OMG! Catass!

On his blog Lum writes the shoking revelation that his highest level character in WoW is in his upper 30s, while Foton is leading his own guild and has been clearing Molten Core out of habit for the last six months. Well, almost always.

The question is: who is legitimated to speak?

The answer is: Who cares?

I’m the best advocate for those who speak without having a clue. I could make a club. I almost always speak about things that I’ve never seen and have negative practical experience about. But I revindicate this right to speak. And make sense. And maybe make more sense than those who have that experience.

This is the same diatribe about the movies. Who the hell says that I cannot discuss a movie if I haven’t watched it? That’s a basic principle. We don’t have to watch every movie, read every book and play every game to have opinions that make sense, preferences and all the rest. Most of what we “know” is derivative anyway and sometime you learn way more about a game by reading a forum than spending hours into it. We explore things till we feel they are worth the attention and when we decide they aren’t anymore, it’s because we have already what we need. It’s the essence of the culture! We have the possibility to learn from the stupidity of someone else. We don’t need to be stupid ourselves.

I mean, it’s like having an expertise in sex because you have seen tons of porn. It totally makes sense, doesn’t it?

So we are all legitimate to speak. We can surely see where things are going without the need to follow along. There’s definitely not enough time available to buy those ‘licences to speak’. And that aren’t even fun to get for the most part. We need to skip and bypass here and there. A little cheating is not all that bad.

But DO NOT REVEAL IT! Lum, you crazy!

On the other side my experience in WoW isn’t *that* bad. I was in the game three days after the launch, which was impressive considering that the box had to cross the ocean to get here. Then I spent way more time writing than playing and, in fact, in February I was still in my upper 30s and then slowed down even more and dinged 60 only in June. A couple of weeks later and my guild kicks me out because I cannot use Ventrilo and I’m slacking again, doing little PvP and a few instance runs. I play just one character and nothing else. I cannot join any guild because of the mandatory voice chat and I do what I can. Then a couple of weeks ago I found one who is moving the first steps into MC and ZG.

On the official forums of the game there’s a thread with someone complaining because an encounter in ZG is too hard. Who writes the rant plays this:

I am the main tank of our guild. My armor is buffed around 9000, I have 395 defense, 5500+ health. And Thekal in Phase 1 hits me with his mortal cleave for ~3500!

Holy Sh*t!

Well, I’m definitely not the main tank of my guild but my warrior isn’t that young either. When I dinged 60 (and I did *all* the quests in *all* the instances up to BRD) my character was barely above 3k of hitpoints. Right now I have 6400 armor, 330 defense (10 due to talents) and 4500 HPs. I should add a fabulous 23 in Fire Resistance. And this is in my tanking asset! I can switch a few pieces but I always finish to gain here and lose there. The blanket is too short! I have gathered plenty of similar items but nothing really standing out.

In the meantime I also managed to reach “honored” in Alterac Valley and “friendly” in Arathi Basin. Next week I’ll also reach “catass rank” 6. Whohoo!

In my career, beside having beaten all the instances in the game with 5-man PUGs at appropriate levels (the hardest were Zul’Farrak, Sunken Temple and BRD), I’ve seen dead Onyxia twice, Azuregos once and I’ve beaten three encounters in Zul’Gurub and Lucifron, Magdamar and Gehennas in Molten Core. (update: we cleared ZG and killed Garr, Shazzrah and Baron Geddon in MC)

Then, going back at that thread on the forums, I find posts like this one:

A good tank will have 9-12k buffed. The most i’ve ever seen is 13240hp but the tank had to pop last stand. You need more hp.

Holy Sh*t!

I think I’ve seen myself reaching 6k with all the buffs in the game stacked up. We have some “character progression” there. It doubles all I am after months at the ‘endgame’ and probably thrice myself in other fields, like resists and defense values.

Now I can see how these guys clear Molten Core, Zul-Gurub and Blackwing Lair easily. Give me and my guild access to those sort of things and we could do the same.

