Heh. I wish (and not only).
But then I don’t feel part of a group. I’m just a quirk in the system.
Heh. I wish (and not only).
But then I don’t feel part of a group. I’m just a quirk in the system.
These are the comments about the problems of factional balance in an open PvP environment. Old problem for someone who plays DAoC from a long while.
—
Mark Asher:
One of the nice things about the WoW battlegrounds is that they sides are even. Out in the game world the sides are not even. This was sometimes a problem in frontier fighting in DAoC.Also, controlling hot spots is a lot like controlling keeps in DAoC, and one of the problems in that game was people just organizing at weird hours to retake a keep.
PvP is fun when the sides are even. When one side is outnumbered, it’s not a lot of fun for that side and it tends to drive players away because they give up. How will you keep the fights even?
Oh, it’s simple.
Each zone will have a special recruiter that will count dynamically the horde/alliance ratio in that zone and, if the conditions are met, will allow a player to “betray” its faction and fight for the other. In this case the recruiter will cast a “spell” on the player, turning his name green toward the other faction and letting him communicate and fight for it. This status is reset when the faction balance in the zone changes or when the players leaves the zone.
Well, this was just a joke.
The point is that what you say is not even correct. Blizzard didn’t solve at all the faction unbalance. You still have it in the form of long queues.
So it’s not Blizzard’s idea solving this problem against HRose’s idea creating this problem. It’s just a choice between having to sit in a queue for 20+ minutes between each BG session or erase this waiting time but suffer for a situation where fighting is harder since you are easily outnumbered.
BOTH of these suck, I’m really not sure that Blizzard’s solution is that much better.
The point is that my idea INHERITS this problems, it doesn’t create it. The faction balance was a design issue to solve the minute after Blizzard decided that the game was going to have two rival factions. What I mean is that this problem doesn’t belong on the level discussed here. It must be solved somewhere else.
That said. There are ways to mitigate the impact of that problem. Solving it is impossible. Even if you are the best design ever. But some sort of mitigation is always posible and some ideas can be developed in that direction.
DAoC also uses some of these ideas that never really convinced me. For example, we could give the outnumbered faction a bonus multiplier on the PvP points they gain, so that, even if they are outnumbered and more frequently killed, the reward system still “compensates” this greater effort.
This would work on the systemic level and keep things even, but it wouldn’t work on the “fun” level, I believe.
Other mechanics could be about adding some quest patterns. For example: the alliance outnumbers the Horde by a fair margin and is holding an hotspot from three days. Every attempt to attack it failed miserably. We could add some PvP quests, similar to Alterac Valley, where the horde players could roam around the zone to accomplish some goals and “summon” an hero or a NPC army that could assist them in the assault. This could help to obtain an alternation on who is holding a spot.
It could work because the faction holding an hotspot is required to camp it and remain at a radius, or the hotspot resets by itself. So the horde is more free to roam around the zone, sneakingly working on their next assault with the added tools.
This solution would be way more development-intensive, so I’m not so convinced by it. But it’s another example to mitigate again the unbalance.
A third solution could be about letting the Horde (outnumbered) assault the Alliance on multiple points/hotspots. Lowering for them by a fair margin the requirements to “cap” one. It’s a more tactical strategy that would allow the Horde to launch some “stealth” attacks instead of trying to charge the Alliance all at once.
This third solution could even work similarly to DAoC, where an hotspot is also upgraded and defended by NPCs. So that the Horde would be able to push all its resources in one to make it inexpugnable even when defended by a few players. While the dominating Alliance would try to maintain many more hotspots, hence spreading the resources and showing many more weak points that could be targeted by the Horde as tactical, quick incursions.
The design strategy I follow *is not* about solving the unbalance, here. But about opening gameplay patterns so that the game remains fun even when you play in a outnumbered faction.
Again, solving completely this problem is not possible because it belongs to another level of the design. But it’s possible to mitigate it in a number of ways and I don’t think the situation with the queues is much better even compared to a scenario where my system would be plugged without any of those “safenets” I explained.
Here I wrote down in five minutes some ideas to address this problem that I believe could be valid. While Blizzard is still doing jack shit after more than a year the game was released and after five years of development.
