EverQuest Classic strives to find a reason to exist

So there is a new expansion planned for September that will even break the naming convention of “noun of noun”. SHOCK!

As Ubiq wrote the interesting part is that it will provide content for all levels (also implicitly answering to Loral). A sub-world that is suppposed to be self-contained, with the possibility to level there from 1 to.. uhm.. 75? Must be a rather HUGE zone. Or maybe it’s the new frontier of the Pure Grind, like DAoC did with those horrible Task Dungeons.

I don’t know, but thinking about going back to EQ for this expansion looks like a very bad idea to me. If you want a brand new experience there are many other better games, EQ2 included.

Instead the only real interesting thing going on EQ Classic are the “progression servers”. Not only because they are alive, packed with players, but because they provide an answer to EQ’s greater problem: the mudflation.

And that’s also the tie between the progression servers and the new expansion in development. The new expansion is no less than the triumph of the mudflation. 10 years of expansion pack content? The truth is that EQ has now LESS content than the average mmorpg. As we already examined, content is subjective. It doesn’t exist if there isn’t an active interest. It lacks consistence. It doesn’t matter if the content is potentially there and maybe even in a playable state. What matters is that the content is for the large majority inaccessible because of the shifts of interest of the community. Content that exists, but that is now completely useless and that it would be just impossible to actually experience. Content without an use. Without an audience.

How much of that content is really accessible today? How much is desirable? How much is soloable so that you won’t have to remain flagged LFG for a month to do a quest that noone cares about?

With that new expansion they are basically cutting out another 95% of the whole game. A loss of function and “use” that is now so widespread to become an existential problem for the whole game. Why EverQuest still exists? What is its place?

It’s in sharp contraposition to those questions that it can be interesting to observe the dynamics of the progression servers. The progression servers are no less than obligatory paths, ways to find an use and purpose to content that lost them long ago. There are two basic points to consider.

– The first is that the content isn’t anymore mudflated as on a standard server, but is instead “aligned”. The idea of “progression” comes from a series of objectives that must be completed before you can advance. It’s all focused to be a solution to the mudflation. This new server type is just a way to remove the rust from content that has been ignored for a long time. Find a purpose, an use, a motivation. A way to refresh the memories and restores those qualities that the game has but that have been erased by the “progress” of the mudflation. A way to answer that existential question that plagues the whole game.

– The second interesting point is the “community effort”. The sense of participation. Not only in the fact that the zones are alive again, but that everyone is going to contribute and participate in a communal effort. While the great majority of the mmorpgs focus on a personal power growth, the idea of “progression” on the progression servers becomes a shared concept. The idea of progression is extended to the whole community.

And this is the strongest mechanic that a MMORPG can aspire to.

I have repeated and supported this for years. Doing something just for yourself, in a personal instance, can be fun for a while. But it’s when you become truly involved in the community, when you feel a sense of real participation, that this leads to an escalation of fun. Being part of something becomes the strongest motivation you can have. You don’t play anymore to kill some spare time, you play because you want to be there. You want to be part of something. You want to belong. You want a memory.

That’s where the potential of a community really is: participation, motivation and memory. Being part of something bigger than you and that unites all players. Something to share and remember. Without this, games are meaningless.

This is why I consider the progression servers as the most interesting thing happening to the game. EQ is a game that is losing its identity and motivation. It is losing pieces because of a lack of “answers”. The progression servers basically provide an use and meaning to the content in the game and, as a reflection, to the whole game. People come back because EQ regains its identity and purpose, the game “remembers” (and the progression servers also rely a lot on the nostalgia) who it is. The game regains a motivation and this motivation is understood and inherited by the players.

But there are also some basic weaknesses that undermine those ideas. The biggest problem is that the progression servers are only a temporary solution. They are transitory. The motivation is strong if you were there from the very beginning, but the majority of players won’t be able to keep up with the pace and will have to deal with the reality quite soon, which is much different from their expectations. People will be excluded from that sense of progression and, with the time, the players will trickle off as they understand that their hopes aren’t realistic and that it won’t be easy at all for them to be part of that community.

So the progression servers have done the miracle of giving EQ back a soul, identity and meaning. But these answers are only a temporary and the motivation will only work for a minority of the players. And then less and less.

