{"id":1831,"date":"2008-12-11T19:41:58","date_gmt":"2008-12-12T02:41:58","guid":{"rendered":""},"modified":"2008-12-11T20:01:09","modified_gmt":"2008-12-12T03:01:09","slug":"","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/1831\/","title":{"rendered":"Warhammer 1.1a patch aggravating ORvR instead of improving it"},"content":{"rendered":"<p>Had to be expected. After the gold bags at keeps encouraged avoidance instead of conflict (keep trading) now there&#8217;s the new influence system that takes player kills in very little consideration while it hugely rewards keeps takeovers.<\/p>\n<p>Result: another incentive to avoid a fight and cooperate with the enemy faction. You trade keeps and maximize the rewards. Before it was gold bags for gear, now it is gold bags + influence. I also note that now there are three overlapping systems just in ORvR that provide gear: gold bags, renown vendors and influence system. How many broken systems you are going to pile up before you start to make work what&#8217;s already in the game?<\/p>\n<p>This is a perfect example of Mythic not understanding the basic of game design. Not only they made the mistake with the gold bags, but instead of recognizing it, they make it worse.<\/p>\n<p>Official response from a CM:<\/p>\n<blockquote><p><i><b>James Nichols<\/b>: Unfortunately the path of least resistance is also tempting,<\/i><\/p><\/blockquote>\n<p>Nope, it&#8217;s not tempting. It&#8217;s the way the game is designed. Doing quests in WoW isn&#8217;t &#8220;tempting&#8221; it&#8217;s the way the game was designed.<\/p>\n<p>Simply put: You continue to design RvR so it promotes avoidance. You got many occasion to correct this, instead you make it worse.<\/p>\n<blockquote><p><i><b>James Nichols<\/b>: rest assured though we&#8217;ll continue to improve RvR to make it so that conflict is a common occurrence as best we can,<\/i><\/p><\/blockquote>\n<p>How? Does your team even recognize how game design works? Because with every step they are making things worse.<\/p>\n<blockquote><p><i><b>James Nichols<\/b>: but players adjust to massive RvR may still have yet to learn that a lot of the fun of RvR has to do with what you make of it.<\/i><\/p><\/blockquote>\n<p>It&#8217;s hard to be fun in a game when bad game design is an obstacle. Blaming the players because they don&#8217;t know how to have fun is blaming them for your very own faults and failures.<\/p>\n<blockquote><p><i><b>James Nichols<\/b>: We expect to see players naturally migrate towards conflict as the initial influence frenzy calms down.<\/i><\/p><\/blockquote>\n<p>After the players understand even better than avoidance maximizes the reward? I don&#8217;t know what trends you see in games, but over time things get &#8220;gamed&#8221; more and more. If players pursue the path of least resistance NOW, in a week or a month they&#8217;ll do it even more.<\/p>\n<p>Making mistakes is one thing, but making them over, and over, and over&#8230; well, there are no excuses for that. See <a href=\"http:\/\/www.cesspit.net\/drupal\/node\/1829\">below<\/a>, Warhammer had its chances. It wasted them all.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Had to be expected. After the gold bags at keeps encouraged avoidance instead of conflict (keep trading) now there&#8217;s the new influence system that takes player kills in very little consideration while it hugely rewards keeps takeovers. Result: another incentive to avoid a fight and cooperate with the enemy faction. You trade keeps and maximize [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[12,32],"class_list":["post-1831","post","type-post","status-publish","format-standard","hentry","tag-game_design","tag-warhammer"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1831","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/comments?post=1831"}],"version-history":[{"count":0,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1831\/revisions"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=1831"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=1831"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=1831"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}