Blizzard were not a result of them not wanting to be stuck with a huge money-making game for five years. A sizeable number of people were being let go or decided they didn’t like the direction of the game (technically or otherwise). Suffice it to say a number of companies have been snapping up the ex-employees like bears in a salmon run.

McBain:
As I hear things, a large number of devs left because they weren’t getting any royalties past 100,000 units sold.


As I understand it, when Vivendi bought out Blizzard, part of the buyout had a clause regarding the WoW royalties.

Again, this could be complete bullshit, but the person giving me this info is 1) pretty trustworthy, and 2) had no reason to pull this shit out of his ass. I tend to believe it, particularly given the absolutely awful patch support post-retail.

E3 2005 coverage?

I’m digging the internet for some interesting news. MMO-wise we know already everything, we know what the market is cooking for the next months/years so the news activity is rather unappealing. Always the same faces, always the same games, all flat and redundant. A lot more, instead, is happening around the console world where it’s possible to see a lot more research, vibrant ideas, imaginative worlds and graphics, a large variety of genres and new hardware possibilities.

The fact that this year we do not even have Anyuzer means that my E3 interest is just near to zero.

The only news related to mmorpgs I have till now is the port of Final Fantasy XI to the X-box 360. I started to write about it, then I found someone doing a better work. The actual press release is here. It interesting to notice that they finally confirm that the game has 500k+ active subscribers. Some impressive “demo” images are available here.

The coverage about the new consoles is great as always at Joystiq. Between all the hardware shown I’d pick as interesting the PSX3 and the Game Boy Micro. It’s just a pity that Microsoft was able to get support from Squaresoft.

I’ll keep this post open for minor news and updates if something big enough to require a dedicate entry doesn’t come out.

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Random Guild Wars gripes and suggestions

I save the list here since I wrote it on Q23. EFlannum said many things are coming within a few weeks but I doubt he was referring to my points (even if there isn’t much else listed on the thread).


– Possibility to configure also the mouse, not just the keyboard.
– Less rubberbanding around obstacles and invisible walls.
– A 5 minutes timeout on the instances, so that you can rejoin if you crash or disconnect without having to restart from zero each time (*extremely* frustrating).
– Tweaks to the walking animations in order to prevent the “moonwalking”.
– Monsters skating on the ground, same as above.
– Tweaks to the animations when changing direction (the character sidesteps oddly if you change direction sharply).
– Tweaks to the mantle animations, to ease the many clipping problems.
– Smoother z-buffer code (objects popping on and off, like trees and other structures).
– Allow to maximize the game window without switching automatically to full screen.
– Add a /who.
– Add a /played.
– Add “level” and “current zone” to the guild roster.
– Add a goddamn PURPOSE to the arenas. Give out some decent reward if someone is able to win 15 times in a row and things like that.
– Add larger and interactive arenas that are something more than an empty deatmatch zone.
– Add semi-persistent PvP zones, with semi-persistent goals and 2-3 groups for each side.
– Expand/develop ladders, statistics, ratings etc… Integrate them also in the game, not just on the website. Add the possibility to examine other players and check their stats, bot directly (by clicking) and indirectly (from the UI, without the need to have the person in front of you).
– Hire a community manager, GW has ZERO communication. The current website provides nearly zero informations about what is happening in and out the game. Communication between devs and players seems nil.

HRose:
– Add a /played.

Brooski:
It’s /age. There seem to be a number of undocumented commands like this. For example, /deaths gives you the number of times you died.

HRose:
An undocumented command to list all the undocumented commands would be nice as well.

WoW’s BattleGrounds – The fundamental problem

The short version is here.


I’m reluctant to open a new thread but I also want to underline the basic point once for all to not have to return on it over and over.

The BGs, right now, have many bugs and inconsistencies, like the possibility to break the CTF by logging with the flag, the durability hit on the equipment, the use of overpowering skills (speed, invulnerability shields etc..), the lag, the narrow “bubble” around the character that makes the guard spawn/despawn right on you and so on between minor and major problems.

All this could get solved in the next weeks since the BGs won’t be moved to the live servers before June. So, even if I find odd that all these problems slipped through 6+ months of focus testing, I’m confident that sooner or later Blizzard will address them.