The conclusion is that these servers have revealed interesting dynamics but that are limited by their transient, ephemeral nature.

Why we cannot design games starting from those important goals, instead of having them just as afterthoughts? Why we cannot have a sense of participation and motivation that can really aspire to integrate the majority of the players and that can be persistent in the game instead of just temporary?

I have some ideas. The point is to start designing games as concrete answers to those needs. That’s what I try to do, start from the need and then try to find an effective solution.

About the Final Fantasy XI sequel

Zonk on the hypothetic sequel to FFXI:

With several expansions to the original game already released, and the title available on three platforms, Square/Enix is finally talking about a sequel to Final Fantasy XI.

Finally?

Anyway, Square pushed out a press release to confirm that they are working on something, but not directly as a sequel to FFXI:

As the Company announced in May 2005, it is currently developing an online title for next-generation platforms including game consoles and PCs; however, this title is being developed as a completely new MMORPG (Massive Multiplayer Online RPG).

Quite expected. They aren’t going to announce anything without an appropriated, dedicated event (that won’t be anytime soon, knowing how slow they are). And it’s obvious that they are going to start something from zero instead of consolidating and strengthen the world they already created.

I guess this news was supposed to tranquilize those players who started to worry about FFXI, but the truth is the exact opposite. That announce is no less than the announce of the end of FFXI, we don’t know when, but we know it will happen. With a completely new game in development it just means that Square’s resources are being moved and that they don’t believe anymore in the value of FFXI.

Stupid as everyone else. Worlds with expiration dates.

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A MMORPG “sequel” done right

There was a rumor yesterday about a Final Fantasy Online sequel:

July 17, 2006 – Japan’s Nikkei Net news service reports today that Square Enix is currently at work on a sequel to Final Fantasy XI. The next generation massively multiplayer online RPG is being developed for the PlayStation 3, Xbox 360 and Windows Vista formats. Further details are not provided.

Square Enix has previously shown trailers for a next generation MMORPG engine, without actually announcing a final product based around the engine. It’s unclear if the FFXI sequel is going to be the game to use the new engine, or if Square Enix has another title in development.

The “next generation engine” they talk about is the one that Square presented during the E3 2005, which was nothing more than a flyby around that place you can see in those screenshots. It was for them just a test for the XBOX360 hardware, so it’s not sure if those art assets will be used or not, or if they’ll even reuse that engine.

That a new mmorpg was in development based on their main franchise was already known as Square hinted about this possibility in many interviews. It probably became a stronger need as they see FFXI subscribers slowly decreasing and the 360 version deluding and not taking off as expected. I’d say that the game is crippled more by awful game design on certain aspects than the real need for “new”, but if nothing has changed significantly along these years then it means that Square “doesn’t get it”.

So this news about the sequel is nowhere surprising, but still disappointing. Mmorpgs sequels are DUMB. But I’m writing about this because what is interesting is the possible transition.

Some players on the forums are already complaining since the development of a sequel means that their world of choice will be made obsolete soon, and all their invesment will lose value as the “new” will be hyped. I wonder if Square will be smart and handle the transition in a new way, or if they’ll be dumb and just repeat the mistakes of every other mmorpg sequels.

I think I just felt a hint of existential anguish.

What am I doing?! I’ve had this game for two years and my highest level is 42. I have yet to experience CoP or Zilart missions, Sky or Sea, HNMs or Dynamis!

And soon, it will all be obsolete!

Why am I not playing now!? My mortality is apparent and the end is nigh! Repent, repent!

/panic

My idea is that if you really want to develop a “sequel” then you need an “exit strategy”. What I mean is that the sequel should really replace the previous title and not try to co-exist as SOE tried to do with the EverQuest. You may think that is much more convenient from the commercial point of view to keep two worlds alive till they are both profitable (and the experience also taught us that sequels still have a very hard time to affirm themselves over their elders. This is valid for EQ as it is for Counter-Strike) but I have a different way to see at this scenario.