I have to agree with both Tigole and Tseric, the raid game is something unique that would never be possible with 5 or 10 man instances. It’s a unique experience. But then it’s still true even the opposite. These huge and complex encounters are again rather simple in the practice. It’s all about choreography and equipment. In fact the guilds spend weeks and months to progress in the raid instances more because of equipment limitations than actually learning and figuring out proper strategies. They believe they are getting better each time (which is also true, choreography is all about practice), but for the most part is that with each run the loot flows in progressively, “promoting” the whole guild and letting it advance in its path to catassery.

I already commented some of the problems of this approach. The impassable barriers, the need to isolate the guild from new players, the need to shape the guild around those 40-man raids. It’s not a news that at 60 the game shapeshifts into something completely different. Those choice in the design will have stronger effects in the longer term.

It’s surely involving and addicting but there isn’t another type of necessary value. Designing hard raid encounters is *extremely easy*. Really. Every raid mob has just a selection of few skills mingled together and not much else. Want to make Magdamar much harder? Add something in the mix that makes the choreography harder. Killing the players is so exquisitely easy. 95% of the work at Blizzard is probably about fine tuning all these encounters. That surely takes a lot of time and meticulous, boring work, but coming up with fancy, fun ways to kill the players must be like a walk in the park.

So we have an exponential character progression between freshly dinged 60 characters and godlike Lum’s wifes that makes pale the whole level 1->60 game. 40-man raids that require all sort of UI mods, fancy tools and third party programs. Full, dedicated guilds that shape themselves around the uber content like a second skin. To not even consider the lore-gurus who even understand what the hell is going on between Eranikus, the Emerald Dream, Malfurion and all the rest of the mess. And this game is like night and day.

Still, we don’t need anything of this to have an idea of what is going. Lum probably knows more about the game by looking over his wife’s shoulder than by burning hundreds of hours in the game directly. I’ve seen more than Lum and less than Foton, myself. I’m curious to see all the stuff that is still beyond my level (and probably will always be, if not when it will be totally mudflated out of the game. And then again because I’ll never find someone else willingly to do obsolete, worthless stuff. Myself included). I’m also having a satisfying fun when I can have access to that. But this isn’t changing my point of view or telling me something new that I couldn’t expect already. My competence about these games isn’t improving. In fact I still spent most of my time reading stuff between books, blogs and forums. And I do this in the measure I find interesting or useful. And it gives me something because I make these choices and decide what is worth and what isn’t.

We don’t need to be catasses to know the smell of it. And we don’t need any sort of competences if not in the case we feel the need by ourselves. Without having other people dictating us the proper path. Fuck the proper path. I go trekking where I like.

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SunSword quits EA

Caught by my blog aggregator, SunSword quits EA and what is left of Ultima Online to join Codemasters in Europe and work on the korean RF Online, the game marketed through failed pulls:

SunSword’s Last day at EA

Yep. 3+ years. It’s been a valuable experience and I’ve gotten to work with tons of great people, but for a variety of reasons, it’s time to move on. I couldn’t ask the people I work with to more gracious or understanding about this decision.

You’ll notice I haven’t talked much about work over the past 2 years. That largely has to do with the fact that I’ve been working on unannounced projects. One has been cancelled, the rest are rockin’ right along. I haven’t really been working on UO for over a year, unfortunately. But on the flip side, I’ve gotten to work with some of the best people in the industry on some of the biggest titles, including lots of NextGen console online projects. For those who pay close attention, you’ll have noticed that one of the hats I’ve been wearing is Live Producer for Battlefield 2 Modern Combat on Xbox and PC.

So, it’s bittersweet for me, but MMOs continue to call and I eventually have to answer.

The past few weeks have been crazy. Since Thanksgiving I’ve been to the UK and back, Vancouver and back, Sweden and back, and tomorrow I step on a plane to head back to the UK. I have to admit I love the travel, but I hate being away from the kiddos. Next time, they might all be on the plane with me. :)

Wondering what I’m up to? Here’s a hint:

For the hint you’ll have to follow the link and watch the image. But then I spoiled already all the fun in my premise, tee hee.

I wish he could have choosed a better game than just more dull korean stuff. How many of these we have already? 50? 100? Yawn.

