Multi-kings kills in Warhammer

The only two things I’m curious about Warhammer and that haven’t been fully revealed are those at the core of the game:

– RvR character advancement
– How real RvR and instances battlegrounds are interconnected

I was kind of baffled when I read this reply of MJ (no, it’s not Mary Jane) on the forums:

Random guy: It is already going to be that way. The king fight isn’t only accessible for one group/raid. The instance is simply capped, that is it. But everyone can fight the king when they want to, once per city siege. I am really not sure why people think it is only for one raid/group when Mythic never even said this, nor hinted it.

Mark Jacobs: You are correct. That would be stupidity on a whole new scale. We’ll make mistakes over the next 6 or 7 years but none on that scale I hope.

To explain and complete the few informations I already had, Warhammer endgame RvR should be structured in a number of linked maps, probably similar to how the multiplayer worked in Dark Messiah of Might and Magic.

We should have the capital cities maps at the two extremes of this imaginary segment, and in between a number of transitory maps. So the opposed factions fight to “push” the front line further toward the enemy city. In theory the map where the fighting happens is just one (as only one front line is supposed to exist), and so you move back and forth through these maps only when objectives in that map are won by one of the two factions. Then the front line either moves forward (next map) or backwards (previous map), depending on the point of view.

At a point it will happen that a faction is stronger enough to be able to push this front line/map progression all the way to the enemy capital city. And there, after a number of objectives, the last goal is supposed to be the attack to the king and the conquest of the city.

This is what I knew, assuming it is correct at least as a general scheme. The real question, as said above, is how you make all that work when you have BOTH real RvR (meaning persistence of maps and battles outcomes), AND instanced battlegrounds (meaning lack of persistence and relativity of victories).

If there’s real RvR, then a conquered keep is a conquered keep. A truth. But if the RvR is instanced then your efforts aren’t absolute and objective, but relative to that instance, then shattered through a number of other instances where other players are playing and obtaining different results.

So the legitimate question: how persistent RvR and instances are supposed to work and relate to each other?

And we came to that answer above from Mark Jacobs that baffled me. He says “you are correct”. So: the instance is capped, and everyone can spawn his own instance and go kill “his” king.

This means that the “king encounter” is a group instance, that can happen an unlimited numbers of times, but only once for each player.

You know, kinda like in WoW’s PvE, where everyone had his occasion to kill Van Cleef in the Deadmines (minus the farming).

Makes sense? Sure, but while PvE is an experience relative to yourself (personal adventure), the RvR is supposed to be a communal experience. Your realm. Where these fights are fun because they are supposed to be persistent. Fight for something as “concrete” as possible.

If Mark Jacobs confirmed that crucial events like the assault to the capital city are instanced, it means that this kind of RvR is going to work like Guild Wars. Where there’s no real war. But the results of a number of instances are charted together, then compared to the global results of the opposite faction, and then the victory mathematically deduced from that comparison. Order won 155 times, Destruction 160, so Destruction wins and the front line moves one map further toward the Order capital.

I called that “projected” PvP. As you aren’t fighting for what’s in front of you (territory warfare, as in conquest games), but you are fighting to collect “stats” on a chart, and then hope your performance is overall better than a vague idea of “enemy” that also appears on a chart.

I’m sorry but this isn’t RvR, as the war between the two factions is detached and filtered. It is just charts compared one to the other. Leader board game. Ladders.

But no RvR in the sense of persistent war and fight for territory.

So virtually identical to the PvP in WoW, and completely different from the RvR of DAoC. Assuming that the whole difference between DAoC and WoW is about the persistence itself.

Which is still a legitimate game. But it isn’t what is being advertised. It’s no RvR in the sense people expect.

And also leads to a number of problems. For example this kind of “sport PvP” (a definition that matches more closely the game) is by its nature more divisive than inclusive as it encourages the “elite” to despise their own faction as other players who aren’t on par with skills and gear become DEAD WEIGHT for the whole faction, as their losses worsen the performance of the whole realm.

The RvR existed to offer a different model. A model where every player contributed. Even if low level and with crap gear, but still better being there than not participating. That’s what built the sense of realm in DAoC , that brought everyone together to defend relics, that built the community, cohesion, motivation and longevity of the game. And that put less focus on the personal performance and phat loot.