Instead I’m not confident that they’ll fix the BASIC problem. Actually I believe they do not even see it.

The rule that they completely inverted is the following:
– It’s OUT of the BG that you CAN reward for goals and CANNOT reward for direct kills. (persistent environment)
– It’s IN the BG that you CANNOT reward for goals but CAN reward for direct kills. (instanced environment)

To explain the reasons behind that rule it’s enough to examine how the BGs work right now. There are two possible ways to interact and get a reward. The first is through the direct kills, so by fighting enemies and killing them over and over. The second is by “winning” the BG mission, so winning the CTF game or defeating the opposing faction in Alterac by conquering its base.

Now the evidence of the truth of the rule I wrote above comes directly from the fact that BOTH those ways to interact are broken.

Let’s take the first. You kill an opponent and you gain points. This is the very basic form of PvP we have on many different games. Here we are in a battleground, peoples come here to fight. It should be okay to reward for a kill, shouldn’t it? Not for Blizzard.

If this part is broken why only a small part of the players are complaining? Because the evidence of the problem is hidden:

Players may now see an “estimated contribution point value” in the combat log for an honorable kill. Note that this value does not take diminishing returns against the same player into account, and is therefore “estimated”.

The fact is that the BGs are the WORST way to heap Honor Points gained from direct kills. This because of the actual implementation of those “diminishing returns”:

Repeated killing: you only get full CP for killing the same player once per day. The second kill on the same player on the same day gives 75% of the CP, the third 50% and the fourth 25%. Subsequent kills give no CP at all.

Add to this the fact that these reductions aren’t relative JUST TO YOU, but to the whole raid group.

Now, a battle in the Alterac Battleground can last even a few hours and the instance works as a 40vs40 arena. Let’s take the average player, how many times he will die in an arc of 15 minutes? Less than four? I do not think so.

After putting together all these points you’ll find out that in 20-40 minutes you’ll be able to squeeze all the possible points from a BG. From that moment you are there for the fun because, while your UI will tell you that you are still gaining points, in the reality you are getting NONE. If you add the fact that a BG in Alterac lasts a few hours and not 20 minutes like the CTF version, you’ll find out that this first path (getting points for direct kills) is definitely not viable since these “diminished returns” prevent you from gaining points after a short, initial period.

Now let’s take a step backwards. Why these diminished returns were added to the game in the first place? They were added in order to prevent the corpse camping and to put an initial limit to possible exploits.

BOTH these motivations have ZERO reasons to exist in a Battleground. Corpse camping doesn’t exist because you directly respawn at the graveyard and the whole purpose of the gameplay should be to search the battle since the players have joined the instance exactly for that purpose.

The first conclusion is that this path (getting Honor points for fighting the opposite faction) is broken on two points. The first, because you get no points at all after an initial time span that will encourage the players to leave and “farm” each instance, jumping from one to the other (breaking the purpose of the BG, I’ll return on this). The second because the evidence of this mechanic is “hidden” by a broken UI delivering wrong feedback (since you do not see the diminished returns and the UI will keep telling you that you are heaping points).

What about the other path? The other path to gain Honor points is is by accomplishing missions. For example in Alterac you’ll be able to get a cumulative reward if you are able to take over the headquarter of the opposite faction. Which is.. impossible.

Since these BGs are instanced, the persistence of a goal like conquering an headquarter simply doesn’t work. Once a losing faction is starting to see an unavoidable defeat, they’ll simply log out, forcing the whole instance to reset and kicking the “winning” faction out of the BG without getting the well deserved reward.

So both these paths are completely broken, but not due to bugs as the glitches I listed at the beginning, but simply because they reverted a model that works on precise rules that cannot be moved at will. Rules that must be considered instead of ignored.

And these rules are summed up in the two points I wrote above:

-INSIDE a Battleground you are supposed to fight and kill. Because you go there exactly for that purpose, exactly because you are SEARCHING a fight. So the system is supposed to encourage the fight itself, it is supposed to provide reasons and goals (in the form of the reward). This is the reason why the “diminished returns” make no sense in this environment. You don’t want to inhibit the gameplay, you want to encourage it and reward for it.

