Some significant posts

My writing attempts are all, completely jammed. So I’ll start with the easy.

There’s a fun post from Caydiem to explain the sense of the copycatted Grab Bag they added on the forums:

Sure. We know that sometimes some significant posts we make get missed in the general banter that occurs from day to day. We don’t want you to miss important or interesting information, so we decided to compile the pertinent posts we’ve made throughout the week and put them up there for you to see. :)

So. “Significant posts” that may “get missed in the general banter”. Of course they do not “want you to miss important or interesting information”. Such as this one:

My latest character is currently 105g away from obtaining his epic mount, and most of the gold was obtained from being aggressive at the Auction House from the point the character was created. There are points when I’m undertaking activities such as raids on high level instances or pvp’ing where I lose a little bit of money, or break even at best. If too many days pass where this is the case, I often find myself farming various locations for gold, so that I’m at least moving forward towards my goal of having a cute but fast as heck raptor.

We need a paid moderator to write that? Now I know that I shouldn’t flag negatively this attempt to organize some information. DAoC’s Grab Bag has exactly the same purposes and has been praised (not by me) more than once as a positive way of communicating with the players.

What I think is, again, the these Community Managers are completely useless. Their role is an important part of the game even if it’s not directly in the game and still it gets ignored or considered superficially. They do not have a direct responsibility over this since they aren’t put in the condition to do much better than that. I guess it could be even frustrating to not be able to say anything if not answer the silliest questions of some newbies.

I still believe that the role of a Community Manager is to encourage, promote and contribute to the discussions, trying to steer them in a positive way that can be useful for both parts. As I wrote many other times the role is a support and organize the communication between the developers and the players. An integration but not a direct replacement.

This is another example of a pattern repeating in many other situations. These are fundamental resources that the industry systematically ignores and wastes.

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In Europe, someone knows how Honor Points are calculated

A guide to the Honor Points has been published on the European site as result of this thread (horror! The CMs in Europe are actually useful!), and then carried over to the american site as well.

The guide is clear and well written for the most part and it adds more details to what I aleady knew or deduced from the obscure rules.

Here’s a few points of interest:

Battlegrounds objectives are intended to be a substantial part of your Honor for a week. Don’t ignore them if you want to attain a high Rank.

False. The BGs objectives are badly broken and do not give the supposed reward. There’s a thread on the official fourm spanning 45 pages and growing. This affects both Alterac and Warsong and has been clearly proven to be not just a display problem.

As kills in raids give fewer points to you personally but still count toward your subsequent kill ratio, try get some kills alone or in a small group earlier in the day / evening, then join a raid to collect more kills to meet the cut-off.

No comment here. It’s really THAT stupid and I already explained extensively my stance on these “diminished returns”.

There are 14 Ranks. Behind the Ranks is a hidden number scale, each Rank representing a range of points. These points are not your Honor points for the week, but something we’ll call Rank Points for the sake of this guide. The exact points and scale will not be revealed here.

The point here is: why? There are absolutely no practical reasons to keep these mechanics hidden since they would just help the players to understand how the system work and play with it (which is exactly what games are about). The only two real reasons I can imagine are:
(1) so that adjustements can be done behind the scenes without the players mounting a revolt
(2) so that the players cannot gather solid proofs about mistakes into the claculations that seem to happen quite often.

And finally the most important part, a better explanation of the rank calculations:

– Adjusting your Rank Points and thus your Rank.
# This is done by comparing your points for the week with your Rank Points. If the points for the week are higher than your current Rank Points, your Rank Points are adjusted upwards by a set percentage of the difference. If your points for the week are lower than your Rank Points, your Rank Points are adjusted downwards by a set percentage of the difference. The set percentage is higher for upward adjustments than downward adjustments.

Adding this to what I knew already I think it’s possible to finally figure out how the system works. There is no cumulative pool of points building up with the time. There is just two different “progression bars”. The first bar is the one you build up for the week and that is wiped to zero each week, so with no progression over time. Then there’s a “Permanent Rank” bar that actually determines the Rank threadmill that moves you from Rank 1 to 14.