Excuse me.
I’m finishing to archive the ideas and comments about the open PvP system I suggested for WoW and EQ2 after I criticized the last plans for the latter.
This is about ganking, rewards, objectives, specialized playstyles and “choice” in PvP. I’ll keep the comments about the factional balance separated.
—
Jason Cross:
Well it’s an interesting idea, but Blizzard kind of already does this with Battlegrounds. Only instead of the “PvP hotspot” being a point in the real world, it’s in an instanced zone so the performance of a heated battle doesn’t affect the PvEers with undue lag.
The BattleGrounds remove the persistence from the game, which is the whole fun about fighting FOR A REASON. Instead of fighting just for the sake of it. It removes all the purposes and impact you can have.
Simply put: I think I’m not the only one who loves a lot more the open world PvP than quick instanced games. If I want that type of gameplay I don’t launch WoW. It’s not there the potential of the game. Blizzard copied it just because it was easier to do for them.
In your system, unless I am mistaken, you are still technically capable of engaging other players of the opposing faction anywhere in the world. That’s enough to ruin it – game over. If you’re a “grey” in WoW, people will gank you. They get no reward for this, and no punishment. You’re not worth honor points. They did it because you were there, and they think it’s funny that you have to come back and get your corpse now. Sometimes they’ll hide out and wait for you to res, and then gank you again. “HAHA noob u suck!” I’ve had it happen to me plenty of times.
Yes, ganking is allowed but not rewarded, nor punished. As I said: it is a *choice*.
Imho, this adds to the game. Because it’s not anymore the game telling you: “kill that enemy, it’s a walking bag of points”. Instead it says: look, that’s another player, you can choose to disrupt his gameplay, annoy it, challenge him, dance with him or even help in with a quest. It’s your choice. It’s a way to let the players free to build their own stories, characters and gameplay. Without the game system whispering in your ear what you should do.
Before the Honor System went in to transform me into a walking bag of points I teamed up many times with horde players to complete quests. We couldn’t speak, but we could still DECIDE how our characters behaved. I decided to NEVER attack the horde and the system was open and allowed this enriching depth.
On the other side you can still be ganked but you have PLENTY of ways to escape that and move away. This has never been a real problem. And if it is it should be tackled from this perspective (giving the players more tools to escape) instead of ENFORCING behaviours, making the game so stupidly arid.
You can still ask for help in these situations. This is the social fabric of the game and it is PRECIOUS. It isn’t something to shot down. There’s a threat, you are called to react to it. And you have plenty of ways to do so or avoid it if you so choose.
Is it better EQ2’s system where the players are encouraged to gank other players to loot their gold, junk items and inflict them xp debths? Is this more accessible?
Tell me.
It doesn’t seem like your system will address this at all. It centralizes the action at specific places in the overall world for those seeking rewards, but those that want to gank people for entirely social reasons are still free to terrorize the countryside.
And you are wrong. My system also completely addresses this.
You don’t want the PvP to “get in the way”? At all? Ok -> PvE servers.
The proposed system was thought by me with both PvP and PvE servers in mind.
The PvP servers follow the rules described. The PvE servers also follow the same rules, with the difference that you have to flag yourself deliberately if you decide you want to move toward an hotspot and fight there.
How’s this bad? Tell me.
That’s the point of having two separate rulesets. It’s your choice if you want to erase the possibilities of a PvP server and have something more “controlled”.
It also encourages loads of people to fight it out in particular zones – if you spread out and try to capture lots of hot spots, you don’t get PvP points. You get them by everyone engaging on ONE hot spot, trying to take it over and have lots of nearby enemy targets to get PvP points from. This would create terrible lag because it’s in the open world and the numbers can’t be controlled like in an instance.
That’s one goal and should be balanced accordingly.
As the Honor System went in, all the PvP in WoW was focused on Southshore. It was hardly fun, I agree.
The goal is to spread the action between 4-5 hotspots instead of just one. This isn’t really a problem, it just needs the rules to be tweaked, tested and reiterated. (mostly about balancing the amount of points awarded when you conquer an hotspot and those generated over time as log you keep it capped)
—
dannimal:
The idea that the honor system converted players into “walking bags of points” and thus destroyed any hopes of freewill on behalf of the players, or that the game system is “whispering in your ear” is where I have issues.
