“Dream Mmorpg”

This is a PM I wrote to Jon Carver where I tried to summarize the key points of my “dream mmorpg” project. It definitely needs a lot more iterations in order to become more complete (it misses most of the features like the factional system, the mechanics of PvP, the role of the artifacts, the geomancy nodes, the progression trees of magic items etc..) and more concise and precise.

I need to do a lot of work on the presentation and effectivity of what I write. At least this time it isn’t too long.


I need to do a lot of organization in order to build up some sort of clear and schematic plan as you did. For now there’s nearly an infinite list of features coming from direct needs, problems and discussions but all so bundled together that I often forget why I decided about something. Basically I’m really trying to address ALL the problems I see around in other projects since it’s a “dream mmorpg”.

A few points I gathered are (far away from covering everything):

– Problem of catering hardcore and casual players
– Problem of load balancing the server, cross-server travel, factional balance
– Problem of PvP and PvE clashing together (repositioning)
– Smaller, manageable communities – “There were a lot less of us back then, so it was easier to get to know most of the folks around you. Since there were so few players reletive to current community sizes, you become friends of friends of folks and a lot sooner you really end up knowing virtually everyone whos playing, or at least are familiar with guilds.”

The rest is about going back to a skill system that has also lot of depths for “achievers”. Realistic inventory system calculating precisely slots and weights (and the need to use horses, carts etc..). No strict classes nor min/maxed templates. All classes are respecced “on the fly” so that a player can cover a specific role dynamically (and adapt irtself to the need of a group) instead of being caged in a fixed model/spec/class.

Plus the separation of elements of PvE (In instanced “planes”, arenas and odd combinations of events) from PvP.

The main world is completely based on PvP and in the hands of the players. Everything works like in wargames so you can conquer the land, expanding to adiacent zones (and manage your resources). All the world is in the hands of the players, there is nothing with the pretense of being “static”, fixed, given.

The players cannot really build towns but can conquer everything that is already in the world (and update/upgrade it to an extent). From single houses to the biggest cities and castles.

The NPCs will then also be controled by the players. The players spawn them and “program” them with simple schedules. So they are used both for the crafting system and to pruduce resources that will then be used (and moved between towns through a commerce system) at the RTS level.

Ultimately the focus (of these PvP lands) will move from the combat to embrace new types of activites. All the interactions of a medieval world are supposed to be simulated to an extent. So we’ll have farms, mines, sawmills and so on. Similarly to a “Settler” game and with the goal of simulating a deeper environment that is supposed to involve more the players in its fabric and mechanics. Less obsessive about combat and infinite treadmills only affecting the single character. Providing communal goals and shared mechanics that should finally put back the focus in the community as the real “endgame” (and where the fun of a multiplayer environment is supposed to be).

That’s the shape. The implementation idea is to go back at the old 2D style of the early Ultimas (but with an advanced UI) in order to cut out directly the production values (graphic, content etc..) and focus exclusively on the accessibility and mechanics. No infinite text to read, just direct gameplay and feedback. To experiment dynamically with the pure design level and discover what is fun and what is not.

Basically the opposite of a MUD.

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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There is gonna be a burnout?

Again from Dave Rickey’s interview:

The big news is going to continue to be EQ clones. Fantasy themed clones will get ever more insane budgets and continue to be the biggest games. We’ll see more variation of setting, like we already have seen a little of, EQ with guns, EQ in space, EQ in giant robots, and those games will dominate the middle third of the market, running a step behind the fantasy games on budgets. The bottom of the market will run the whole rest of the range down, and is where we’ll see the real innovation.

There are so *many* possible MMO’s to make, and I really believe that in the long run the current run of ever-bigger EQ clones will burn itself out. Once every potential player has already played one to the point of burnout, we’ll need to do something else.

To which Anyuzer brought his attack that I slightly “time warp” here:

But, in my defense though, there is something interesting about the whole thing. The first is the future of the ‘EQ-Clones’. I mean, personally, I’m getting sick of the terminology.

EQ Clone? Why is it an EQ clone? Because it’s an Online RPG that works on fairly logical progressional elements? C’mon people, wake up and stop bitching. EverQuest was not the devil, it was simply a game that had enough psychological hooks in its design to keep players going. ALL VIDEO GAMES WORK ON THE SAME PRINCIPLES.