As you gain your “weekly Honor” your weekly status (the first progression bar) is compared to your Permantent Rank (the second progression bar). If the first is greater than the second you gain an increase in percent over your second progression bar. Till the point where your weekly status is exactly equal to your permanent status (but this only happens in an artificial example where you gain the exact same amount of point each week).

So while the first progression bar is wiped weekly and goes sharply from zero point to whatever you are able to achieve in one week, the other is only moved in percent bonus and malus steps. As you gain up ranks these percent bonuses will become smaller and smaller till it will become mathematically impossible to gain one rank per week, no matter if you transform into a pure PvP grind entity.

That brings to more precise details about the rules:

# Gaining two new Ranks in a single week is possible, but only likely below rank 6.
# Rising in Rank every week is possible until about rank 11. Above that each rank is expected to take two weeks or more, each week with the same high performance as the last.
# Getting to rank 14 is expected to take about three months even for the most efficient and active players. Staying there is also quite a challenge.
# About 5% of the players participating in PvP are expected to have a Rank of 11 or above when the system settles itself after some months.

Which we knew already, even if not about the specifics.

This explains one of the most popular complaints about some players not gaining a rank even if they achieved a sensibly greater standing as opposed to one of their friend that still finished at a rank above. How it is possible to finish in a lower rank and not gain anything even if someone else had a way worst standing and still an higher rank?

It’s simple. The guy at the higher Rank that got a crappy standing position probably went backwards in his progression on the “Permanent Rank” but not enough to lose that rank (since you gain faster than what you lose over time). While the other player that started at the lower rank and had a better standing probably wasn’t able to gather enough of a bonus to jump to the next level. Even if he surely progressed toward that point.

Ultimately this means that the system (albeit still horrible in its gameplay) will remain fair over time. Since there isn’t any accumulation of points you can start to grind it years from now without being at a disadvantage. Roughly it seems that you’ll need at least three months at maximum catass performance to go from rank 0 to 14, and possibly around six more months of inactivity to go from rank 14 back to 0. This is the basic life-cycle of the system that should remain constant over the whole course of the game. So, while definitely and undoubtedly insane, it won’t get worst.

With a clear explanation of the mechanics in this FAQ and the upcoming tweaks to the UI, like the progression bar, one of the most radical problem of the system will be solved. So a significant step forward. The problem remains in the gameplay and in the overall design:

– The system still rewards a pure catass mode completely inaccessible to the casual players since it depends on “time” as the main variable (endless grind)
– It is still at the roots a “race”, so forcing the players in a min/maxing process in order to maximize their performance over time. Which requires directly a complete dedication that erodes the potential of the game instead of expanding its possibilities (scope) and appeal
– The reward is still based on “maintenance”, which is directly an unfun mechanic since it’s just a struggle to “catching-up” instead of “achieving”. You are always at loss, always fighting to not lose
– No guild ranking or involvement in the system
– No goals to accomplish outside the battlegrounds
– No public ranking system and ladders
– No dynamic rewards and mechanics (like suriviving many encounters, fast kills and so on)

My proposed Battle System (July 2004) still looks better than this.

And back to the principle I brought up many months ago:

“Designing a game which allows players not to HAVE to play regularly. A possibility, not an obligation.”

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Leaked patch notes, again (1.6.0)

From “one of the best MMOG discussion sites on the internet” (and I agree), here are the leaked patch notes of World of Warcraft, planned to go live this week or the following.

(press button)

Saved in the case the censorship reaches again the FoH forums (which went directly down, how fun).

Btw, after having read carefully everything I can say that at least the Warrior changes (the only class I know well) are really smart and outstanding. Kalgan may suck greatly at developing interesting PvP models but he is really that good when planning classes. With a few minor tweaks here and there he addressed a bunch of problems at a radical level that seemed just too complex to solve without breaking everything else. Impressive.

Also good the changes to the instances (and the integration of the indispensable CT_RaidAssist). I just wonder, if new creatures detecting invisibility/stealth were added to Strat, why nothing is being done to LBRS? That raid has been DESTROYED thanks to groups sneaking in and bypassing the whole instance just to farm the boss mobs. It’s just impossible to find druids and rogues to join a raid, which makes the whole thing really annoying since the healers are rare even in normal conditions.