—
Darniaq:
The value of the reward is linked to the combat system to get it. As such is a paradox:The greater the value of a PvP reward, the more people will try to get it, the more that process will be dominated by those who achieve higher stats first, the more other people are cut out, the more likely those people cut out would end up going with PvE anyway.
I’m against the specialization in PvP or PvE. Like it is happening in WoW.
I believe that a player should be able to get the most from each part and access both instead of specialize just in one. So the idea is just to offer two different paths, both viable and not exclusive.
The *current* system in WoW cuts out people because it is based on a selection. In my idea you gain the points and spend them directly. So you can grow at your own pace, without having to “race” and catass against everyone else.
Not partaking of PvE in EQ2 is not leveling up. Not leveling up is not gaining abilities. Not gaining abilities is a disadvantage in PvP. If the rewards for PvP are that great, this disadvantage is even more pronounced.
That’s a gross generalization, but any PvP built into EQ2 at this point would need to take the very different level spread into account. In WoW it’s safer for this sort of thinking because so many people are 60. Not so in EQ2. (it’s also safer because Blizzard sees PvP very differently than SOE).
This is easy to solve.
The zones are already grouped by level. So there should be an incentive to go fight in a zone of your appropriate level. The PvP points would be much more desirable if you kill players around your level instead of players much below you.
So this should encourage the players to group by zone. And as I said the PvE shouldn’t be a problem at all. It wasn’t a problem on WoW’s PvP servers and will be even less in my idea since it would discourage even more the ganking.
Why would you go ganking in a lower level zone if you could go in one more appropriate and challenging (and fun) that would reward you directly with PvP points?
—
The biggest problem with PvP points is what we’re already seeing in WoW: people will grind them to get foozles. It changes the motivation to PvP. It should be something people feel rewarded by after having some PvP fun. But just like XP and item rewards, eventually PvP points become the main thing to get, and therefore something to make a more efficient process out of. It’s a shame but it happens time and again.
The better the reward that can be purchased by points, the more focus players place on those points. Not ALL players, but it only takes a critical mass of them to focus on achievement exclusively to the point of excluding others.
I know that the players will game the system, but why is this bad?
It will even help to keep PvP and PvE separated since the players are encouraged to move closer to the hotspots around their level.
PvP points and rewards should be a reason to promote the fun, not to remove or derail from it. My idea just puts the point where the fun is supposed to be: near an objective to fight for, with some sort of defensive structure.
The point is to let the players fight for something instead of roaming around a zone to just gank every players on sight. It’s about giving a goal and objective to the PvP. And about offering a reward in doing so. The reward is just a way to direct the players there. It’s a guidance to create gameplay.
This already happens on DAoC and I don’t see where it’s a problem. These hotspots are also public, so everyone can join and get some fun out of them. There aren’t mandatory requirements.
I steal an image from Q23 to summarize my current feel about EverQuest 2:
I have lots of comments. If I’m quiet it’s because I’m avidly playing (which is a good thing for the game).
letter1 from Julio
Greetings Everyone
3 months since NGE and everyone hasn’t bailed (yeah!).
and all those demo accounts are really proping up the consumer numbers.
you asked for the NGE and you got it..
this year we are going to Refine, Fix, & Improving The Existing Game
we are going to fix the bugs that have been there since beta.
we are going to test publishes.
say again, we are going to try to fix some bugs.
we arn’t just giving jedi stuff all professions are getting new (non descript) stuff !!
we are gonna force the devs to post on the boards more.
we are even gonna tell you a little about whats going on before it goes live !!.
the producers are gonna post more letters like this one more often, let me hear a yeah!!!!.
Letter 2 from Grant McDaniel
HI, My name is Grant McDaniel
I’m part of the SWG development team.
I’m a Star Wars fan since I was a kid.
i’m excited leading the SOE development team into the future.
This year we are going to add content.
We are going to add stuff to each of the 9 “Iconic” (Trademark) Professions.
We want your support and feedback.