The purpose of a BG is exactly to search a fight. Right now the fight is the least relevant mechanic because the greatest reward will come by accomplishing the goal (in the CTF BG). The goal itself makes the direct kills completely irrelevant considering the total of the points you’ll receive.

– At the same time, again INSIDE the Battleground, the goals make no sense. A goal, intended as a meaningful interaction with the environment, is supposed to be a persistent element, like the conquest of the oposite headquarter. But it’s exactly for this reason that a “goal based system” is more appropriate for the world outside, that is already persistent. And not appropriate for the BG, which is instanced.

The evidence of this is in the current behaviour of the players. Right now it is impossible to “win” the Alterac BG because the players “exploit” the false persistent element by logging out and forcing the instance to reset. This happens exactly because Blizzard founded the persistence in something that isn’t persistent. Guess what? It doesn’t work.

– OUTSIDE the Battlegrounds the situation is reverted. Here you CANNOT reward for the direct kills because the players go after different goals. They may be questing, they may be travelling and so on. Rewarding for ganking is inappropriate because it wipes off the game that variety that existed before. The fact that each player is a ” walking bag of improvement” makes everyone a target. Erasing the possibility of CHOICE. INSIDE the BG it’s okay to give out points for the direct kills because all the players are there exactly for that precise purpose. Outside the BG the gameplay is less focused and it’s inappropriate to force the players into a strictly codified behaviour coming form a direct reward given by the system.

The fact that outside the BG the behaviour of the players was less codified and less predictable brought to the game a type of depth that now is completely gone.

– Still OUTSIDE the Battlegrounds the idea of adding GOALS to the PvP is a GOOD idea. Fighting for the control of towers, graveyards and some escort/defence mission could help a lot to add depth to the game world and encourage the players to participate actively and have fun. Since the reward would be GOAL-based the players won’t be FORCED to partake in the action. They could just ignore it and continue doing something else if their current focus is elsewhere.

A goal-based PvP outside the Battleground would mean that the goals become the center of the action. The players will have the choice if to fight the opposite fight in a war with an actual purpose instead of a scenario where the whole depth of PvP is just a pointless genocide excused just by the reward for the direct kill.

Shortlist without explaniations:

– REMOVE the “diminished returns” on Contribution points inside the BGs.
– Save the persistence of a BG, preventing it to reset even if there are no players inside.
– Add dynamic structures to slowly realign/reset the BG (like temporarily boosting the defenses of the losing faction till they are able to recapture their headquarter).
– REMOVE the points for direct kills outside the BGs.
– ADD goal-based PvP systems to the world outside the BGs like conquerable graveyards, towers, escort/assault missions.

In order to keep EverQuest alive the players are “raiding content 20+ days a week”

EverQuest, for a change, is dying (like Superman)

Some threads on Fires of Heaven boards are just really funny to read. The news originating this thread is about the price increase of EverQuest Live (the classic) monthly fee:

Hello everyone,

It’s amazing that we’re now six years since the launch of EverQuest, and even more amazing to see so many people enjoying the world of Norrath. I know that the development team has exciting stuff planned for the coming months (look for an announcement soon!) and they are dedicated to keeping EQ fresh and alive with all the best technology has to offer.

EverQuest is in its 6th year of existence and while we have continued to bring new content for everyone to enjoy, the cost of operating a top tier MMO has increased significantly during the past three years. Today I am writing to tell you all that we will be increasing the subscription rate for EverQuest effective June 12, 2005. The new monthly subscription rate will be $14.99/month.

On which I have two comments:

– Every time an (unavoidable, I’m between those pushing for higher monthly fees in the genre) price increase happens the only two relevant considerations are about “timing” and “reasons”. As it happened for DAoC, SOE couldn’t have chosen a worst moment. It’s just a month that they closed half the servers and the “increased operating costs” excuse is really not believable.

– This price increase favors even more the “all access” pass (if they do not rise shortly the price of this one too) that I quickly commented here. But in this case we are talking of the classic EQ. If the players move from a single EQ subscription to the all access pass, they’ll directly gain the possibility to play EQ2. So this price increase could accelerate the migration of players from a game to the other.