Isn’t that issue serious enough to get solved?

And finally the possibility to access the BGs from the capitals. Noooo, I didn’t see this coming from miles away. Quoting myself:

Who wants to bet that the next step will be the possibility to enter the BGs no matter where you are?

And the longer comment where I explain why this decision is just the result of a big flaw in the game:

WoW’s battlegrounds are the manifestation of this process. The game needs insta-ports because the principles on which the game was being built have been eroded to a point that they became completely unexcused. I need to fly from Ironforge to Ashenvale but …why? At the end I’m going into a portal and join a specific instance completely cut-out from the game-world. I do not care what happens in other instances, what I do in mine doesn’t affect the world outside, I do not care who is going to win. The key here is “I do not care”. Everything is contingent, the space is negated, the purpose doesn’t exist. The player isn’t anymore put in a context, he is outside that context, he makes the context and uses it. He makes it up, he hallucinates himself. And, outside, nothing exists, nothing has consequences and nothing “breathes”.

What is left of a mmorpg? The time I spend flying from Ironforge to Ashenvale and vice-versa. What is left of a mmorpg is an unexcused burden that will be ultimately removed. Even in WoW (you’ll see).

I was right again.

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Do not overestimate the beast, do not underestimate it either

When considering the insane success of WoW we shouldn’t forget that the game isn’t stopping from LAUNCHING. Everywhere.

We do not know if the game is hemorrhaging subscribers in the USA or maintaining a good retention, we just have the evidence that there is an insane growth due to the game “conquering spaces”. End of Novermber it launched in the USA, in January it launched in Korea, February was the time of Europe and now we have the China which will flood all the useful statistics you can pull from all this.

I mean, the geographical space on the earth isn’t infinite. There’s only so much you can conquer and I’m not sure how many people can be interested in the game in Africa. At least if Blizzard isn’t planning to sell the game to the aliens.

So remember that we do not have any evidence of the lasting appeal of the game. Which is the sole thing that matters in this genre.

The other consideration I find interesting is how much is irrelevant in this case the problem of the localization. It is surely important to localize and adapt the practical aspect, the costs, the distribution but the fact that the game is able to “win” the players everywhere in the world is always a demonstration of an undeniable quality.

But this could be a discussion about the culture that would require a deep analysis instead of a superficial glance.

In the meantime Grimwell has a thread to doubt of the game again:

Blizzard has a long history of taking existing game concepts, and simplifying them to a point where they are accessible to a much larger public. WoW is to MMORPG what Diablo is to CRPG and Warcraft to strategy games: The most successful title, but not very deep. And in all previous cases the Blizzard titles had some bad effects on their respective genres.

And that is the big danger. The MMORPG genre is wide, even wider than other video game genres. It is possible that a good developer could make a MMORPG which sells as well as WoW, but is based on a completely different approach. There could be good world-like MMORPG, good games which aren’t based on levels, good games which are based on a lot more social interaction. But the blinding success of World of Warcraft risks to get the concepts of these games stamped as “not like WoW” and thrown into the bin before they ever got a chance to prove their worth.

With Geldon going straight to the point this time:

While it’s true that World of Warcraft’s outstanding success will influence MMORPGs of the future, the fact of the matter is that most people aren’t going to interpret why WoW was a success correctly.

This thread is all about the fact that people will try to emulate World of Warcraft because of it’s success. The entire point of my message here is this: most designers either can’t identify or can’t emulate what World of Warcraft did well. So they’ll emulate other parts of World of Warcraft that they liked: The graphical styling, the battlegrounds, the casual friendliness, ect.

A concept somewhat backed up even by Anyuzer:

The problem with the term is that it’s a derogatory term. When a developer tells its fan base, that its upcoming game: “isn’t going to be an EQ clone” the term is used in an attempt to express that: “if you didn’t like EverQuest, you’re going to like our game!”

What baffles me about that is simply the short sightedness of every designer/developer who has claimed that, because it automatically suggests to me that they never took a close look at what made EQ tick.