And the next big MMOs that come out (Vanguard, DDO, LoTR, Imperator, etc) will simply either be very good at this (in which case they will do ‘decently’) or they’ll be the best at this (in which case they will eclipse even WoW) or they’ll totally ignore these basics of human nature, and fail miserably (woooo Horizons!)

Which brings me back to Rickey’s comments. He is spot on in pointing out that ‘EQ-Clones’ are going to be the future of the industry. But what the hell is he thinking when claiming that players will get burnt out, and look for some innovative indy game? A more realistic comment would’ve been throwing away the retarded: “EQ Clone” label and pointing out the fact that the way the industry is likely to evolve, is being better at placing the progressional hooks, and being innovative in the design of those hooks.

I already commented those points on his forum but let’s give this topic another twist:

OF COURSE there is going to be a burnout. And not because I’m here predicting the future for all of you but simply because it is happening already. Just open your eyes and look around with some critical ability. Let’s put aside for a second the considerations about the design and focus instead on what is relevant about this argument. The fact is that this bunch of games like EQ, EQ2, DAoC, FFXI, WoW and all the minor ones… all aim to the same audience. They aren’t just “EQ-Clones” because of superficial classifications. They are, at their core, products aiming to get slices of the exact same pie.

Despite the numbers are hiding what is happening, the fact is that the release of WoW is strongly impacting the subscriptions of other games. Noone can expect the players to support and play all these games at the same time, so what happens is that there is going to be a choice. A choice that in this case is about comparing IDENTIC products. So an obvious, objective choice that is moving away from being a personal, subjective choice. There is no subjectivity when you can choose just between identic products. There is absolutely no differentiation between the largest commercial mmorpgs and the result of this is that the best product is going to stand out “objectively” and conquer the whole market. It’s exactly when there is ZERO differentiation that you can compare the products head to head and right now, honestly, WoW is the best game out there with a relevant advantage. It is successful because the game was able to improve the design we already know under a good number of important aspects, so the players moved over and liked, for the most part, what they found. At the same time the other games, while suffering the impact, were still able to hold because of (1) strong communities built wilth the time, (2) time investment from the players that do not want to throw everything away and (3) specific aspects of the game that remain unique and valuable for those with a deep knowledge of the game.

This is the real “burnout”. The players are getting tired of looking at a bunch of identic games all trying to compete on the same goals. Is really this genre so narrow in scope and possibilities (from a commercial point of view)? I know a good numbers of players that already left the previous incarnations of this same-game that have now absolutely no interest in WoW. This is the burnout. It’s the common “been there, done that”. When you keep finding the same thing, slightly improved, you get tired, because the novetly vanished long ago and you have no interest to commit to it again. It’s a perspective that hasn’t anything anymore to offer.

The point here is that there will be always just one, two at maximum, juggernauts out there. And they’ll crush everything in the market because all these games just overlap trying to conquer the same audience. And the audience will choose that one product that does the thing better. In this case the new, better mmorpgs “mudflate” the old mmorpgs that weren’t able to manage the progress and solve their own quirks. WoW capitalized on the design mistakes of other games, on those problems that the devs didn’t care to acknowledge. So it used those weaknesses as an hold to throw the new competitors out of the path. It is possible for an old game, with a consolidated community to hold for a long time even after being cut out of the relevant market, but this isn’t a possibility for the new projects that do not have the resources to go against the juggernaut but that still pretend to do so.

In the future the communities will become more and more “portable”. They’ll move naturally to the “next big thing” exactly because it will be easy to recognize. What we know is that the success never comes from the same source. All these game worlds reach a peak when they are able to observe the situation from outside, consider what works and what doesn’t to then enter the market and bring in some innovations. Mythic was successful because of this, Blizzard was successful because of this. They capitalize on the mistakes of others but then they become themselves gears of the same wheel and just freeze (“thick as a brick”), unable to understand their own errors just to become fresh preys for the next big thing that is going to backfire the process against them.