Instead the FoH’s thread goes on the topic “EQ is dying”, which is also interesting to discuss aside the commonplaces and that type of drama that we all know so well. My opinion is that EQ isn’t dying now, but it’s dying since day 1. Because it represents a type of development that brings directly to the actual decay of a game word (remember my “MMORPGs will die” claim?). More on this in a few days when I’ll archive some comments I wrote about EQ2 on F13 forums.

Vaclav:
The game isn’t dying – try actually logging on and that would be quite apparent.

No person currently playing would tell you that the game is dying – XP groups are a bit harder to find during the day – but the raid element of the game is still just as vibrant as ever.

Hard to make a diagnosis without even being in the same room as the patient, Dr. Jait.

Itzena:
See if you can follow the bouncing ball of logic, Vaclav, and fill in the blank.

The number of EQ servers has been halved.
The individual populations on each of the new, combined servers is about where is used to be a year or so ago, pre-mergers.
Therefore, the overall subscriber base has _______.

Vaclav:
…stopped playing in contested zones where population controls truly matter.

The wonders of instancing allow you to cram 10-15x the same players into the same instanced zone if not more without detrimental effects.

And for CS and maintenance purposes, its alot easier to watch 20 servers than 40, isn’t it?

They probably wanted to do this years ago, but only once DoN was released was there plentiful, popular instanced XP and raid content so that players wouldn’t be constantly banging heads.

Cup half full, cup half empty? Only difference is I play the game currently, so I have first hand input that contradicts your OPINION. And as a matter of fact the other few EQ1 players still here say the same.

When 100% of the people that know the current status of the product firsthand disagree with you, its time to admit you’re fucking wrong and move on.

DJk_Zero:
Actually the game is dying, sorry to burst your bubble. The only reason raiding is flourishing is because most of the top guilds said goodbye and left the people who are like 1-2 years behind the times to fill the void.

Now couple that with a complete lack of “newbies” leveling up to fill the natural turnover and I don’t see how the hell you can call the game stable and flourishing.

Vaclav:
I still see many guilds with the manpower, focus and experience to raid content 20+ days a week in many cases – I personally see massive numbers returning or acknowledging WoW as a casual game to play in the mornings and raiding in the evenings in EQ1.

Now the fun of this last comment is both in the emphasis of the passionate defence that brought this player to the typo, and in the fact that I could actually portray one of those guys using a time machine in order to catass more at his game of choice :)

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Napping devs

Declarations of stupidity:

Paladins should not be able to use their self-only invulnerability shield. This is a bug, and it will be fixed.

Ghost Wolf is not a bug, however. The developers are keeping a close watch on the use of various speed-enhancing effects and the impact they have on Warsong, but for the time being they will remain.

Maybe you should go check if the developers are awake. Or give them a new pair of glasses.

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It cannot go worst than this

Yes, I love WoW’s Battlegrounds. I love “Evocare” too.

Just archiving some comments. No time to organize.

Djamonja:
You also get honor points for accomplishing certain goals within the BG, like capturing a flag I would assume. It’s also kind of doubtful that you would face the same 10 people if you entered another BG. It remains to be seen how it would compare to HPs outside of the BG, but I wouldn’t assume the worst just yet :)

I would.

The reward for winning is good. The point is that they completely inverted the model:
– It’s OUT of the BG that you CAN reward for goals and CANNOT reward for direct kills.
– It’s IN the BG that you CANNOT reward for goals but CAN reward for direct kills.

(you “cannot” reward for goals in the BG just because these goals should be persistent and have an actual effect on the environment, hence more appropriate to the world outside that is, in fact, persistent. A common examples confirming this rule is the players leaving ‘en masse’ the BG when they are going to lose in order to make it reset and prevent the opposite faction to cash the reward)

It’s fun because lots of players figured this out, but not the designers. Many begged Blizzard to stop rewarding for direct kills outside the BG. The fun is that with this system INSIDE the BG the direct kills mean jack shit. While OUTSIDE the BG the direct kills are EVERYTHING. Vice versa, INSIDE the BG the goals cannot be accomplished since the opposite faction forces the instance to reset before the other faction wins. While OUTSIDE, where this problem wouldn’t exist, we have NO GOALS at all.

They simply cannot break it more than this. Smartasses.

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