Which is what Mythic systematically destroyed by promoting 8vs8 gank groups and that made the RvR (keeps and relic warfare) almost irrelevant and just a mild “flavor” on the background. And that consequently destroyed the unique qualities and value the game had, and dig the hole where the game now lies.

Warhammer seems to be a game with a new coat of paint over gameplay that people decided to abandon. Saving what in DAoC didn’t work, and burying what worked. We’ll see if, after the game’s launch, the players will still appreciate the game after having scratched below this new paint coat and discovered the exact same gameplay they decided to quit.

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I’m sure this bodes well

A GOA (Mythic european operator) representative trying to explain how their service will be greatly improved for Warhammer:

We have moved our offices to a foreign country to be able to provide the service that we couldn’t offer for DAoC due to the labour restrictions in place in France.

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Nope, this isn’t about cartoonish style

For MONTHS after the first screenshots of Warhammer Online were released there was the argument about whether WoW copied Warhammer or the other way around.

People who saw only WoW and thought Warhammer was a copy and people who claimed to know better said that it was Blizzard to have copied and pillaged Warhammer for years.

Both kinda true.

True that Blizzard didn’t invent anything. Not just in gameplay, but also the setting and its style. Copied from Game Workshop, copied from Giger. Mostly because, as it happens with many franchises, the original games were bland and with no depth. Derivative. Ultima started derivative as well. Then all games, when successful and spawning series and consolidated settings, start to acquire a personality.

But rarely they are truly original or don’t have roots somewhere.

Now the point is: WoW came before even the concept of Warhammer Online. Graphically, WoW has ITS OWN distinctive style. That people easily recognize. It’s not just a general setting style. It’s a visual style all-around. You can see at a glance if a screenshot comes from WoW. It goes FAR BEYOND being “cartoonish”. It’s WoW. Everyone recognizes it.

*Then* Mythic takes the concept of bringing Warhammer to an online version. They do have WoW under their eyes. They aren’t oblivious. They know its style. When the screenshots of Warhammer appeared on the internet they said they weren’t copying. Defended their choices saying that Warhammer came first. That Blizzard copied that style.

Now I ask you to look at this.

If the artist(s) who produced that say that they went for an original style that wasn’t trying to replicate *precisely* WoW’s style… Well, they would be some of the bigger and shameless liars in the world.

And this isn’t just about artists “taking inspiration”. This is a blatant CORPORATE MANDATE. To make Warhammer look AS CLOSE AS POSSIBLE to WoW in the hope to overlap the market and try to reach exactly that target.

I’m not saying this is a bad or unacceptable move. I’m saying they are COWARDS who won’t admit what they are doing. And it is under everyone’s eyes.

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Mark Jacobs says: mentoring systems punish new players

He replied to a point I also suggested for Warhammer. I can’t stay silent when he says such absurdities.

The proposal is about something like a mentoring system where players can access lower tiers (levels) of the game. So “delevelling” their characters to play along with friends who aren’t in the exact same tier. My proposal was more complex but that’s the main point.

His reply:

That’s one I’ve always had mixed feelings about as a designer. The pros for doing that are obvious but the cons are what concern me. If players can easily move down in levels to help other players, I worry that new players will have a harder time getting in groups. After all, if you could choose an experienced player playing at a lower level or a new player playing at the same level, you’ll go with the experienced player. His/her knowledge of the game will always be an advantage to you and to h/h. So when the new player is LFGing or wants to get into the fun in a situation where the number of participants is limited, h/h might have a more difficult time of it in this system. Like I said, I have mixed feelings on it.

One wonders. Because the main reason for that system to exist is to reduce the gap between veteran players and noobs, while Jacobs thinks it has the exact opposite effect. This can’t be “opinion”, either one or the other state must be wrong.

His thesis is that noobs should to play with noobs, because if there was a veteran player then all noobs will want him in the group. So the noobs will be sitting out of groups? Wait, it doesn’t work.

His thesis is that in a world where there’s a majority of veteran players and a few noobs, the few noobs wouldn’t get in groups because they are, well, noobs. And in competitive, limited PvP (which is a flaw in itself and much discussed in forums) no one will group a noob.

Okay. So to solve this we remove veterans from this scenarios and what we get? A few noobs exactly as before, with the exact same grouping possibilities as before. So he fears that veterans group with veterans and noobs with noobs. Hello? In every game already happens. And the mentoring system (whatever the implementation) has absolutely nothing to do with that.