The idea is to create a real sense of progression between two titles, so that the players won’t be encouraged to try to keep a foot in both, but instead move to the new game with a strong motivation and bond with the game world and their characters. The risk with a sequel is that when a player is forced to look for something else it’s not granted that he’ll chose what you are going to offer him. It’s more probable that he’ll chose a completely different world, or nothing at all, to never return again.

When you encourage your community to move, you risk to lose them as customers.

This is why instead of a lax policy that aims to keep both worlds active, I believe it would be a better strategy to plan a smooth, deliberate transition. With strong incentives so that the players get even more attached to their character and presence in the world. Want to make a mmorpg sequel? Okay, then have the balls to really develop a replacement and advance the world. Moving your whole playerbase over.

Keep the “elder” game alive for a year or two. Develop the new one as a “remake” set in the exact same game world and locations. You can create a completely new system, but the goal should be about porting over at least 70% of so of the content of the previous game into the new one, with the remaining 30% being brand new. The new world should be familiar and new at the same time and I believe that the proportion I’m suggesting could be a good compromise. Porting the old content would be about reevaluating all the content in the old game to only select the best, and then polish and adjust it to the new standards. It would be interesting for all players to experience the content for the first time or even what is already familiar to then to discover what changed.

The goal would be about porting the characters directly to the new world (maybe set slightly in the future to excuse some compelling twists in the plot and the aspect of the world), offering them even an incentive to accept the transition. No need to reissue billing infos or resubscribe. Maybe even a refund of $20 if you move from the previous game to the new over the cost of the box, so that you would pay for about the same the price of an expansion to have your characters move to a brand new game, without losing progress and with still the possibility to access the large majority of the content that you could expect in the previous game (due to the port of content).

This is how I think you can create a strong bond between the game world and your community. The sense of progression would be lead by the content ported over, the slight progression in the timeline, the new content and continuation to the events to discover, along with the possibility to not lose your own progress and continue seamlessly with the character that you played for so many hours.

Instead of feeling that sense of loss because the world that you love for so long is being made obsolete and replaced with something that you feel distant, your character would become your tie and bond with that world. A way to reaffirm your presence and participation. An incentive to continue on that incredible journey instead of that sense of loss that would encourage you to look for something entirely different.

So progression and persistence could become a strong motivation to be part of that world, to renew the bond.

In short:
70% of old content ported and revised. To let the players continue to experience the content that they still didn’t see and preserve a sense of familiarity. Along with a strong sense of progression and discovery (new content, timeline advancement, new plot twists and slight changes around the world to discover)

Possibility to port (copy) old characters. Again to create a bond with the game and not lose any of your progression on your character. Nor your “identity” and feeling of “belonging”.

Semi seamless transition. Install the new game, log in with your old account, insert the keycode and select “upgrade” to have your characters automatically ported. The monthly fee is the same you continued to pay, no changes needed.

Single monthly fee to access both worlds. For the one/two years that the “elder” game is kept online a player with an “upgraded” account can still log in the old version to play with friends. Since the characters data is ported to the new game as the account is upgraded, all the progress made in the old world past that point will be likely lost. This will be compensated through a form of “currency” to which you can convert/recash your progress (loot, money and exp, for example) and that can be transfered to the new game. (recycle exp/money/loot gained in the old game by converting them into “currency” -> transfer currency between the two games -> convert currency into progression in the new game)

Concrete incentives for the transition. $20 refunded on the price of the full new game if you use the key code as an “upgrade” instead of creating a brand new account.

This, I think, could be a recipe to make a successful “sequel” that isn’t dumb and that would retain the former community without worriesome losses, while also attracting many new players.

Sadly I don’t even remotely hope that these ideas will be ever used.

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Eve-Online has its World Cup, go watch it

The World Cup is over but Eve-Online decided to organize its own version and host an official tournament involving the best alliances in the game and done through 5 Vs 5 battles.

I don’t think it’s the first tournament they have, but what’s new and cool is that this time they launched an “Eve TV” that is streaming all the matches. Complete with commentators durning and after the events.

My bet for the final is Lotka Volterra Vs Band of Brothers.