These are all points I’ve discussed extensively in the past. While I strongly criticize some of the aspects of the game, in particular when it comes to PvP, I do not dismiss the quality that is surely there.

And I definitely agree with Geldon, it’s obvious that WoW will trigger a process of emulation everywhere, inesorably. It’s already happening, all the mmorpgs out there are ripping features constantly and systematically. But the point is again about delving deeper than a superficial level that won’t bring to any decent result.

I did already my homework (and in many other comments I wrote) and offer my own point of view on “what made the game tick” as Anyuzer would say. I’m not sure how many others arrived to the same conclusions without dismissing and trivializing the argument on the way.

So yes, it will be systematically cloned and I expect all these clones to fail miserably.

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World of Warcraft causes 3rd World War

There’s a fancy Press Release.

So the game reaches two million of paying subscribers. The rumor was already floating around and even SirBruce updated his charts accordingly before the press release.

You know what? Blizzard is done. Done. They can leave completely the game as it is, without a patch for years and they’ll still cash a fuckload of money. They triggered an out-of-scale process that can be exploited without any commitment. They are in a position that will prevent them to pay for their mistakes and it’s exactly the point where something breaks. Now they can fuck the game just for fun and watch the reaction amusedly. Development-wise they are done.

You say that some parts of the game are broken? HA! Two million subscribers. Rimshot.

This game is going to break China. Phenomena like the “Leroy video” demonstated how this game is becoming more than a game and nearer to a cultural symbol outside the boundaries of the game itself. I really don’t know how China will react to this but I’m starting to believe that the third World War will be triggered by a videogame.

Fun times.

We were not prepared

Old stuff.

There’s around an interview with Paul Sams not so different from another released some months ago.

we have in excess of a million and a half paying subscribers – it’s been going really, really well.

Each of the other markets have been going really well for us. We’re number one in North America, we’re number one in Europe, and in Korea we kind of move back and forth between number two and three. We expect for that to continue to go up – that’s probably the most competitive market in the world for these types of games. In China, from a concurrency perspective in open beta, we’ve broken all records in Chinese history for these types of games, so we’re quite excited.

We were able to respond and provide additional hardware very quickly, because we had another full datacentre ready to light, so we were able to do that and to get the capacity up.

[…]

In doing the whole planning process, we had to look at historical data from other companies. We looked at what their typical concurrency was as a percentage of their overall subscribership, we used all those things – we kind of padded those a bit, and we also looked at historical sales trends… We did all the different things that intelligent businesspeople would do to effectively plan for such a launch. The challenge is that the demand was so much greater than any other company had experienced, not to mention beyond the padding that we put on top of that.

We said, okay, let’s for the sake of planning just assume that from a numbers perspective, it’s equal to the biggest thing out there. Then let’s add to it, and say let’s be ready for more. Well, when you do that, and you still have demand that outpaces that… [laughs] That’s challenging! And so we’ve had to work very hard to deal with that.

As I wrote on QT3 I don’t believe those excuses about the problems at launch. This because those problems are still alive and well right now, just showing in a different form (same as when I write about “symptoms” and “causes”). The game, as many other in the genre, has problems of population and accessibility. The Battlegrounds launched recently and brought a long list of problems both on the design and the implementation. Some of the most serious are rooted in a structure that wasn’t properly planned and that brought to the initial problems with the queues after the release and now with the queues on the Battleground.

These Battlegrounds are a novelty now and many players are checking them. Still, on most servers there aren’t enough players to keep the instances up without long to infinite queues that become even worst thanks to the faction unbalance. What will happen six months down the road when the players will be bored to tears by repetitive gameplay that doesn’t go anywhere and that is available without a monthly fee in other games? How this form of PvP will be accessible in a low populated server or during the off-peak?

These problems cannot be ignored or justified in any way. That’s “design” and it should have been solved YEARS ago, when the project started. Not seven month after release. Not as a “surprise”. There is no fucking surprise if we deal with something that everyone else with some experience in the genre already saw coming.