Here a high level outline of what all the classes do.
we are going to fix some bugs this year
The future is bright.
May the Force be with you!
Grant “Rogue_5” McDaniel, Producer – SOE
useful stuff….
I’m going out this minute to drive to the shop and buy my copy of EQ2 (Desert of Flame + base game). I’m also going to order the one coming out in two weeks and probably even the two mini-packs. What the hell.
I still have some notes left and I don’t have even started playing. I wanted to give the website some breath.
Expect lots of comments (if I don’t find it abysmally terrible to the point of not tolerating it, which is quite possible). The patching will take a long while, though.
Back from shop. I got EQ2 and FEAR :)
Gah, 10+Gb of HD space. And I went to download FEAR patch only to discover it’s another 105Mb. I think I’ll be swamped downloading stuff for a while. EQ2 is still patching the friggin launchpad.
EDIT: …Still patching. I think I have another hour and this without the optional stuff. I hate the launchpad. I hate pop-ups. I hate the micromanaging I need to do before being able to launch the game. It’s worst than PlayOnline.
I’m studying the classes, I narrowed down the choice to only two. Now the problem is the race.
I also found one point for EQ2 over WoW:
Most EQ2 raids are 24-man, I don’t think there’s any smaller ones and I’m fairly sure there aren’t larger ones.
EDIT: Ahh.
One of the most fun and addicting sword fight games out there: Mount & Blade (and don’t let the functional graphic turn you off).
The new patch (0.730) was released just a few hours ago. The full install is just 46Mb. The upgrade patch from the 0.711 version is 36Mb.
This is a shareware game that allows you to play up to level 6. Which is already tons of fun. You can also use the mods with no problem even if the level limit will remain there but you can use the arenas to hugely multiply the enjoyment of the shareware version. “The Last Days” is the most popular mod at the moment, it is inspired by Lord of the Rings and also includes the Arena mod. A new version of this mod should be released tomorrow (there’s even a rumor about multiplayer support), so check that thread for an update. The current version (1.7) is not compatible with this last version of the client.
The full, unrestricted version of the game can be bought online only for 14$. And it’s surely worth it, you’ll see.
Completely unrelated, but I’m also waiting the new patch for Civ4 (because I’m a patch whore). It could be released any day now. (btw, the Soren Johnson mythical creature now posts on QT3 and has a blog! I simply *loved* to read his design notes at the end of the game manual. That alone was worth the price of the game for me.)
I’m going to mirror the patch if I manage to download it. It’s being slow right now… I’ll add more comments later.
One mirror up (for the patch file) on filefront, from QT3.
And I finally mirrored the full installer on this site: mountandblade_0730_setup.exe
Please leave a message if there are problems.
This is a quote from a preview on Telefragged describing a gameplay scene. And yes, the game is like that :)
Here’s an example of a situation that can commonly occur in mid-battle: you’ll be on your horse, plunking away with your bow when you realize that some enemy mounted troops have snuck around behind you. They charge up with their swords, brutally crippling your horse as you topple to the ground. You’ll fight your way back to your feet and fire off a shot that one of the mounted riders blocks with his shield (and the arrow will stay stuck in the shield!), doing a grand total of zero damage. A horse tramples you, hurting you somewhat but not too badly. Again you get on your feet, and then you realize that one of the horsemen has no shield – a couple seconds later, with an arrow sticking out of his neck, he drops off of his horse and you take this opportunity as a chance to get away. You jump on the dead guy’s horse to barely escape two more mounted units, and as you ride off, you turn to your side in the saddle and start scoring more killing blows with your bow.
I paste here the short version so that I can link it. The complete, detailed version is here.
I’m also going to save at the bottom the discussion, when I have time.
—
Shild:
To add, I’ve actually been struggling with adopting single player storylines to MMORPGs for a while, though I often use Deus Ex as my example. It’s simply easier for me to visualize. The best way to do it though would be to heavily instance anything concerning the main story while side quests and the open city were the MMORPG part. By branching it into instances and allowing the story to morph somewhat according to your actions in the MMORPG section of the world, I think a compelling game would be created. It would require a project manager the likes of which the game industry has never seen though.