More useful links:
The rosters for the tornaments ordered by date or group and with all the results.
Finals (I think they should have staggered these more, to build some hype and wait, and also to let people to download, follow and discuss the matches instead of rush everything in one day)
Some recorded battles to download.
Torrent files for the full three days. (go, go, smart use of pirating resources)

I think the only thing missing are the replays. The action is actually quite confused, the videos a bit blurry and it’s kind of hard to figure out the dynamics. But it’s still incredibly interesting and I’m quite addicted.

It also makes me wish, as it always happen. I don’t think that what they are doing is the very best way to present that type of content. Official touraments are a great idea (and one that I’m suggesting from a few years) but they need a different execution to be really enjoyable.

Idea for an Eve-Online TV client

Think for example to an “Eve TV client”. As a standard Eve-Online client to play the game, but modified to be public and become just a front-end to watch the matches.

You would have the option to stream the matches as they happen, or download them from players’ repositories and then load in the Eve TV client to watch even while offline.

Not only you would solve the problem of the blurred image and confusing action, since you would see directly in a perfect client, rendered by your PC. But you would also have the possibility to replay scenes from different points of view, watch a full match from the perspective of a particular ship and even “enter” one to see the modules that are being activated. So that it would be easier to figure out and learn the tactics that are being used.

Streaming a match in that way would also spare a *huge* amount of bandwidth because you would only need to send the movements and actions of the ships, plus maybe the voice commentary. But it’s still something quite manageable and even on this site I could easily host for download the whole tournament.

It would be a great idea, and also a wonderful way for CCP to publicize their game.

Guild Wars has the support for something similar (the “Observer mode”). You can watch the most important matches directly with the game client, but the limitation is that there’s no way to save them to watch them later. So you can often just see one once, shortly after it happens, and then it’s over.

Developing that sort of technology is easily doable, even if it would take some time. So it’s just about deciding the convenience of taking some resources from the actual game to make this possible. I think it would be worth it, and it would even contribute to the popularity of the game.

Better than waste those resources to found new mmorpgs as unnecessary replacements, in my opinion.

Making Prey a better game in two simple steps

So, Prey is quite short. Moreover, it has zero replayability.

There’s a long debate taking place in different forums, but those two points seem well recognized and accepted.

The problem about the replayability is due to the design of the game. Prey relies heavily on interesting level design and puzzle-solving. Thanks to the new tricks, that’s the very best part of the game:

sluggo: I think the death walk partially saves Prey, because the combat is so bland and filled with “gotcha!” deaths that having to reload over and over would have made it an annoying, unenjoyable mess. The death walk is basically a license to zoom through the uninspired combat so you can spend more time soaking in the crazy level design.

But after you have completed the game in those eight hours or so, all the fun coming from the puzzles and crazy level design is spoiled. So what’s left for the replayability? The combat. But the combat isn’t so challenging.


I have now something to criticize/suggest about the “death walk”, since I believe it would lead to a better game and also to a more fun nightmare/cherokee mode.

The reasoning behind my proposed changes is that the death walk, as it is designed and implemented in the game, removes completely the challenge since it’s exactly like a god mode. You don’t win a combat by fighting well, you win it exclusively through persistence.

The reason why death walk was introduced wasn’t to trivialize the game, though. But to avoid to break the action through reload/saves. And avoid to encourage the player to repeating a fight because it wasn’t done in an optimal way (instead of keep going). In two words: no downtime.

Proposed “death walk” changes

– (Normal difficulty) Instead of just respawning the player, all the monsters spawned and still alive would have their hit points completely restored.
– (Nightmare difficulty) Add stacking power-ups to the monsters (hitpoints or resistence) after each consequent death of the player in a short time span (a minute should be good).

The first change doesn’t break the original mechanic. It just restores the health of the monsters so that you have to actually kill something when you respawn if you want to progress.

The second one instead isn’t as harsh as you may imagine. Not only you would have to kill monsters between each death as in the normal difficulty mode (and that I believe is the BARE MINIMUM for a death mechanic). But you also have to pay attention and try to survive at least one minute after each death so that the monsters don’t get a slight power-up on their hit points (a 10% would be too much?). Maybe with a countdown displayed on screen so that you know exactly how long you have to resist and with the monsters hitpoint buff capping at 70-80% of their orginial hitpoint value.