You cannot expect to sell the exact same food, at the exact same price but of a less overall quality and hope to survive the market. It simply doesn’t make sense. So this is why the focus should be about delivering something that the super-large company of the moment cannot afford. Yes, because those companies have also serious weaknesses that can be exploited. There is a space for interesting products which can afford a more aggressive and creative development and exactly because the largest projects will finally become juggernauts impossible to move. So you “win” the disadvantage by competing on an agility that those other projects cannot afford.

There are spaces, this genre is wide and accepts all sort of things you can imagine. What is important is to not chase the trend of the moment in order to survive with the crumbs left by the big one ahead of you. That will just get you stomped on. Use some wit, be able to understand where the market is going and anticipate it. Compensate the lack of money and resource with some creativity and passion. Just take the challenge for what it is and have some fun already in the development process.

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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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Mythic prays to be right

The last Grab Bag is interesting. To begin with it dispels the doubts about the “Catacombs” expansion (enabled on the new ruleset servers) being dependent on ToA (which is going to be ditched):

Q: Do I need to own TOA in order to activate Catacombs on the new server?

A: On the new server, you do not need to own the TOA expansion.

I guess the time will finally obliterate the work put on ToA, which is somewhat a sad thing. Or, as Dave Rickey said:

The current Live team has their work cut out for them, and I wish them well.

And here is the important point. As I wrote elsewhere this new ruleset is questioning the work of the devs. This is why Dave “wishes well” to them. Because this whole project of the new server is basically a failure declaration. It cannot be read in any other way if not a complete failure.

Or maybe not. In fact, if you delve some more, you could be able to see a glimpse of what is the real stance of Mythic’s devs. They are still NEGATING the whole thing. They are negating that ToA was a failure, they are negating that the idea to give DAoC a new insane grind was a failure, they are negating the HOLES in the design and gameplay. This is the real reason why ToA wasn’t fixed after all this time. Because noone has ever acknowledged the problems. Noone has learnt A DAMN THING. They stand behind two similar positions: fear of being kicked out because of their failure and a constant denial of the problems in order to defend their work (and chair).

They DO NOT want to accept (or maybe cannot, because it means a crisis of their role) that they made some mistakes and that those mistakes must be considered, acknowledged and then addressed in order to let the game grow instead of sink inesorably.

In fact this is their actual stance on this whole thing:

Walt Yarbrough:
This is aimed at many of our former customers, not our current ones. Our satisfaction is high in the polls that we take of our current customers.

He thinks that their current customers love their game, love ToA, love the buffbots. He believes that the players are completely satisfied by Mythic’s offer. He does not believe that the new ruleset could appeal even to them. He does not believe that the new ruleset addresses serious problems that the game objectively has… He just thinks that all these issues are SUBJECTIVE points of view. NONE of Mythic’s work in these years has been a failure. NONE of their work is being questioned by all this. Nothing at all is being questioned, is being examined, is being acknowledged. NOTHING AT ALL IS BEING LEARNT. It’s a *denial*, complete denial of everything happening to the game.

And that stance has been now backed up directly by Sanya in the Grab Bag:

This new server type is meant for people who would otherwise not play DAOC at this time. I don’t expect that most people currently playing are going to do much more than roll on the new server out of pure curiosity. I DO expect that the people with active accounts who try the new toy will eventually go back to their “home” servers. And I hope that people who are reactivating just for this ruleset decide to stay.

This server is just an attempt to meet the needs of a niche group of players.

Listen carefully. ALL of you out there thinking that DAoC has “a few” consistent problems in the design. ALL OF YOU… You are just a fucking niche. You are a tiny, little, irrelevant annoyance. A minority of ranters who know nothing about their huge subscription base that, after being sagely polled, has been declared totally satisfied.

And remember:

Future expansions and patches will be primarily designed for the more typical servers.

Because they are so fucking stubborn that they won’t understand what is going on till the last paying player will vanish to never come back. And even then I have my doubts that they would be able to “get” it.

Thick as a brick.

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Vanguard’s Senior Designer resigns

Filed mostly for my “migratory fluxes” category since I don’t know this guy and so not able to provide any kind of commentary.

Vanguard loses John “Kendrick” Capozzi

The rumors have been confirmed, John Capozzi is no longer a senior game designer for Sigil Games.