Really, Mark Jacobs sucks at game design. That’s not complex reasoning, it’s logic. The two worse alternatives are:
– Veteran players who can’t go back in tiers, so they group together at higher tiers.
– Veteran players who can go back in tiers, so they only group together among themselves because they don’t want noobs.

How this scenario affects a noob who’s looking for group? In no foreseeable way, because in the first case there are no veteran players to group with, and in the second there are, but they won’t group with him. So how this is detrimental to his group possibilities? Since Jacobs fears that a veteran player won’t group with a noob he FORBIDS him to do it. So he is absolutely sure that there isn’t the RISK that a veteran player may group with noob who can’t find a group. Like if this could help.

Letting players go down in tiers has the only effect of keeping lower tiers more populated than they would if you could only more forward in tiers (everyone with a minimal MMO experience knows that lower zones become deserted over time). This means that the pool of players available for grouping INCREASES, if you let players move down instead of only up. The more people may be picky and not willingly to group with noobs, but this doesn’t decrease the numbers of noobs in the system. And you can be sure that, even if in small numbers, some veteran players *will* be willingly to play with noobs, especially if the system is well designed and rewards this behavior.

So the best and worst case oscillate between “only few more players available”, and “a lot more players available”. In ANY case a mentoring system has a negative effect on the grouping possibilities of brand new players. In fact it is a partial solution.

The problem that Jacobs sees there has NOTHING to do with the mentoring system, and a lot to do with an intrinsic flaw of the close PvP system they decided to use. Moreover this flaw is foreign again to the mentoring system itself and WILL be present in ALL tiers.

Eldaec on F13 discussed this for months. How a “sport” PvP where results are charted and projected on the overall campaign will have a strong negative impact toward new players, because their participation may be detrimental to the result of the faction.

That’s what you get when your “war” is faked. That’s what happens when you OPEN that gap between veteran players and noobs because you designed a system that PUNISHES THE PARTICIPATION OF NOOBS TO PVP. With or without a mentoring system.

And that’s also the MAIN reason why that “game design” will feed the hatred of veteran players toward noobs that want to play and finish to ruin the “performance” of the experienced team.

Mark Jacobs, get a clue. A mentoring system, in all games and in all implementations, is MADE TO HELP NEW PLAYERS. It is made to let people play together without levels being unsurmountable barriers. It is made to reward interaction between veterans and noobs. It is made to build with the time a welcoming community opposed to an hostile one.

It is made to keep the game accessible and playable after the first burst of players at launch is over.

YOUR OWN PvP system, instead, the one you defend. THAT’s the source of hostility between players and the opening the gap between noobs and veterans. That’s the one that promotes SELECTION instead of INTEGRATION. And that’s the reason why the “war” in Warhammer won’t even be close in quality to the war in DAoC. Where realm participation was ENCOURAGED instead of being detrimental to the battle.

Make everyone a favor, let real designers do the game design, and you just think to management.

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Level gaps and tiers in Warhammer’s PvP

Remember my design challenges?

The second in particular was thought to balance the four “tiers” of the level up process, so that the fights between the players could be always fair and balanced and so that all content in the game was always accessible, removing some “barriers”.

This was done by “auto-levelling” an higher character entering a lower level zone. By delevelling that character to the max cap (along the recruit system) it was possible to keep the fights in a zone always balanced, while keeping all the game world accessible and playable all the time. Giving the players an open choice about where they prefer to fight.

So, for example, a tier 4 character could go fight not only in the tier 4 zones corresponding to his level, but also de-rank to 1, 2 or 3 and go fight in those lower-level zones. Permeable barriers, permeable tiers.

The point of the design challenges was to offer some design solutions founded on my ideas and watch if Mythic ones, in the case they differs from mine, were going to be better or worse than what I proposed.

We have already something. From the grab bag:

Q: Will a character of Tier 1 be able to compete at all, even if poorly, against a character of Tier 4? Will multiple Tier 1 characters be able to take on and defeat a Tier 4 character?

A: This is a question with many potential implications, so don’t read any more into this than my exact words. Also, please remember that we are still a long way from launch, and that this may change.

Higher tier players who enter lower tier zones will not be able to attack or be attacked by lower tier players. However, if a lower tier player wants to enter a higher tier zone, all bets are off, and attacking/being attacked can happen.

The specific answer to your question is that Tier 1 players cannot win a one on one fight with a Tier 4 player. A pack of Tier 1 players will be able to cause harm to a Tier 4. We have not yet set an exact level of intended damage (and it will vary hugely depending on the player and the circumstances), so I cannot give you a specific answer.