Showing the countdown and even the hitpoint percent buff of the monsters on screen (Guild Wars-style, like the morale/death modifier appearing in the upper left corner of the screen in that game) would be definitely an immersion breaking element. But it would be limited to the “nightmare” mode, which is only accessible after the first run through the game, so with a definite more “arcade-ish” connotation.

The next possible step would about allowing the player to customize the three values of the nightmare difficulty before starting a game: the duration of the countdown, the mobs hitpoint buff and the hitpoint buff cap. So, for example, I could set the countdown at 1.30 minutes (the time I need to survive after each death to not trigger the mobs hitpoint buff), the hitpoint buff at 15% and the maximum value of the buff at 150% (of the original hitpoint value for that monster type).

I don’t think it’s unreasonable. It just ups the difficulty slightly as a nightmare mode is supposed to. Or not?

It’s something I believe could significantly improve the game, but I fear it wouldn’t be trivial enough to implement to hope in a patch from the developers, nor I think it could be achievable through a mod.

But you cannot stop me from wishing, can you? ;p

P.S.
This idea would also lead to two significant problems. The first is about having to attack regenerated monsters with less and less ammunition, the second is about making boss encounters un-winnable if they regenerate health completely after each player’s death.

Both of these could be easily addressed, though. The first by regenerating some ammo after each death (and also respawning healing sources on a timer), the second by regenerating only a portion of health of a boss.


Think about WoW.

It was praised because of the mild death penalty. No xp loss. But the way Prey works it would be like respawning on the place with the hitpoints restored.

Come on, how’s that different from flipping the god mode on? If you like that sort of thing why don’t you just pull down the console and type GOD in every other FPS. You can have a “death walk” in every game.

It’s kind of obvious that “challenge” isn’t a flaw to remove from a game. What was to remove was the *downtime*, not the challenge. Prey’s implementation of the “death walk” removes BOTH.

My idea instead removes the downtime without completely removing the challenge.

A mob spawns and starts to shoot at you? Who cares? You can just sit there and make a face at it. It doesn’t really matter. If you want you can even go around with the pipe wrench and finish the game with just that.

In these kind if games you used to be cautious when you entered a room. You are on your toes. And that IS fun.

At the end a fight is something you need to overcome. If I intend you to prevail on a 1 vs 1 encounter than you have to figure out a way.

For God’s sake, if you remove that, you have NO GAME. It’s just an interactive movie that requires you to press a “NEXT” button.

The current implementation of the “death walk” in Prey doesn’t make a fight *possible*. It makes it trivial. You don’t have to be good at anything at all because the mobs will eventually die.

A game is about a given situation that you need to figure out. Something you learn and then re-apply till you master it. This from Tetris to Pac-man, World of Warcraft or Prey. All games are like that.

The death walk in Prey trivializes too much the combat difficulty because it doesn’t require you to actually learn anything. While the puzzles and environments are fun exactly because they are elements that you cannot skip. If a door is closed you have to figure out how to open it. You HAVE TO do it. You cannot just say, “okay, I pass anyway”. That’s a game. Something that requires from you an active brain usage.

Restoring the health of the mobs who have survived is really a small change, but one would keep the difficulty at least more consistent. Without taking away ANYTHING from the original idea.


This is what George Broussard (3DRealms) said about the death walk and its purpose:

George Broussard: Nobody likes dying a lot and losing progress. It’s the thing that makes you stop playing a game and take a break.

People like to say “prey is short” or that they finish it in one sitting. Something to think about is the fact that it did not frustrate them enough to stop playing, and that maybe doing things like adding DeathWalk, while possibly making the game shorter by removing re-playing areas, made the game more enjoyable overall.

His other comments aren’t as smart, though:

You can achieve the same results with lots of quick saves, even during a boss fight. If you quick save every 10 seconds, you will never lose progress in a game.

There is a massive audience of gamers out there that haven’t played FPS games for 10 years. It’s about time we started thinking about them.

All DeathWalk does is keep you from losing progress. It does make the bosses a little easier, but then again, most people are frustrated by really hard or complex bosses.


DeathWalk is not God mode at all. It’s simply a persistant quick save. You don’t lose progress. You still have some time penalty for dying (10 seconds or so – more if you try to shoot Wraiths to get full spirit or health).