Three cheers for my resurrected “Migratory Fluxes” category, instead.

The myth of MMOFPS

In the last few days I’ve read some discussions about the “MMOFPS”, on Slashdot for example, and I wanted to write down some quick comments.

To begin with, I don’t think there’s much to discover or to expect from this branch or hybrid and I’ve already covered the reasons here, sort of. Which is also the reason why I wanted to continue the discussion.

The basic premise is that a “mmofps” makes sense if it’s PvP. Or the idea would be just plain retarded and not even worth a discussion. So I’ll start from there.

My point of view is rather linear. Being a PvP game this means that the character progression will be awful, in particular because a “first person shooter” imitates the “skill” through gameplay that pivots around the movement, dodging and aiming. All these are direct elements, they aren’t filtered through a RPG. They aren’t abstracted or formalized. So there’s already here a division between what a RPG does (the transfert of the “skill” from the player to the character) and what the FPS does (the “skill” of the character is mirrored by the one of the player). From this perspective the FPS is more immediate and immersive. There is no roleplay because you are already involved as a player. There are less filters, so the potential impact of the game can be more effective.

This means that the primary traits of a FPS are already antithetic to a RPG, exactly as I wrote about the conflict that is coming up in WoW between the PvP and the PvE. A conflict that cannot be solved or mitigated simply because there’s a different nature at the origin. And all the problems are just consequence of that first “mistake” (or misunderstanding).

The point is: the qualities of a FPS are in a type of gameplay that is the exact opposite of a RPG. But when we think to a “mmofps” we still somewhat join some traits of an RPG to those of a FPS. Which simply doesn’t work. It’s a broken model that wouldn’t go anywhere.

If we remove the character progression, what is left? What would add the “MMO” part to those FPS that are already popular today? How it could contribute? On which (solid) premises this could be “The Next Big Thing”?

From my point of view we have two traits that differentiate a current online FPS from a MMO:
1- A greater depth, more roles, vehicles, bases to conquer in a world-like, bigger, more complex environment. Mixing together indoor and outdoor combat.
2- The persistence.

Now the first possibility is already being developed. That’s in fact where the whole genre is moving right now. Look at Battlefield, look at the last Unreal Tournament and the plans for the next one, look at the announce of QuakeWars at the last E3. The direction is set, we are moving past the skeletal experiences of the raw CTF and deatmatches and toward more complex and interactive environments, with more players involved, bigger arenas that make sense and reproduce realistic environments in all their parts more than just functional, abstract level design. Moving from simple, fast skirmishes to a type of broader and more articulated gameplay. The next Unreal Tournament will build on top of the previous chapter and bundle together the “assault” and “onslaught” modes again to do a step further toward this ideal of a world-like environment.

So we are left with the second possibility: the persistence. Even here we have two possibilities: The persistence of your character and the persistence of the environment.

For the persistence to have a meaning, we need different states. So, in the case the persistence is the one of the character, we need support to a “character progression”, while in the case the persistence is the one of the world we need it to transform and the players having an active role in the shaping of the environment (like owenership or conquest).

But there’s to consider another fundamental element. In these online FPS there are no “characters”. There is no roleplay anymore, not even a pretence of it beside some spice about the context. We have, instead, Alter Egos. The difference between a “character” and an “Alter Ego” is that the character can be different from ourselves, it can be roleplayed, it will have its own story and personality. Instead an Alter Ego is similar to a nickname in a chat. It’s a representation or a virtualization (the player can still decide to “lie”, it’s again what we like to be, and not who we really are) but it’s still the player that is transfered into the game. While in a RPG the player is supposed to be invisible within the game (the problem of the “fourth wall”).

If we think some more about this we’ll see how this meta-game of the communities that formed around these games (from the forums to the clans, the mods and all the networks supporting the scene) is already a mmorpg. It doesn’t miss anything. We have already all the persistence needed. The Alter Egos are already persistent. Most of these games track statistics online and I believe in “Battlefield” you can access different ranks and roles, simulating exactly a type of character development that would fit this genre. The fact that pretty much everyone is using voice comms is another confirmation that we do not play anymore characters, but just Alter Egos. And in this abstract world made of Alter Egos and different communities we have already an emergent “world”. A web of relationships. It isn’t “roleplayed”, but it already exists and mirrors exactly the nature of this genre. The players themselves are the characters playing this meta game.