See the part I underlined. Yeah, lame.

I’m already winning ;)

There’s more. In my first design challenge I analyzed a way to coherently lay down the structure of Warhammer’s PvP based on the parts that they already disclosed: skirmishes, battlefields, scenarios and campaign.

In my proposed structure the skirmishes and battlefield were exactly how Mythic defined them. A persistent zone, with a PvP territory. You enter this territory and you can fight. My proposal was to use the “instanced” scenarios as a cohesive, automated part of the overall structure.

Basically players go normally fight in a battlefield. These are persistent. As there are enough “x” players on a battlefield, an instanced scenario is triggered and spawned automatically and all players in the battlefield ported over. So it’s an automated system that instances itself as there are enough players. The more players, the more instances are spawned. Not enough players and only one persistent zone is active.

This had multiple purposes, but it was also an idea to balance the load and the number of players engaged in PvP.

Here’s instead Mythic’s way:

Jump into a Scenario and you’ll be automatically grouped via our lobby system for a balanced fight. Scenarios are instanced battles against two groups of equal strength.

Yeah, WoW.

You queue for a Scenario (WoW’s Battlegrounds) and an instance is then spawned on demand.

It’s much poorer version than the one I proposed. It feels faked and not consistent with the rest of the PvP structure. While what I proposed was “transparent” and seamless for the players, better integrated, realistic and tied more tightly with the rest of the structure of the PvP (as the instances were triggered to balance the load, not to remove the persistence).

Sad that all that Mythic is doing is copying WoW on every aspect. As I wrote before, they are repeating the exact mistake they made with DAoC ToA (copying EQ, in that case).

Scenarios offer different game play, ranging from Deathmatch to Capture the Flag to Assault.

Heh. It’s so saddening to see PvP treated like that. Why things cannot change? Why we have to deal with this shit?

I just cannot accept it.

Realm vs. Realm (RvR) has come a long way since it was first introduced in Dark Age of Camelot. We’ve had over five years of experience with the system, and we’ve learned both its strengths and its weaknesses. The RvR gameplay being implemented in WAR is truly a next generation implementation of the original system.

So you learnt deatmatches and CTF from playing DAoC?

Be ashamed.

On “reset buttons” and “progressive” territorial control

-Part 1-
This spawns from a blog post where Ubiq talks a bit about Mythic’s Warhammer (at least what he reads about the game).

Now I already followed and discussed things in the past, so I could better portray how Warhammer PvP and territorial control should work. *IF* what I understood is correct and there haven’t been significant changes in the meantime (I give them the benefit of the doubt).

You can see one of my previous analysis here (or check its category).

In short you may think to Dark Messiah multiplayer and have a good idea about how this system (here I’m focusing on the territorial control) should work.

At the “endgame” Warhammer should have five zones for each of the three “war fronts”. One war front for orcs/goblins vs dwarves, one for Chaos vs Empire and one for Dark Elves vs High Elves.

Of these five zones two should be the rival “capital cities” raid zones that Ubiq talks about. The ultimate siege that may trigger the definitive victory and the supposed “reset button”.

Now, as in Dark Messiah, each of those zones should be closed and instanced “scenarios”. If your faction achieves particular objectives and “wins” that scenario, there’s a “map switch” that moves ideally closer to the losing faction capital city.

So these capital cities aren’t player-populated “hubs”, but only combat scenarios that are “unlocked” through a campaign mode that implies the victory on previous maps/scenarios.

You start from the neutral map -> win it -> move to the one closer to the enemy capital city -> win that too -> and finally the “capital city” scenario is unlocked -> win it -> (supposed) system reset

If Mythic is smart, only one of the five endgame maps is going to be active at the same time (outlining the campaign progression), so a player should have a choice between three maps where he can go PvP (one for each warfront). Helping a lot to focus the PvP action instead of dispersing it among too many zones as it currently happens in DAoC.

On the other side, if there are too many players packed into one zone, the instance system triggers and creates more balanced “mirrors” of the same scenario.

So this should address effectively the two main issues, the convergence required for the PvP and the overcrowding.