Ding.
This was my idea from the very beginning. See the scheme.
The three layers: (1) open pvp sandbox – (2) (soloable) narrative – (3) communal PvE – happen in different parts of the world:
(1) The “shards” here are the PvP (persistent) war maps where the players are divided in three hardcoded factions (+ player-made). Where there’s also the emergent level of the RTS (managing resources, supply lines, patrols etc..) and where all the level of the trade/economy exists. The whole world here is at 100% in the hands of the players. This is the Sandbox pushed to the limit. And this layer would try to simulate much more than just combat. This should be a complete, detailed “virtual world”. At war.
(2) From these shards the players can use portals to travel to the “planes” (see the image, these are also persistent). These are other dimensions (the game setting was based on “Stormbringer”, by Michael Moorcock, one of the best “dark fantasy” writers EVER). The multiverse. The planes work like social hubs. They are one rather big zone that pivots around a NPC big outpost/city whatever (depending on the different settings for each plane). From here the players can adventure in the proximity of the city (since there’s a certain amount of wilderness sourrounding the city/hub) or open portals to other dimensions (and here we have a total freedom on the content of these dimensions). These portals mean that from there onward you are instanced. It can be a dungeon as it can be a completely independent WORLD. As I wrote elsewhere the idea is to have a “fluid” perception of reality, where everything can happen and where you can add “destabilizing” elements for the player. You become a traveler of worlds, the potential is ENDLESS. This level I described is the level of the narrative I explain in this thread. This is also the part that must be COMPLETELY SOLOABLE. With groups of players of four at max and balanced by default for duos.
(3) Third is the level of the communal PvE. You are still on the planes and the communal PvE can be or an instance or some encounter out there in the wilderness (out of the city/hub). To have access to these encounters you need to “unblock” them by progressing in the narrative. These are more epic instances less based on a solid, involving story. And more based on the group mechanics/challenge. This is also a level deeply interconnected with the first (the PvP) because these instances have the main purpose of summoning powerful artifacts that can only be used on PvP (also unique per-world and lootable in combat if you die).
See the three levels? The Sandbox is open, persistent, not instanced. The Narrative is open (for the social hub around the main cities) and then instanced so that the player can immerse himself. The progress here is about *the story*. The quests exist for the story coherently with what I wrote just above. And finally the third level that is the “social” PvE. Both instanced and not, that is also tied with the wirst layer. Bringing every aspect of the game together.
Note: The game is “skill based” and on a flat power curve. The power differential is kept low between new and veteran players, so that they can ALWAYS play and adventure together. The character advancement, for the most part, is optional. You can choose to advance your character playing one of the three layers or all at once. The progress depending on the research, instead, (to find rarer spells, evocations and so on. Basically the “meat” of your skills) is strictly tied to the “narrative”, which is, again, soloable. The third level (communal PvE), instead, is NOT tied to the character progress. You WON’T get more powerful items you cannot achieve in the “single-player” game. This level works only for some rare items, skills and spells that define a “status”. But not directly the power. Never as “more powerful version of the same”.
This means that the only, truly mandatory layer is the one of the narrative (and in fact it’s soloable to keep it accessible for everyone). The other two (sandbox and communal PvE) are optional.
Everything is connected.
Yesterday Raph posted on his site an obvious provocation about single player games but I sort of anticipated that theme already a few days before. And not because I was proposing it in the first place, but because I was “giving voice” to some discussions I was reading on various forums and continuing on the same lines of the discussions that started a couple of months ago.
I’m not going to tackle Raph’s arguments because I don’t feel like adding to them or criticizing them. I still believe that what he wrote was a provocation, something strategically planned to trigger the “he’s nut” comment. So he went to search exactly that type of conflict of opinions. Throwing in a completely wrong footing comment but that he knew how to defend at best. I like the way :) It helps to surprise and create the interest. If you are intrigued, you can then follow his arguments.
My opinion here worked like a jo-jo. Raph says that single-player games will vanish because they are a “mutant monster” that has no real place and purpose. Instead of falling in the trap of his deep arguments I just quickly commented on a superficial level, but that is also the level where the generalizations are made:
Books and movies are single-player, though.