At Sigil he was one of the original core senior designers working on the Asian themed continent, Kojan.

More interesting informations provided by Krones, who had spared kind words, and AFKGamer, who is slightly more skeptical and dubious about the myth.

Those news are the most important even if they are often unnoticed or even hidden. Games are built by people, not by brands.

Gathering comments, from DAoC onwards

More comments triggred by DAoC’s new ruleset I save from F13 that I haven’t completely covered in what I wrote below.

Haemosh:
As has been said before, the PROCESS of DAoC’s PVE treadmill is what makes it so grindy.

That’s the point in fact. As I define it: a problem of quality and not of quantity.

DAoC’s treadmill isn’t longer compared to other games, but it is awful for the most part (especially now with a weak community).

In this thread someone brought the example of task dungeons as a relevent improvement to the treadmill. My point is that they are exactly the opposite. They BREAK the game. They are essentially corridors with a row of immoble mobs in the middle. You whack your way through them, one by one, with about a two minutes downtime between each kill till the end where sits the exact same mob you whacked till that point, just named. You kill the named and you get rewarded with money and experience.

Now the reward is good, this is true, and it makes the treadmill shorter since you can efficently level up in solo. But this is, in fact, the “quantity” aspect of the problem. The truth is that you are really playing an unashamed version of Progressquests that puts you in a corridor with a row of mobs you need to grind to increase the size of your e-peen. There is really NOTHING ELSE. Just repeat your easy kill 20x for each mob, complete the task, get another and repeat.

This CANNOT be tolerated. It cannot be tolerated for weeks or months as it cannot be tolerated for ten minutes. It’s one of those things that give you epiphanies: what the fuck am I doing? The game cannot be THAT dumb.

And you really cannot believe that the devs could be so unashamed to add something like that to the game.

Nebu:
Having played this game off and on since beta, I was very excited about the new server concept initially. Then I began to consider how ranged buffs and the lack of ToA would effect RvR gameplay. Sadly, it seems that the release of NF and catacombs both relied heavily on balance currently in place with ToA. As a result, I think that these two servers will be heavily populated initially, but the problems inherent in the system will cause some huge balance issues unless Mythic is willing to address the special needs of such a server. I personally don’t see Mythic willing to redesign the game for 2 servers, so the problems with balance will simply become a game artifact that the players there will work with. The people unwilling to live with the imbalance will leave after a month or so.

That’s also what I wrote on my website. The rulesets are divergent and I don’t expect them to split the work in two in order to let the two ruleset develop.

It will be also fun to see how they’ll show the horrible design even behind Catacombs. We have now powerful classes like Vampiir planned as workarounds to the buff bot problems. Now the buffbots are being removed and those “already buffed” classes will simply be completely unbalanced.

Haemish:
I preferred questing in DAoC, but you couldn’t level exclusively with questing, and after 20 or so, there were no quests to speak of.

That’s not true. The problems were *radical*.

To begin with you couldn’t know where to get them. You had to visit a spoiler site to understand what you could do since in the game you could just click on EVERY NPC in the game world and NOT EVEN KNOW if the quest was appropriate for your level. There was NO con system. You couldn’t know if you could complete the quest alone or if you needed a full group.

All this becomes recursive in a system simply *inaccessible*. Noone was questing, so it was impossible to build up a group to complete your goals. The rewards were always awful and the quests required HUGE downtimes by constantly riding horses. Most of those quests offer that exact gameplay: run around endlessly trying to figure out imprecise informations (that required spoiler sites in order to not waste REAL HOURS) and kill sporadically a few targets that were inevitably too hard to solo.

As I wrote many times, the questing in DAoC was a BURDEN. You did that only when absolutely FORCED, like in the case of extremely powerful items you needed for the endgame.

Lounge:
Why is it more fun to do a quest where you kill 50 foozles to collect 10 widgets then go back to Angry Dwarf 12 for Hammer of bashing 3? Also what are the /played of the people hitting 60 in wow?

Because WoW is often seen superficially and trivialized when there’s a complexity under the hood. The fact is that too many times its accessibility is confused with a lack of depth (which exists, for example in the PvP).