This is false. If you reload a saved game you do lose progression, but in particular you are bound to your current state. Reloading doesn’t restore your health as the death walk does. At the end you can save and reload all you want, but you still need to fight well if you want to win an encounter.

This is not the case in Prey, and is the only reason why I proposed those changes.

Well, Prey was designed to be approachable to more than just core FPS players. That’s why it has dynamic difficulty and DeathWalk. In hindsight, we should have allowed a slider to core players could make the dynamic difficulty system harder. That was an oversight.

But still, the goal was to have everyone be able to finish the game. The worst thing you can do is make a game and people stop 50% through it. I’d rather more people finish, than not, and error on being too easy, than too hard.

Most people play games to see and do cool things, and not be challenged at a very high level, by combat.

I wonder if it’s possible for me to play a game without having gripes about its design and/or getting ideas that I think would made it much more fun (and consequently runing my fun in the actual game since I keep thinking at the better version that I will be never able to play).

Animal behaviours

This is something that has always been in my wishlist. Try to design the mobs in a game as creatures, with a background, specific behaviour and so on.

What I don’t like is having one pattern only. Where aggressive mobs pretty much react only to the player’s level and range. I always though that in a game the mobs shouldn’t be just generic entities with different statistics. Differentiated not only by a model, a texture and different attacks, but also by different behaviours.

Here you can see how this way of thinking (because it’s really about an overall approach to a genre) is linked to all the critics I made against the linear content progression typical of level based games. Instead of “killing the bigger foozle” as you progress, you wouldn’t just deal with stronger mobs, but you would have to learn and recognize their different behavious. Something that, even in this case, is much more “systemic” than the linear progression. Less forced in a obligatory sequence and MUCH more appropriate to a “world”, where different creatures have their own individuality and aren’t exclusively functional to a power progression.

A few games tried to go in that direction, but without much success. Ryzom has creatures that come to watch you and even migrate in packs from zone to zone. SWG also had creatures that approached you. But what really misses is the variation. The possibility of reaction to a number of different variables, both coming from the player and the environment. So that the concrete gameplay will be then much less predictable. And also much more interesting to discover and learn.

It’s also again not a wish for complex, reactive AI systems. I repeated in the past that advanced AI isn’t something that these type of games should waste lots of resources on. Both Dave Rickey and Raph Koster are strongly against me on this front. But I continue to think that we only need some more complexity, but not necessarily reactive AI, with the hope that it would help to auto-generate content. I have a desire for identity and specificity, but not automation. I would just like to see worlds that are more interesting to explore, more immersive, interactive. Rich.

Less predictable. Feeling not all coming from the exact same mold. But in THIS genre. Not in another. A fantasy world, still, but seen from a new point of view that would make it feel as a totally new experience. Standing out between the rest.

It’s an approach that, despite applied to a similar genre and world, would be the exact opposite of WoW and all the other similar games. Instead of simplifying and reducing everything to the essential, the goal would be about delving, adding details. Rediscovering aspects of this genre that have been purged. Similarly to how Diablo “boxed” the RPG genre, making it lose a lot of unique qualities.

We are used to mosters that simply aggro at a range. It’s even incredibly annoying if you are traveling and start aggroing all sort of critters that in a few cases can even stun and snare you. What if instead the creature would start growling if you walked too close? What if some creatures could be attracted by a light, or scared by it? Or attacking only to defend their lair? What if some wolves would attack you only if you were alone, while runinng away if you moved with a party? What if they would attack you only when they feel the smell of your food? What if the game could simulate the mechanics of a real hunt?

With zones designed to be more organic. Mobs with realistic loot.

That’s the approach I’d like to see. Richer, immersive worlds. Without the need to move away from the fantasy genre to do something different.

(Then if you tell me that is already daunting enough for the servers to check aggro ranges and pathing without adding more variables, okay. Let’s make treadmills all life long… *sigh*)

OMG, tard rocks are fixed! (WoW 1.12 patch notes)

It looks like the patch notes for the next WoW update were leaked again. They seem legit, but remember that I’ve been fooled in the past (only once, though!).