Give a look to this thread. We were already anticipating and discussing these problems. We also suggested possible solutions:

Mark Asher:
One of the things they might be able to do with instanced battlegrounds is draw upon all the servers to fill them. Instead of requiring enough level 25-30 Alliance players on one server, that instanced battleground will be filled with Alliance players from all the servers.

If they do something like that they shouldn’t have any problems with low population instances.

But what was going to happen is what I anticipated. It’s my skepticism:

Well, really, it’s a great idea that opens even more possibilities. I don’t think Blizzard will experiment and innovate this much.

Now what I say is that I do not tolerate justifications. The management of a game doesn’t belong here. This is a duty of the designer. This is a crucial aspect of how the game is built and it’s not tolerable that it gets systematically ignored. As I wrote this is a deliberate choice. They chose to ignore an important fundament of the game and they are going to suffer that choice as everyone else doing the same mistake. Not for two months after release because the servers have queues or are crashing, but for the whole course of the game because the gameplay and the accessibility is hindered by a plan that doesn’t work and that noone cared to focus on.

There is NOTHING more important than this. There isn’t a single aspect of the game design in general (in this genre) that is more important. I do not tolerate that this argument is easily dismissed.

At least now I have Guild Wars. That’s a game that isn’t run by idiots and that planned correctly the structure of the game before everything else.

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As I said, Battlegrounds are broken

It’s impossible even to list down all the issues between broken queues, exploits and bugged calculation of points and reputation. This is a message taken from the boards that demonstrates how the Contribution Points are broken in Warsong:

Unfortunately this is likely going to get lost as the problems seems isolated to Hellscream, but here goes.

Hellscream is not receiving CPs for Warsong wins. I have talked to 10 different people now all of whom have CP totals that are less than half what they are supposed to be. I myself noticed a problem on Wed and held on to my tokens from Thursday. I had 8 total and ended up with 8000 CPs on the day. Something is amiss. The problem is on both Alliance and Horde.

Perhaps people can bump this if they get a chance.

If he has eight tokens it means he won eight times. This alone is equal to 1660 x 8 = 13280 Contribution Points. Without counting the Honor Kills. Instead he collected 8000.

This confirms my test. One day I won two sessions, all three flags returned and I ended up with 3k of points. The following day I did the same but leaving the BG after two flag returned, without waiting for the third. And I ended up with nearly 6k of points.

It’s also kind of interesting how all the radical design holes are starting to show. The servers have huge population unbalances, same for the factions. This brings to endless queues making the game unplayable for most of the players and also shows other design shortcomings. Try to play PvP in a low populated server during the off peak, it’s not possible. Even if you manage to get in after insane long queues you’ll be stuck to kill the same players over and over and over. Without getting points thanks to the “diminishing returns”. And this right now that these battlegrounds are a novelty and everyone is checking them. Think to what will happen a few months down the road.

Blizzard has stated various times that they are currently researching ways to ease the faction and population unbalances. Idiots. This is not something you do seven months after release. This is something you plan right at the start of the project. You’ve been noobs, now it’s too late and you suffer another huge design shortcoming.

Enjoy. The PvP in WoW is broken beyond repair. There’s nothing good aside the deatmatch mode they stole from different genres and that required no talent at all to copy. The rest of the design is an insane clusterfuck where you really cannot find anything to save. Anything.

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Idle Times

I don’t like the battlegrounds in World of Warcraft, in particular I don’t like the direction where the game is going. This time I don’t want to comment the bugs or the mechanics I don’t like or consider broken, I just want to say that I don’t expect much from the overall approach. The first day after the patch I heard a guild mate say: “this isn’t anymore a mmorpg”. And that is also my point.

It’s not important to define and categorize what is a mmorpg and decide if WoW betrayed an ideal or not. The point is that this implementation of the PvP is arid and leading nowhere. I believe the latest Penny Arcade comic describes this approach. Blizzard didn’t even try to suggest an interesting PvP model, they didn’t even pick up the challenge. They simply took a consolidated mechanic like the CTF and adapted it into the game. The risk is zero here because there isn’t anything to design aside the conversion itself. By adding a CTF you cannot go wrong because it is a mechanic that has been tested for years between many different titles.