This is also why I would suggest the developers to bring all this right in the game. Instead of fancy cinematics used as presentations, they should go to a LAN Party and film both the players and the games, bringing those players right within the game and without the need to simulate futuristic tournaments. Those tournaments already exist and do not need to be “acted” by the characters of the game. That level is now obsolete.

My belief is that all this is already happening. It’s already here. It’s already a “Big Thing” and I’m not sure how it could benefit from the few distinctive traits that the MMO genre has to offer. And I find rather funny how games like WoW go exactly in the opposite direction. While the FPS try to incorporate elements of a MMO to add complexity, in WoW the PvP is trivialized into simple, instanced BattleGrounds that mimic exactly that type of dull and repetitive gameplay from which the FPS are moving away.

While doubtful about this “mmofps” myth, I’m curious instead about what Valve is planning. “Beyond the FPS” sounds more interesting than all I read about fancy MMOFPS.

“cooperative building games”
Building something like a space ship or a machine with people online instead of shooting and killing each other.

P.S.
PlanetSide wasn’t successful as expected for a very simple reason: that type of game was already available for free and in a better quality. Which is also why the “free” mmorpg that SOE is planning for the next year will fail as well (I’ll have to comment even this myth of the “free” mmorpg, sometime).

EDIT- I posted the same thing on Q23 because I was interested in different opinions from my own. And it went well. Some good points were made.

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Eve-Online growing steadily

Quick update about Eve-Online (and I’m back as a subscriber as well).

CCP’s plan in September was to reach 70k subs by the end of the year but early this week Oveur announced they are already above 80k. Today the new record about concurrent users online was broken as well, going above 19k (19.486).

This means they gained more than 20k subscriptions just in the last seven months, corresponding to more than 25% in growth. Pretty outstanding. I wish they could continue with this impressive J-curve (Raph can write all he wants, but that’s just the market interpreted as a sexual metaphor) but I also believe that it’s too unrealistic to expect that 25% growth every few months. Still, they have gained the space to improve the game more consistently and secure a good number of loyal subscribers in the longer term.

The new major patch/expansion is planned to go live early this week (Tuesday?). The patch notes are already out but there’s also the possibility that the devs won’t meet the deadlines. In this case the patch will have be pushed to after the holidays.

Among the content aimed to the bigger alliances there are still many changes that will affect everyone, like the huge changes to the combat and a rebalance and power-up of the noob ships (details here). Plus the addition of four new bloodlines (one for each race) and a revision of the tutorial. It’s important to notice how they work and develop at all levels, from the network infrastructure to the higher level design.

It’s also noteworthy that they’ll finally display the “criminal flagging”. About which I ranted here in the past.

Between the other things I digged, I’ve been completely in awe for this flash tutorial. It’s really amazing even if it just explains how the turrets work in the game. Even if you don’t play the game I suggest to read it from the first to the last page because I think it really describes what Eve is at its core and why many love or hate it. Of course that’s the opposite of intuitive, visceral combat. But noone could negate the huge appeal that even that type of approach can have. Really, that little tutorial is incredible. Go toy with it now because it’s worth it. I’ve never seen something niftier and intriguing.

Finally an external program I found and that is extremely useful for me. It simply allows the game client to fill the screen while playing in a window so that you can multitasking without having to set the game client at a smaller resolution than your desktop so that the window can fit in. What it does in practice is remove the borders and the title-bar so that the window will fill the screen without leaving spaces or going off it. I tried it and it works perfectly.

Hey Lum, if I get the source-code can you port it to DAoC? :)

EDIT- I quote here the latest news since they are unavailable for non-subscribers.

We have been working hard on testing Red Moon Rising (RMR) – which is tentatively scheduled for deployment next week. Besides all the new content in RMR, we’ve been working hard on optimizations too, especially since the EVE universe continues to grow at a faster rate than we have ever seen before.