Follow the first link and read them from FoH, because I’m not backing them up here.

Beside the cross-realm BGs that were announced and confirmed a while ago and the world PvP objectives that I commented yesterday, there’s some of the very best bugfixing EVER.

Here are some highlights:


– Your Friends List and Ignore List has been expanded to hold 100 players.

– Reputation loss from killing NPCs has been drastically decreased across the board, and applies only to the players responsible, rather than to their entire party or raid.

– Fixed a bug that caused the sound level to increase when alt-tabbing in and out of the World of Warcraft client.

– Fixed a bug that would sometimes result in player names being magnified.

– Dishonorable Kills now apply only to players responsible, rather than to their entire party or raid.

– You will now be placed in a raid upon entering a battleground.

– Players can now see how many battleground instances are running, but are not able to choose specific instances to join. (Abalieno’s note: it will make harder to arrange a match)

– You can now leave a battleground from an option on the scoreboard at any time.

– Token systems have been implemented in Molten Core and Blackwing Lair. Tier 1 and Tier 2 Class Armor sets are now acquired like the Tier 3 sets are through turn-in quests. Bosses that previously dropped the armor have had their loot tables revised. In addition, new items that appeal to a greater variety of playstyles have been added to ALL raid instances as both quest rewards and drops!

– Meeting stones no longer automatically search for party members. Instead, joining a meeting stone for a dungeon now adds you to an interactive list (sorted by name, level, class, etc) of players looking for a group. Groups can be formed by contacting players through this interface. The meeting stone queues for all dungeons can now be accessed from any meeting stone in the world.

– A Guild Calendar has been added to streamline guild management. Upcoming raids and other events can be posted for all guild members to see.

– NPCs that repair now have a Repair equipped items button.


Too good to be legit? Probably.

That radical switch in all the raid instances to a token system made me a bit suspicious. No more armor and weapons drops? No more public, immediate catwalks?

I also have to point out that at least two lines from these patch notes are directly taken from the patch notes leaked in September of the last year and that revealed to be fake”

– Dishonorable Kills will now apply only to the players responsible, rather than to their entire party or raid.

– You can now exit a battleground from an option on the scoreboard at all times.

– Meeting stones no longer search for party members. Instead, joining a meeting stone for a dungeon now adds you to a viewable list of players looking for a group. Groups can be formed by contacting players from this list.

Exact same phrasing. Plus a lot of similar changes.

EDIT: Yep, confirmed as fake. With a funny detail:

First and foremost, they’re being spread by “Spybot”, the same guy who faked the 1.8 patch notes.

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Now Mythic cannot stop being the source of bad examples

Mythic is looking to bottom-feeding their team:

If you want to be a game artist, you need to have studied art. Ditto programming. But if you want to be a world builder and work your way up to designer, the best way in is to start in customer service and impress everyone with how smart, creative, and hardworking you are. We’re about to have another round of promotions from the CS pool, but we can’t promote those deserving men and women until their replacements are trained. That replacement could be you… and it could be you moving to building and design in 2007. So apply, already.

So, if you want to be an artist you need to study art, if you want to be a programmer you have to study programming. …And if you want to be a designer you need to bend over and do customer support for Mythic. Duh?

No, really. I cannot stress enough how this isn’t just an awful practice (back to what Anyuzer wrote long ago, I don’t believe that QA and CS are good places where to cultivate good game designers) but it’s also a very bad example to give.

It isn’t written anywhere that if you are good at customer support then you can be a good game designer. Nor that you can be good at customer support if you are good at game design. It goes beyond every logic, in fact. But that’s not the worst part. The worst part is that the announce denigrates the important work that people do in customer support and QA. That’s not the ghetto of gaming, it shouldn’t be publicized as something devalorized that is only done by people without any other talent, rejected from other “prestigious” roles, or exploited while they hold tightly onto the remote hope of climbing the social treadmill.

You are really going to risk to fill CS with wannabe designers who have had very bad luck with other opportunities and are now RABID to trample on each other and take advantage of every possible chance. People that couldn’t care less about CS and will NEVER do a good work for that simple reason. The very best feeling that they can get out of that work is just a whole lot of frustration. Because their goals don’t coincide with their position. They aren’t there to do a good work, but to endure it and hope they can make some friends at the higher levels so that they can be promoted among the envy of the other 99% of co-workers.