I passed the whole 55-60 range by trying to figure out the quests in BRD. Those are five levels, the longest in the game and by running (and not completing) just ONE instance. I was actually “lucky” to be able to join groups where I was systematically the most expert. I proceeded by little step, doing something more each day and finding out what was behind the next corner and how to face it. The fact that the game is designed wonderfully is proven by the actual mechanics. Once I knew what to expect it was way easier to face it and move onward. So it wasn’t just repeating the same kill over and over and over for hours. Instead it was a learning experience, a progressive conquest, constantly renovating and enclosed by smaller steps in the form of the quests that allowed me to not simply restart from zero each time (one of the flaws of Guild Wars).

Figuring out those quests isn’t easy. Especially if you don’t get powerleveled or just join raids to trivialize the experience. The game is HARD. It requires competence in the sense you need to know how to play. It’s not just relative to how much you know your class but, especially, the knowledge you have of that precise place.

To date those runs through BRD have been the most rich and fun experience I’ve EVER had in a (PvE) game. And that’s just one small example of what is available in the game that isn’t “reheated food”.

Nebu:
HRose: I see the PvE in DAoC as nothing more than the price of admission to RvR. It’s not fun nor is it interesting. Aside from CoH where the PvE was fun for about a week due to its fast pace, no MMOG has interesting PvE. PvE to me is killing a mob to get better gear to kill a mob with more hit points to get better gear… etc. It gets old fast.

From Dave Rickey’s interview, which is really worth-reading:

Dave Rickey:
After about 4 months of that, I became convinced that we needed to focus on improving and expanding our RvR game, as our unique competitive advantage. PvE wasn’t why our players were coming, and too long of a treadmill on the way to RvR was losing us a lot of them. This put my “malcontent” status at a whole new level, rather than pushing for 1 or 2 new positions, a few days of programmer time, or the reorganization of a half-dozen people, I was essentially saying that the entire strategic direction for the ongoing development of the game had to change, and since TOA (with a total PvE focus and a new levelling system to be stacked on top of the old) was scheduled to come out in 7 months, the change had to happen right *then* if we were to put anything else on the shelves that Christmas.

[…]

At an analytical level, TOA was an attempt to make Camelot more like EverQuest 1. Hugely complicated multi-step quests to earn “Master Levels”, that required the cooperative efforts of large numbers of people, doing them over and over again, and a new set of items that were bigger, better, and more shiny to collect. It was the antithesis of what I thought Camelot needed at that stage, as it added yet another treadmill that players would have to climb before they could be competitive in RvR.

Nebu:
For my $$$ I want to log on and hunt other players. The encounters are more varied and the tactics more interesting. My personal conclusion was that I had to come to grips with the fact I have to grind a treadmill for a week in able to do that.

Firstly, I believe that DAoC shouldn’t ditch its PvE. I strongly believe that it IS possible to make it fun and not a burden. That’s why I hate “/level 20”, those unacceptable task dungeons and that stupid “free level” mechanic.

Those are, exactly like the new ruleset, ways to DODGE the problems. To avoid to face them. Nothing will improve if you do not SOLVE or at least TRY to address the problems. There’s a serious need of acknowledgment even before they start moving a finger.

“The PvE sucks, so no PvE”, I do not accept that. That’s seconding a problem, not solving it. When “Wish” was turned toward the GM driven content the exuse brought by the devs was: “we tried to go in the PvP direction but it wasn’t fun”.

OF COURSE it’s not fun. Because to make good things you need to work on them and expand their potential. The quality or the “fun” in general doesn’t fall from the sky, you need to hunt for it. So I don’t accept that DAoC has to become “just PvP” because PvE isn’t fun. It should instead START to work in order to offer something interesting. Because they definitely have the resources to do so.

The second point is about the battlegrounds. They are a WONDERFUL idea. They allow you to do just PvP from day 1 till the last. But even here the idea is ruined by an awful implementation. Most of these BGs are devoid of players. Most of the times they are PACKED with stealthers behind siege equipment to one-shot you constantly. At best you find super twinked players where again you can just watch and feed them with points.