But where is the “world”? From this perspective the battleground are a failure. A failure because if the genre isn’t able to gain its own definition and personality, it will just inherit what worked from other games. The same dynamics, the same structures. Guild Wars is a “landingplace”. If so many parts of these games have failed, the new trend is to question even their existence. Why we need to walk from point A to point B? So we get insta-ports. This example is becoming a consolidated dynamic. These games are losing their personality, they are losing their own specific design, their are being emptied of relevance and purpose till there isn’t anything left. When this process will be over a “mmorpg” will become just an empty box that you can fill with whatever you like, even consolidated deathmatches.

Right now the implementation of the CTF in WoW is revealing. Why I need to fly from Ironforge to Menethil, take a boat, move to the other continent, fly again to Ashenvale and then ride till the entrance of the BG? And why I need to backtrack all that in order to go back to Ironforge in the case I want to do some PvE? Yes, I want insta-ports. All these dynamics are: idle times. I’m being idle for most of the time I pass logged in. I’m idle to move between points and I’m idle while waiting on queues, I’m idel while LFG. There is no gameplay and these idle times have zero use since I alt-tab out of the game. They are unexcused.

Now what I want to reveal is that all these consequences aren’t natural. It’s not natural that you can join the local channels form everywhere in the game-world. It’s not natural that the concept of “space” becomes so devoid of relevance that I feel seriously the need of insta-ports. What happened is that there was a deliberate choice in the design to empty the game from purpose and relevance. These aspects have no depth and no meaning anymore but because the design, again as an action and a choice, has decided that they have no role. This is a systematic attack that this genre is constantly suffering. This is what will kill these games.

What this approach to the design is achieving is the negation of the principles. The negation of the origin of the genre itself. Those roots are being killed and when all the ties with the past will be gone, the genre will be ready to be conquered by the consolidated archetypes already existing. Consoles, sport games, FPS, RTS and so on. This is what brought to my comments on Dave’s blog. For sure this genre is going to last for long, but what it will become isn’t even remotely near what we expect and will be completely estranged from its own origin.

WoW’s battlegrounds are the manifestation of this process. The game needs insta-ports because the principles on which the game was being built have been eroded to a point that they became completely unexcused. I need to fly from Ironforge to Ashenvale but …why? At the end I’m going into a portal and join a specific instance completely cut-out from the game-world. I do not care what happens in other instances, what I do in mine doesn’t affect the world outside, I do not care who is going to win. The key here is “I do not care”. Everything is contingent, the space is negated, the purpose doesn’t exist. The player isn’t anymore put in a context, he is outside that context, he makes the context and uses it. He makes it up, he hallucinates himself. And, outside, nothing exists, nothing has consequences and nothing “breathes”.

What is left of a mmorpg? The time I spend flying from Ironforge to Ashenvale and vice-versa. What is left of a mmorpg is an unexcused burden that will be ultimately removed. Even in WoW (you’ll see).

Aside all these considerations the battlegrounds are a fun diversion. They are fun because they copy directly consolidated mechanics that cannot go wrong if not in the implementation. But after some time they will grow old. Very old. The gameplay is limited, repetitive and unexcused. The rewards become plainful grinds that bore you to tears. They add nothing in the long term because they are estranged from the fabric of the world. They are time-bonuses for a live team that isn’t able to match the expectations of the players on the content.

And again that gap between the expectations of the players and the concrete possibilities of the dev team isn’t an unavoidable fact but just the direct result of a broken approach.

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OMG, we killed Kenny, but it dropped nothing

On the other window I have corpse of Azuregos (one of the two PvE outdoor raid encounters) in front of my character.

It took some time to gather the raid and four attempts to succeed, which equals to about three hours.

I guess we should be partying at the moment but there was no drop aside 170~ gold to share. Yes, no drops at all.

On the forums there are various threads about nasty bugs in the loot system that are ruining many raids. This may be related or not, I don’t know.

What I know is that there aren’t many parts of the game that aren’t broken in a way or another.

EDIT- It seems that the loot was dropped by a GM. Next time you know who’s your true target. (I won nothing)

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