This comment is stupid to the point that it is not even worth a consideration. But, you know, I follow the flow.
On Q23 Charles commented (I still have to archive the discussion we had about RPGs):
And yet if you view games as media, media is something often experience alone. Books, movies, TV. If I am playing the hero in my own form of media, I don’t necessarily want to share that experience with anyone.
If you look at every single player game as a unique movie, then it’s perfectly valid to want to play it alone, not ‘aberrant’.
To state that single player games are unnatural is to miss a large part of what makes games interesting and enjoyable.
That’s another step.
If now I jump back to Raph’s comment thread, I find him commenting:
JoeBillBob:
So in other words: Very soon, Single Player Masterpieces like Ultima IV and Ultima VII will no longer be possible. Instead, they will be superceded with “triumphs” of multiplayerism like Ultima Online.Raph:
No, more likely a masterpiece like Ultima VII will be an instanced adventure within something larger.
And this is another step. The circle is complete.
What Raph said there, from my own point of view, is exactly what I wrote in the last three months about questing mechanics, accessibility, single-player stories, immersion and so on. It’s all tied together, all following the same flow. The same purpose.
We discussed the “sandboxes” and their accessibility problems. I suggested linear paths to help this accessibility and give them a proper structure (direction) and I arrived again at the conclusion to solve some of these core problems by using the concept of “permeable barriers” that, from a side, would help and direct the player, creating a structure that can be simplified and “chunked”. While from the other they would open up the possibilities, removing the barriers that separate and segregate the players. Because I believe that’s where the potential is.
My fancy tripartite game scheme follows those ideas, with the purpose of “gating” content. Each of the three layers isn’t an independent game, but a gate on the other two. One continues in the other and draws legitimation and sense from the other. The idea I was following was to create (permeable) paths to walk the players along. Help them to move the first steps, remove the accessibility barriers of servers, factions, classes, group requirements and so on to immerse directly in the game world. Then progressively open “portals” to other parts of the game, again working on the accessibility.
The goal here is diametrically opposite to what every game out there has done till now. I’m not creating three layers on the same game to target them at specific “player types” that I expect and enforce to specialize in the part they like more. The opposite. I create three layers that flow one into the other so that every player will naturally experience and draw the most out of ALL THREE. It’s about opening up the doors instead of shutting them. Removing the barriers, working to make the game more accessible for everyone. So that everyone has the right to participate.
While other games work on a selection of the players, where some are accepted and some rejected. Mirroring our real society. What I do, instead, is to EDUCATE the players. I don’t select them, I don’t put barriers between them, I don’t impose, I don’t require, I don’t segregate, I don’t create differences, I don’t offer reasons to “hate”. Instead I try to bring together. Integrate. Bring in those players that in other games are rejected. This is the purpose. This is my ideal.
So, for me, using single-player patterns and strategies is something extremely valuable. It’s the very first step to bring the players in, getting them involved in the game. Recuperate the level of the “immersion” that right now is completely lost and forgotten in this genre. This isn’t about wasting resources on a type of “narration” that isn’t appropriate nor the “raison d’être” of this genre. But it’s instead a way to “gate” the players to a genre they don’t know yet. An entrance. A starting point.
A clear sign that says: “I have a story to tell you, follow me”. Your story begins here.
This is why my comment above about movies and books being “single-player” turns into a jo-jo. It’s not anymore a comment against what Raph says. But confirming it. Adding to it.
It’s absolutely false that movies and books are single-player. In fact we watch movie and read books so that we can still share them with other people, on other levels. Somewhere what we do returns there. Maybe not explicitly, but it will. Not differently to what Raph says about Geometry Wars:
It’s multiplayer because we talk about it on a message board, PLUS have persistent identities when we play it, track high scores across the network and compete with each other, get notified when our friends are playing it, and (presumably and potentially) are datamined whilst we play it.
The same reason why a non-explicit multi-player layer in a mmorpg could still be extremely valuable. It’s not something alienated from the genre, but an interesting idea to “gate” the players between different layers of possibilities.
Prologue of “A Theory of Fun”:
“Yes, this is something worthwhile. I connect people, and I teach people.”