This type of competition cannot lead to anything good. It’s inacceptable to propose jobs with false, remote promises as if the job was a lottery that rewards only one over hundreds. People are gullible, but taking advantage of that is shameful.

So. Good luck with your new position. I can already see an appeal queue. DAoC players are dying to see how smart, creative, and hardworking you are with your replies.

Jessica Mulligan: It isn’t enough to just get a job in customer service at game company and then work your way up the ladder while experimenting with different types of games. Those days are gone.

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Blizzard will NEVER get PvP right

There. I’ve said it.

They started with horrible game design (post-launch with the Honor system, before it was great), and they will never get out of that hole they dug.

I’m really surprised about how well the game design is on certain aspects, and how completely retarded it is on others (LFG system, PvP, faction grinds).

IGN has an article about upcoming changes to WoW’s PvP. In particular they reveal how Blizzard plan to revitalize the world PvP. Something that the players have been waiting from a long time and that Blizzard kept hyping still without giving out any concrete detail. As you could guess from the title, the result is terrible.

The big news today is the scoop on world PvP objectives.

The new world PvP content will take place in Silithus and Eastern Plaguelands, although it may eventually branch out to other areas.

In Silithus, the objective revolves around collecting dust, called “silithyst,” and players will activate the geysers to collect the silithysts. You get a nice “buff” (stat boost) when you turn in the resources, but you’ll be flagged as a PvP player as soon as you pick the stuff up, making you attackable by anyone in the opposing faction while you attempt to make your way back the Field Duty camps associated with the Cenarion Hold faction quests. If you manage to turn in enough of the dust, all of your fellow faction members in the zone will gain a buff as well, including those in the “AQ20” Ahn’Qiraj dungeon.

Eastern Plaguelands. There are several towers in this zone, already standing, that will be converted to captureable bases. You’ll need to control and defend each tower, and the faction who possesses all four will gain zone-wide benefits like in Silithus.

Increased damage against the many undead creatures there (and in Stratholme).

So, uhm. Travel back an forth beween a resource node and an NPC to fetch back stuff and get a buff in Silithus, and control four towers to get another buff in Eastern Plaguelands.

The motivation is nothing deeper or more involving than a buff, that also risks to be PvE oriented.

I guess the players are so desperate for PvP that even a so bland objective and context could be enough. But it will get old super-fast. It’s really nothing more than a minor gimmick, risking to be exploited instead of becoming an excuse for a fun and lively PvP environment (as it should).

The article doesn’t say if those objectives will also lead to honor and/or factional points. I guess they will since those two are what keeps alive the shrinking PvP crowd in WoW. But even if they will, Blizzard is still forced to keep the rewards small to not compete with the BattleGrounds.

It’s quite obvious that the PvP will never improve till they don’t address what fucked it up: the honor system.

Anyway. None of the new changes is particularly interesting or bright, nor I think players reading about them get the desire of playing that. It’s again another missed occasion. Nearly two years from release and the PvP still sucks despite the strong demand and the promises from Blizzard (the PvP world objectives were on the “on development” page since release, then they were removed along the war machines). With uninspired and dumb ideas incoming that won’t change a thing.

I hope you weren’t one of those waiting expectantly about the awesome new changes that Blizzard has hyped on for so many months. Because the result couldn’t be more deluding.

It’s also not so encouraging that a similar style of world PvP objectives will be used in the zones of the new expansion.

(my counter proposal)

P.S.
On FoH’s someone noticed another important potential problem:

Doing PvP in zones with a lot of potentially annoying mobs isn’t exactly attractive too.

dunno but I can’t wait to pvp in silithus. Where every inch of that god forsaken zone is covered in snaring, rooting, stunning, charging mobs. JFC It’ll BE SO MUCH FUN

The irony of choosing Silithus is that most PvP servers have had an unspoken truce in Silithus for months. With all the triggered mob spawns, faction/xp grinding and questing going on it has been more logical and reasonable to leave everyone to their own devices and not have constant, all-out pvp going on.

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