-Part 2-

Ubiq: That being said, the question I’m most interested in is how a side that has been utterly decimated to the point that the capital is in ruins can hope to come back to turn the tide. While I genuinely love city conquest scenarios (I feel they capture the ‘massive’ part of what MMOs are supposed to be), most territorial control games are progressive – a game design term meaning that the winners tend to keep winning, as they gain more and more spoils of war, and more and more players on the losing side feel the desire to join up and/or play. This problem was a very tough issue for both Shadowbane and Dark Age of Camelot to deal with.

Long ago I had proposed an idea for DAoC that I think would work well (if not, I’m still wondering why).

Basically each keep can be upgraded to level 10 and levels make guards stronger, among other things.

Currently all keeps can be upgraded to level 10 with no limits (if not limits of time).

My simple idea was add a fixed cap for each realm.

For example you have five keeps for each realm, 15 in total for all three realms and you give each realm a cap of 50 points.

Since you begin with five keeps, you can upgrade all five of them to level 10, using up all your 50 points.

But then, as you conquer keeps from other realms the situation changes and you need to spread those points. You’ll likely try to upgrade your new keep so that it is well defended, but doing so would mean removing levels from your other keeps to upgrade the new one.

The other side of the medal is that the realm losing one keep gets back those 10 points that it used there. And the idea was that you could “overload” the level of your keep above ten, but where every point above ten would cost (x-10)+1 (so to go from a level 10 keep to a level 11 you would need to use two points, to go to 12, use 3, then four and so on).

The result would be that the more a realm expands, the more it becomes also harder to defend, because it exposes more weak spots as the points need to be spread between more keeps, while the realm who is losing can concentrate the strength on a stronghold and make it really hard to capture.

This means that the realm who is losing isn’t left staring passively, but it is given the possibility to counterattack effectively through smaller strike teams aiming at the weak points.

The overall idea is the one of the rubber banding. The more you force a situation, the harder it is to maintain it.

(that was the problem back then. Today players don’t even care about keeps and it’s all reduced to 8vs8 ganking groups)

Jason Booth: Territory is tricky, but I think it can be done in a satisfying way. I think the trick is really in convincing people that the inevitable loss of territory is part of the fun. It’s hard to convince people of this, so it must be some fundamental part of your reward system instead. Push the boulder up the hill, get distracted by shinny cookie, let the bounder roll back down again – but you get to keep your cookie.

Instead I think it can be done through gameplay. My idea is that being on the losing side with the possibility to turn the tide can be even more satisfying and fun than being on the winning one.

The problem is to provide gameplay alternatives, ways to effectively counterattack so that the losing side has something to do.

If what is left to do is get steamrolled by a zerg for the next two hours, the player logs out frustrated. The point is to offer gameplay alternatives.

The point is to foresee these situations, and design solutions so that the game offers things to do in those cases.

About the “reset button” or the boulder pushed up hill, Mythic model in DAoC is already stronger.

The donut is represented by the relics. Not only you get to keep the donut/relic, but the donut also becomes a “ransom” that the other realm will eventually want to get back.

So a victory doesn’t also lead to a reset (after a relic is captured things slowly fall back in normality) but also as the starting point for what’s next.

About official forums

It looks like official boards were the prevalent discussion these days. Because of what happened on the SWG boards and Lum’s and Raph’s replies.

I’ll contribute by pointing out a post from Mark Jacobs (about having or not official forums):

Folks,

No, no, no, a million times, no.

And, our excuse was not that we didn’t have the resouces (that was true pre-DAoC) but rather, our reason is that official forums quickly become ugly, hate-filled places (the most successful US-based MMO of all time, WoW has worse problems than some really bad games’ forums) with a huge signal->noise raitio after the games release. I’ve seen what happens with every MMO released and I am going to spare Mythic the headache that is associated with those type of forums.

I’ll just say that not having official boards nowadays is rather stupid.

Oblivion has official forums, Company of Heroes has official forums, Dwarf Fortress has official forums. It seems quite odd that official forums are a standard and become very useful for single-player, offline games, but they are considered as useless headaches if they are about online games that are all about community building.

And you would be very blind to not see the important role that WoW’s forums had for the community.

It’s incredible how the signal to noise ratio of a community of 2 millions of players just in NA can be low.

(btw: higher signal to noise is better, the signal is ‘cleaner’)

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Precisation about the “recruiting system” for Warhammer

Important enough to be used as a post, I was answering to a comment. I also want to say that this idea is easily portable, so not particularly tied to a game, that’s why I proposed it alternatively for Warhammer or DAoC. I believe it’s a good idea, with very important and diverse objectives, and shaped completely around the theory of “permeable barriers” (defining spaces, without enforcing them).