Even here there’s A LOT to do. There’s the need to cut out the twinking at the roots as a mechanic, there’s the need to draw the population of the BGS from ALL the servers in order to keep them populated at all times, there’s the need to SEVERELY NERF the siege engines, there’s the need to make the economy accessible again for the casual player, there’s the need to ease the accessibility to good equipment, there’s the need to balance the classes specifically for PvP at the low levels. AND SO ON.

But it’s dodging all these issues that brings nothing to the game. In fact this new ruleset is again a withdrawal from solving the problems. A workaround.

Yegolev:
If I were going to start in DAoC at max level for RvR, maybe I’d rather play CounterStrike? You know, something not based on phat lewt, otherwise I’m just grinding for equipment anyway. Today I’m getting sleepy just thinking about a grind.

But the point is that PvP in a persistent environment is able to offer A LOT MORE. This is in fact what is happening to all the successful FPS. The deathmatches, today, are considered obsolate and all the design and the development is leaning toward more complex and interactive environments. This is why we have vehicles, large environments, semi persistent and tactical elements. And so on. This is why we have “onslaught” and “assault” modes instead of deathmatches and CTF, this is why the next Unreal Tournament is going to bundle them in an even more complex “battleground”.

The point is that mmorpgs have AN ADVANTAGE on this field that is completely WASTED. Noone is doing anything at all.

This is a genre that “is supposed” to move faster than everything else out there. That should push out “innovation” at a daily rate. Instead it’s severely lagging as the worst console game. Look around and you’ll see that the innovation is coming from everywhere BUT the mmorpgs.

Haemish:
BUT… the /level 20 did show one thing. None of the other battlegrounds is/was as populated at the level 20-24 battleground, mainly from people using /level 20 to quickly get a PVP-enabled character. And those battles were damn fun. Once they put in gold and experience, as well as realm points being gained from PVP, I never leveled by PVE until I had capped out my realm points for that BG. I got new items from the marketplace in the housing zones. At that point, the game didn’t exist for me outside of that same zone, and it was the most fun I had in DAoC ever, counting both times I subscribed.

I agree on that. But these are two different beasts and both need work. The PvE needs work to be attractive, not to be just as quick as possible in order to forget it. It needs value.

On the other side I believe that to give the possibility to advance completely through PvP is good for the game. I always suggested this and I supported them when they decided to go in that direction. A choice is always a good thing to have. So you can choose to do some PvE and PvP mixed, or just PvE, or just PvP.

“/level 20” just broke the community and jumpstarted the trend of super twinked characters. I found always hard to do anything in the BG exactly because I didn’t have a chance to compete due to those balance problems.

Again, with the introduction of BGs from level 1 to 45, there is no need anymore for commands used to jump levels (like the “free level” idiocy) because there is finally something worthy and interesting to do. But this is only a potential because the reality is WAY different. Most of the BGs are empty and have the serious issues that I listed above. So without a direct work this choice isn’t really a choice available for everyone.

It’s from day 1 that DAoC has accessibility problems. In the design, the ruleset and the gameplay. Games like WoW have been hugely successful exactly because they eased the accessibility (good UI, controls and so on till every tiny detail that has been defined as “polish”).

And if someone remembers I was the FIRST to suggest to hand out premade characters at level 45, way before Guild Wars. On these boards, in fact.

But my idea wasn’t to systematically give the possibility to the players to jump all that experience and break the game for the new players. My idea (that I still consider worth a try) was to bundle in each expansion pack like “Catacombs” a key code. You use the key code and you can pull out a maxed character. Just one.

That would allow EVERY player to see how the game works at the latter levels and enjoy the best it has to offer. At the same time it doesn’t break the community at the low levels that is CRUCIAL to keep the game healthy. “/level 20” was a superficial workaround that I believe damaged the game way more than the benefits it brought.

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Matrix Online sold to Sony

Anyuzer just came back to try to convince us it wasn’t going so bad. But I guess that didn’t work perfectly.

From Corpnews:

According to some unnamed sources, MxO has been sold.

To Sony.

And except for 26 people, everyone’s been given their 60 day notice. That includes event staff.

Here’s to all the people looking for jobs. Good luck, gang.

Never underestimate the power of Doom. Especially when it is so easily predictable.

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