Recently, we deployed server optimization hotfixes seperate from optimizations made in RMR. One of the hotfixes performed beyond our expectations. We regained 25% of our CPU usage on all Proxies resulting in a noticeable lag reduction in most systems.

In addition to these optimizations, we started testing 64-bit server hardware last week on Tranquility. This is in preparation for our upcoming server upgrades – and the results are astonishing. A Proxy server previously running at 70% CPU, which came down from 95% CPU after the aforementioned optimization hotfix, is only using 25% CPU on the new 64-bit hardware.

Please note, only one of the many Proxies is running on 64-bit hardware, the testing is to make sure the replacements we are considering investing in actually give a performance increase. We feel the results speak for themselves and are moving forward in the testing and upgrade process.


On the RMR side of the news, we are still testing the current candidate for deployment. If testing goes as well as the hardware and software testing, we will break our Tuesday deployment cycle and RMR will go live on Thursday, 15 December. If we are not satisfied with the results of testing this deployment candidate, RMR will go live in January.

The sky is falling twice! OMFG!

It must be a designated fun day.

As seen on Q23, it seems that SOE forgot to charge for more than a year those players paying Planetside with game time cards.

Maybe its time to reveal one of your biggest mistakes in the history of this game? The one that nobody seemed to take notice of, mainly because nobody from Sony would reveal it. For the first 12 months of the game, people were playing for -free-.

You botched the subscription system.

Game Cards didn’t expire. You let an incalculable (except to you) amount of people play the game for free, for a year PLUS, and you did NOTHING about it.

It would keep you in a state of constant: “Cancelled” but would never “Close” your account.

Beside the screams and the actual real impact of this “glitch”, there’s a comment from Roger Wong that I consider trustworthy:

It’s true that devs have been leaving left and right, though. I know of five who resigned last Friday. In all, they’ve lost about 16 devs in the past 6 weeks.

And, as Mark Asher asked, where they going?

EDIT – Some more details (about SOE, not Planetside itself):

The talented, disgruntled devs weren’t fired. They quit. Last Friday, for example, SOE lost a lead designer, their lead 3d graphics guy, their lead client guy, their lead database guy, and their tech director.

The lost a bunch of other people the previous Friday too, one of who is coming to work for us. I haven’t met the guy yet, but I’ll ask him on Monday if he’s under NDA, and if so, when it runs out.

[Spoiler] Eranikus invading Moonglade

I’m not sure how this is connected to the opening of the Gates of of Ahn’Qiraj but there seem to be a world event with the Shade of Eranikus (also seen at the end of the Sunken Temple, one of the most underrated instances) invading Moonglade and sending some “Nightmare Phantasms”.

As seen on the FoH’s thread.

I saved the two main screenshots, the one with the dragon and the one with the invasion. In the case they go down.

I guess it must have something to do with this. (As seen on Pacifist Guild site)

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OMG, the sky is fallen!

Hahahahah!!

One of the “lesser” mmorpgs did the most fun thing ever:

Vendetta Online: All Characters Accidentally Deleted

On Monday, while attempting to restore a wrongly deleted character for a Vendetta Online player, one of the staff inadvertantly removed all characters from the game’s database.

Sadly (for the comedy value), they have a backup.

Another idea for a better Realm Points distribution

There’s a thread on the Vault with a good summarization of the concerns about the latest changes in the patch that will go live next week (possibly).

My primary character right now is an Aug/Mend Healer on Gareth. Much of my “job” is healing, mezzing and stunning. After thinking about this change, I don’t like the idea of granting RPs for healing, mezzing and stunning. That’s my job and I do it to help the group prevail in battle. If we win as a group, we all share RPs equally. If we lose, we don’t. The tanks are getting extra points for melee damage. The casters are getting extra points for nuking. And so on. We all have different roles in battle that contribute to a win or a loss, and I like the fact that we are all rewarded equally for it. Now, my group mates might be wondering whether my choices were to maximize my personal RPs, or to maximize the group’s chance of winning.

I don’t like getting something extra just for doing my job, and I don’t want to be treated as “special” by the game just because I happen to play a support class.