Obviously, when a higher level character enters a lower level zone, his equipment also decrements alongside his level, so that the difference in power between this newly deleved character and a character that has just entered the zone are kept to a minimum.

No, building a system that delevels equipment would be too complicated and even risk to mess with the database.

The idea is a compromise: to enter a lower level PvP zone you need to go to a “recruiting office”, where they will confiscate all your higher level items and put them in a vault, then delevel you and finally give you a paper that you have to consign to the guards so that you can enter the zone.

So each zone will basically have a vault where you can store your used equipment and take it back whenever you want to go playing there. Which would also help to reduce “twinking”.

However, if old armor doesn’t level up with you, then what’s the reason to stay in the same zone to collect all the armor sets, if they’re not going to net you any benefit once you’re out of the zone?

The armor sets you can “earn” in a zone are balanced to be used in that zone. As I said, your character continues to earn experience and levels even if it will be temporarily stuck at the level cap till you don’t leave the zone.

When you leave the zone you will be prompted to get your character bumped up to the max level he reached, but with his current equipment. Items are static, they don’t level nor delevel. So you have to catch up, craft or buy more up-to-date armor and weapons.

Game design should make sure that this isn’t a big issue. It would also encourage the player to not skip the PvE content in the game as it will be used to better outfit your character for the new zone.

After you’ve ‘completed’ a zone and moved on, why would you want to visit it again with the same character?

For three reasons, essentially:

1- Because you may want to join your friends who aren’t at the same level of you.
2- Because it’s about PvP, and PvP doesn’t “wear out” like PvE.
3- Because there are special armor sets, trophies, ranks and medals that you may want to collect.

I’m not sure that level 40 players would particularly want to temporarily part with their best stuff, their levels, and go to zones for level 5s

I’ve given some reasons about why you should “desire” that in the comment above. Besides, it happens ALL the time in DAoC, where there are plenty of players who want to play in one BG because it’s where they are having fun.

In DAoC you would lose ALL progress, and yet the players still want it. In my idea you don’t even lose progress doing so and you are NEVER locked out permanently from a zone as in DAoC.

Assumedly, you’re not going to scale the experience from a zone, so even if you keep earning it, it’s not going to be as good as experience from the zone that matches your level.

No, the experience you gain IS scaled. In the sense that you would gain about the same experience you would get if you were at your “real” level killing a same level creature. Ideally the experience progression is also linear (but it wouldn’t be a big issue if it wasn’t). For example requiring to gain 100 xp points to go from level 1 to 2 as from level 49 to 50.

What I want is that you always gain the same amount of points you would get by killing a same-level creature. So in the case your true level is 20 killing a level 20 creature you would get about the same xp points you would get if you are deleveled to 10 killing a level 10 creature.

This applies to the *experience*. Instead the items are static. So yeah, a level 5 zone will give you level 5 items. When you exit it you could be already at level 10 if you decide to stay for longer and go for the trophies, medals and the other rewards I described. But your equipment would realtively suck and you would have to hunt for better items (which, again, shouldn’t be a problem).

Character customization and development in Warhammer

As I recently commented on Lum’s blog, Warhammer may have the best implementation of “age” in a mmorpg, as I agree with Ubiq that it’s one of those bad ideas that just don’t die.

The way this system is implemented in Warhammer is instead interesting because it adds something without leading to other problems. Already in other games like Star Wars Galaxies (and UO too?) the physical appearance of your character wasn’t just defined and then locked as the character was created, but could be modified later on via other professions, like the “image designer”.

In Warhammer the idea is that “age”, “look” and “level” will be tied together in one progression. So not only you gain levels, but you’ll also see your character age and also further specialize his look. So that dwarves will grow longer beards or braids and so on. It’s a good idea on its own because it just adds more customization without really having an active role in the gameplay. It creates a better bond between the player and the character, but without the “age” becoming a negative element that eventually cripples your character and wastes all the time and dedication you put into it.

It also makes the players more recognizeable, as you would be able to identify a new character from one who has seen already many battles.

This is why I started to think that the idea of a “customization-in-progress” of your character would match prefectly the other idea I suggested about the recruit system (the second one). The problem is that with a linear customization, as the one Mythic suggested, all the “uniqueness” of your character is kinda lost. Why? Because the zones are tiered (I think). Every ten levels you move to the next “tier” zone. So you’ll always be surrounded by characters that more or less have the exact same customization choices you had as well.

