No, it’s not Damion’s blog, just a quote from J.
Good ideas are the hard part. Implementation is the impossible part.
No, it’s not Damion’s blog, just a quote from J.
Good ideas are the hard part. Implementation is the impossible part.
This time it’s not about a design reason. As I was already suspecting the Alterac BG is inaccessible without broadband. I just logged out the Test server with a ping above 6000ms. The BG hosts a maximum of 40 vs 40 players and while I was in the BG was something more 15 vs 15. Even with this reduced number I could just stare in the middle of the action and move around without being able to attack or affect in any way what was going on.
I made sure that it wasn’t the server itself lagging by talking with other players and they said they didn’t have any problem. I checked the badwidth usage and it was, indeed, filled up completely even without the battle going on the screen.
Broadband is rather common nowadays, but it’s not available here. Since this part of the game will be inaccessible for me I’ll just put it aside and stop discussing it. Just for these personal reasons.
I had some other things to say but I guess I lost the motivation.
Okay, after the good laugh, let’s see what Mythic’s Lepidus cooked up this time:
The first thing players notice in Imperator is that there is no auto-combat. If you wish to attack an enemy, you need to select an attack. As you fight, you lose energy and gain focus based on what feats you choose. The various combat moves work off one, or both of these things. This combination ensures players need to pay attention and strategize their combat. For example, do they wish to work the whole fight and build up to one giant pay off move that zaps all their focus or would they prefer to play it safe, and use more, but smaller moves that use only a portion of their hard-earned focus?
The first thing to notice is that there are very good possibilities that Imperator’s combat won’t make sense similarly to SWG. If you have a weapon in your hands in real life, your “gameplay” options are along this path: decide to spend some time to aim, shoot more bullets with less precision, aim at the arms, aim at the legs, aim at the head, take cover in order to not get shot too easily, try to snipe without being seen, organize a barrage fire to cover someone, shoot at a tactical target like the tyres of a car, choose your weapon to boost or penalize one of these factors and so on. Imperator seems, instead, to borrow directly what happens in all the current mmorpgs: special attacks, sparkling effects, auto-targeting and so on. The point is that nothing of this is appropriate, nor makes sense. A weapon is supposed to shoot only in one way or a couple of different modes, it’s the direct use of it that should determine the gameplay without unlocking illogic fire modes and combo effects. Yes, it is possible to have a believable tactical combat but not by cutting and pasting the combat system and styles used on every other mmorpg (and then bragging about how the game is innovative). Believeble tactical elements are aiming, timing, taking cover (so the environment), the use of Line of Sight, stances, position in the space etc… A ranged weapon, in general, is supposed to make holes into peoples, not to spurt ten different types of lasers, root the target, make it run around randomly, turn it into a frog and so on. Right now nothing is exactly clear but, asa I said, my impression is that the direction is aimed at something completely illogic and awkward (beside being a direct copy of what everyone knows already).
The second point is that the system is blatantly copied from World of Warcraft. The use of a bar that builds up as you fight (focus) is the exact copy of the Warior’s “rage” in WoW, mixed with an endurance bar (energy) typical of every other game. The problem is that, as it always happen, Mythic copies again an idea without understanding where are its qualities. A bar that builds up as the combat goes on, instead of decreasing like the classic implementation, allows the combat to be more exciting and directly fun (discussed here about a year ago). Quoting myself:
“Having a bar decreasing means that you are loosing possibilities, in WoW you have the opposite mechanic. The more you fight and the more the game gives you possibilities. Fighting opens the gameplay instead of closing it toward a death (your or the one of your enemy). The combat gameplay nourish itself, the fun brings more fun and your actions open more paths to choose. If you represent the combat like an algorithm, you’ll be able to see that SWG or DAoC work as a “tree” diagram where the “branches” are the beginning and the “trunk” the end. WoW transforms it so that you start from the trunk, and then you develop possibilities and strategies. If you die, you do it in a “possible-otherwise” state. If you die in DAoC, you do it in a “destiny-has-choosed” situation. And this brings *directly* to frustration. While WoW brings fun, possibilities, strategical depth and a whole better general feeling.”