This all makes sense. The concerns are valid.

My opinion about this didn’t really change from what I raved more than a year ago.

The idea I was suggesting was completely focused on the group and aimed to encourage and reward teamwork. Basically (the details are specified in the link), the more Realm Points your group gains without dying, the more a “multiplier” on the Realm Points they earn builds up and the more the “bounty value” (aka the Realm Points that the group is worth) rises accordingly.

This enocurages the group to work together and to survive instead of “zerg rushing”, /release and rushing again. While also rewarding a good performance and those groups that manage to kill the bigger guys (with this system the good groups would be “hunted” since they are worth more).

I still don’t see why this idea wasn’t accepted and I believe it could be also integrated to solve the concerns raised by the post I quoted.

My solution is simple: continue to reward for resurrections, heals, mezz and stuns. But share these additional points between the whole group.

Is all this unreasonable? And if so, why? (if only Mythic accepted to have a discussion… sadly I think I’ll have to live with my doubts.)

But then I also have to say that the current changes don’t look bad and that I have nothing to complain if support classes get more RPs. I just wonder if a better solution is possible.

A glance at the future of WoW’s PvP

(short version for the lazy)

Some more considerations and anticipations about the future of the PvP in WoW for the next year.

(For what is possible. I’m often mocked because I usually “predict” this and that but I believe that it’s also important to try to anticipate where things are going instead of just stating the obvious after they happen. I’m an observer and that’s what I find interesting.)

This is a collection of interesting comments from Caydiem (and it’s thanks to her that there’s something worth discussing from time to time):

This is a multiplayer game, and we want to encourage people to work as a team. As such, I don’t believe separating out the queues would solve the issues you’re seeking to solve without causing another batch of problems in their place. Queue times would be far longer, for instance, and that’s something that’s already a large complaint. (No, we can’t just whip up cross-realm queues, either; that will take quite some time.) So many people are asking us to stop treating symptoms and start curing the whole thing, and we’re doing everything we can in that direction — but it’s a massive undertaking and thus won’t be done anytime soon.

The separation of the queue would cause further problems and honestly wouldn’t solve a lot of the issues prevalent there. I apologize if you felt it was the answer, but there are many schools of thought on the subject.

The simplest thing you mentioned is to pair “Join as Group” with others who use the feature, and put individuals in their own. However, there are concerns with this method. The field doesn’t consist entirely of pick up groups and incredibly organized teams. There’s a middle ground. The teams had to practice together quite a bit to get to that stage. It’s much harder to learn when you’re being crushed, and thus the powerful remain powerful while the unskilled remain unskilled. There’s not nearly as much chance to “learn2play” in such a system, I’m afraid; joining as individuals will not allow you to get with the same people each time, thus seriously stunting any practice. In addition, it would cause queue problems for the people in Join As Group, as there are scant few people who would play the game that way.

Battlegrounds are about teamwork, and we don’t want to discourage group play.

Cross-realm battleground queues are in consideration already, but it requires tech that isn’t in place, so no, again, not simple. ;) Also, the game “detecting” things like how much fish they caught in a given time — and acting on it — is not something that could be implemented currently, and is in fact another quick fix you seem not to like very much.

To address the whole issue…

The Honor System and PvP is being reviewed, but the fruits of such labor will not come for some time. I appreciate your feedback, but it’s not time yet. No, the Honor System isn’t going to be scrapped, but it will be reworked, with the objective being to reward skill. That’s a long time coming, however. Just because we add these fixes to aid the worst of the symptoms doesn’t mean we’re not treating the problem at large… we are, but it’s going to take a while.

Ideally, the developers want the Honor System to reward skill more than just time investment, and to better reward those fighting more skillful players. They want matchups to be more even and less one-sided. They understand your frustrations, and they’re right there with you.

But currently the game has no real way to understand and track the nebulous thing that is “skill” in PvP. The Honor System would need considerable changes for this idea to occur, and as such, it’s a long way out there.

But it is being talked about. It is something the developers want to do with the game. It just may take us a while to get there.