The surprise and interest about seeing a veteran player passing by and looking much different would be lost, because all the players will be likely instanced around their levels, so that veteran player will never share the same space of lower level players and be admired for his unique look. The kind of awe that you feel looking at something still far away from your own achievement and that adds so much “flavor” and uniqueness to the game won’t be there. The fact that the player can further customize the character as it gains levels is a good idea, but it would be so much better if new and old players could play *together*. Emphasizing that differentiation.

It’s like if you are in a room filled with people that all have the same height. The customization loses its value if you are surrounded by people all alike, even if you know that outside there are rooms with people with different heights. But if in the same room you can have people of all different heights, then the customization becomes much, much more interesting. A value for the players, a way to actively differentiate themselves and even acquire “status”, because a veteran characters would be suddenly recognized.

But if you move linearly from zone to zone, this is lost, because the progessive customization will be staggered with those zone/tiers. As I tried to explain in the example above. Rooms where all players look alike because they are sharing the exact same moment/progress, instead of giving a value to the unuiqueness that would be possible if different kinds of characters shared the same space.

My idea plugs directly here. Instead of moving “forcefully” from one zone to the other as your character gains levels, the idea is to give the player a CHOICE. He would have the choice to move to the new zone or continue playing where he is. In this last case, THE PROGRESS ISN’T LOST. The player continues to earn experience and levels, but what he gains is only “archived” on his character. Then, as the character leaves the zone, the player will be prompted to bump his character up to his “real” level.

This means that instead of moving from one zone to the other without the possibility to visit again the places you left, you would just unblock the zones, progressively, having them ALL available once unlocked. As the character enters a lower level zone, the system would delevel it to respect the level range of that zone. If your character is level 40 this means that you would be able to access all the zones from level 1 to 40.

Now, why a player would decide to play in a lower level zone? In other games if you do this, you gain zero experience. In DAoC you can disable your experience so that you can continue playing in a Battleground you like. But this would mean that you don’t progress anymore. And you also have no way to access a Battleground below your level, so you can only enter one and only one. But not in my idea. In my idea your character continues to earn progress as if he was playing normally. A character could be active in a zone capped at level 10 and that character would continue earning experience that would be counted toward higher levels. That experience and progress is archived by the system. The character won’t break the level cap of the zone, but as he leaves it, he would be prompted to be bumped up to his real, current level. So no progress would be lost.

I explained better this idea and its goals in the post I linked, but in this case I’m looking at it from the perspective of character customization. The point is: the characters would be level capped to be balanced with the players in that zone (like a “mentoring” system applied to a whole zone), but this could still take full advantage of the character customization described above.

While the characters would be delevelled to respect the cap, the progress made on the physical appearance could be preserved without unbalancing the game. See what I mean? New and veteran players could play side by side in this system and the customization would have a whole new value. Veteran players would be easily recognized as their graphical “perks” would be easily noticeable. A longer beard won’t unbalance the game, of course, but it would become itself a valuable “trophy”. A recognized status. And players love these things.

I reproposed this idea recently on Corpnews. The idea is that not only you have the choice of playing in a lower level zone without losing progress. But there would be incentives doing so, with every zone having something unique to offer and to achieve.

Since it’s shaped around PvP, let’s say that to move to the next zone you need to score about 100 kills. Ok, the idea is that you can get those 100 kills and have enough experience to move to the next tier, continuing to level up. Or you can stay in that zone for another 1000 kills. Why? Maybe because there are special armor sets and perks to unlock and “collect”. Every zone would have some of those and the players could decide to just continue levelling up their characters, or instead try to collect all the special sets.

As I explained on Corpnews these would be an “horizontal” type of reward. Not more powerful gear to farm, but just unique *looking* gear to farm. “Trophies”. Something to reward your dedication to that particular Battleground and make your character unique. A symbol of status.

If all these ideas would be implemented the game would have three customization paths:

– Class specializations, levels, skills and spells (linear and progressive)
– Physical features/decorations (linear and progressive)
– Special armor sets, trophies, medals and “status” items (parallel)

But without those ideas the scope of the costomization that Mythic planned would be weakened. Because new and veteran players wouldn’t be able to play side by side, making the “status” and customization earned kind of redundant as you would be always surrounded by players that share your exact same progress.

(some more precisations here)