The merit of the “rage” system in WoW are obvious. The combat opens up as you fight, so you are pulled into it to enjoy it. While Imperator will borrow this mechanic, it will also inhibit the result by enclosing the possibilities within “Yet Another Bar” that is just the well known fatigue bar. What’s the purpose of this? Recently we were discussing basic design principles along with Raph Koster and we agreed that one of the most important point is to reduce the use of the User Interface. One of my considerations is that “twitch games” are probably popular just because the gameplay is more direct instead of being filtered through an UI. Something similar happened to SWG, in the recent Combat Upgrade they felt the need to ditch the three power bars simply because they players couldn’t relate to them. Looking at bars isn’t fun and alienates the player. So they consolidated the tactic into something more direct and more easy to parse.
Now lets count the bars that will be used in Imperator: health, energy and focus. Three. What’s the need of this? How this could produce a direct type fun when it evocates another complicated system hard to recognize and control and completely detached from the environment itself? This brings back to what I wrote above. A ranged combat should found its gameplay on other, more direct, elements. Elements that would require a different approach instead of cloning the combat system of every other mmorpg, which would produce a result that could go nearer to the title above without sounding like a joke.
Another goal of the development team is to do away with the artificial nature of MMORPG combat where you are told what happened, and thus what to do next. They have augmented text spew like รข
From WoW’s official forums, a well written rant:
The more I play on the test server the less I feel like continuing to be a WoW subscriber. The battle grounds are a half-assed CS\UT\Q3 meets EQ attempt missing what Mythic did so well with DAOC. The objectives are silly and have no real involvment with the world or the story. To use an analogy WoW is to RVR and PVP what the Game Boy is to Game Counsoles, fun but in a superfical way.
There is no real sense of epic battle or purpose, it’s like playing counter-strike. Yeah there are objectives but no content to it. The rewards are useless, the honor system is nothing more then a power-gamer hand-job leaving most casual players in the dust (nothing like having a full molten core geared rogue 2-shot your 60 warrior for 5k in damage before the sap even breaks.) and has no sense of Horde vs. Alliance.
DAOC had a wonderful BG system that gave people a track that lead them to the Frontier zones where there was an on-going battle that actually had a purpose. It’s as if WoW can’t make up it’s mind on how it wants it’s PvP system to world. One one side it’s a half-asses PvP system modeled after EQ’s PvP system and the other hand it’s a really piss-poor RvR system based off of DAOC.
People are motived by Goals and Rewards. So are guilds, tribes, and nations. PvP\RvR in WoW has no real rewards except for sub-standard gear with the exception of the top 5% of the customers. By Blizzards own admission the way the PvP rewards work until you hit the top 10% or so you’re not going to get much in the way of rewards.
Yeah they’re going to add more content. Yeah in 6 months it will be better, but we need new customers coming in now and most quit now before hitting level 30 because they can’t exp in contested zones. 60’s are leaving in droves it seems from bordom. In the guild I am in we have 40+ 60s, half don’t bother to log in anymore as once you hit 60 there’s nothing to do except what? Farm MC\Dragon and kill the same people over and over with no outcome to the RvR except what? CPs? BFD. Most 60 have better equipment then the high end RvR guild and who wants to farm CPs? People had to farm to get to 60 now they have to farm to get CPs? Try some goals, there needs to be s sense of adventure to keep players interested. The path Blizzard seems to be taking is supposed to appeal to a broader base of players and casual players but there’s nothing to show for it. CPs? BFD. Where is WAR between the Hoarde and Alliance? Where do I go to see 60 horde seiging a castle and leaving it in rubble? Where is the razing of Tarren Mill rather then a non-stop teeter-totter match where no one wins?
Perhaps that’s the issue both in the game and in life; we’re so busy trying to make everyone winners that we lose the excitement and drama of winning and losing. Not to sound like a film major but where is the drama in WoW with this giant battle? I really hope RvR can pull WoW out of it’s decline (Quality Wise) with this many subscribers I hope WoW does not end up the greatest MMOG (There is 0 Role-playing in these games, drop the R already…) FAD in gaming history.
I promised to give WoW a chance till the BGs went live and I’m holding to it but so far there are better choices for online games.
The underline is mine.