My idea is that the game will try to move toward the perfect matchmaking (hell, even Koontz suggested it. So it will happen), at least in the longer term.

But to even start to consider that possibility they’ll have to support cross server BGs to have a bigger pool from where to draw the players and “match” their performance. Which is also what Caydiem explained in the comments I quoted. Considering what was hinted at the BlizzCon the cross server BGs won’t be possible till the release of the expansion, so we are talking roughly about June of the next year (just to have an idea of the timeframe).

Now I don’t like at all the direction where all this is going. For a very, very simple reason that everyone seems to forget: There’s no skill in a RPG. Exactly because, in the second we add statistics and complex rulesets where each character is different and can increase its power “artificially” (levels, skills, loot), the “skill” shifts from the one of the player to the one of the character. That’s the essence of an RPG and the “character progression” that also made WoW so successful and addicting (there’s a reason why most of the mmorpgs are RPGs, it’s not just because the producers are stupid).

Simplifying:
Skill = phat leet

Here’s a riddle:
We are in Arathi Basin.

Group 1 is about 15 players with epic mounts.

Group 2 is about 15 players with standard mounts.

Who is more skilled?


If this is true and if the new matchmaking system will couple “even” matches and calculate the honor values accordingly, this means that the only way to climb ranks effectively in PvP would be through the access to uber purple loot and with organized guilds supporting you. Which means, once again, that a casual player will have, guess what? NO CHANCE. Because “skill” is for a good 70% about what your character is wearing and with these premises you’ll have no way to progress in PvE (hello 40-men raids and tier 2 and 3 armor) NOR in PvP if this system is going to reward more those that already “have”. Something that Caydiem (that looks smarter than the actual designers) summarized with:
“The powerful remain powerful while the unskilled remain unskilled.”

Which is exactly what will happen in the perfect matchmaking service + ladder system.

This concept is rather important and more than how it appears. In fact it makes obvious another one that may appear silly but that is simply true: DAoC’s Realm Points mechanic is as good as it can be.

You really cannot find a better progression system for PvP and for a very simple reason (again). This is an RPG and the only mechanics that could be appropriate (fit) are RPG mechanics. In fact the hypothesized ladder system rewarding “skill” that WoW could implement in the next year can surely work and it is demonstrated to work for other games (for example Warcraft the RTS). BUT ONLY if you discard every kind of persistent character development. Simple example: in Warcraft 3 your heroes can “level up”, which is an RPG mechanic (and that, still, some consider like an intrusion), but that progression lasts only for the duration of one match. It’s self-contained and you cannot “port” any of your progression from a session to the other. In fact the only thing you are porting is your “skill”.

So let me repeat the concept: it’s absolutely impossible to create a system that can measure “skill” in a RPG. And even if you were able to create this chimera and factor absolutely everything (loot, classes perks and roles, skills, levels, ping values etc..) you would obtain a game where the progression would be simply nullificated. You would basically cross the fence and transform the RPG into something completely different. Something that would remind what SOE did recently with SWG and that I’m not sure the WoW’s players around the world would appreciate (considering how they are rabid about simplified and overstretched character progression).

My “prediction” is that Blizzard will surely burn a lot of resources and rewrite significant parts of the current game to reach that goal. I’m also sure that they’ll manage to build a matchmaking service as good as it can be. But the point is that it will remain an half-assed PvP system not better than the half-assed system we have right now. Because the goals and the solutions they are chasing are not appropriate and will continue to be problematic and rise problems till they won’t accept that “skill” is a concept that cannot fit in a RPG without erasing or dumbing down the character progression.

Which also brings to the commonplace that says that you cannot expect the PvP to work in a PvE game. Because “skill” and RPGs are antithetic. You cannot invent any fancy solution to bring them close without a fucked up outcome.

Of course I also disagree with the commonplaces. DAoC, in fact, has a very good PvP character progression done through Realm Ranks that has never been considered a big problem and that added a lot of “spice” to the game. But this is another important topic that I won’t comment here.

Caydiem:
Yes, the developers are working on bringing PvP back into the world itself rather than just Battlegrounds.

No, I don’t have any details to share… yet. ;)

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