Finally after a full week of attempts, I got my Darkfall account today.
I can already taste the delicious carebear QQ tears.
Finally after a full week of attempts, I got my Darkfall account today.
I can already taste the delicious carebear QQ tears.
Now that everyone has had some time with the 1.2 patch in WAR, I want to talk a bit more about the Zone Domination (ZD) system and how it’s currently affecting tier 4 RvR. The difficult part of this is that along with ZD, a boatload of other changes have also been made (OP Bright Wizard AoE, yay!), but I’ll try and focus on just the ZD-related aspects.
For starters, ZD simplifies the whole zone locking system, adding clearly visible and accurate timers over objectives and keeps. This is helpful not only for organization, but also for strategic planning. If the enemy is trying to lock a zone, and the timer on a keep still has over an hour to go, you know fighting over objectives is somewhat pointless (they have a 30 minute lock timer). You either take a keep back and try to make your own zone push, or you focus on another area and come back when the zone is closer to its lockdown time. The enemy, who is theoretically dominating you, still has to defend the keeps from potential attack, and this likely weakens their force in other zones, somewhat breaking up the zerg. The attackers on the other hand are free to hit whatever zone they wish, with as strong a force as they want.
Once you are within 30 minutes of a zone locking, the defenders must now protect all four objectives from capture, which further divides the zerg (depending on each zone, as the distance between objectives varies), and can also lead to some small group battles. A zerg on zerg battle may occur at one objective, while a small strike force sets out to attack a second. Should either force be successful, they delay the zone locking for at least 30 more minutes. As in most PvP games, player moral is often the deciding factor, and denying a superior force progress goes a long way to destroy the attackers moral. The smaller scale battles over objectives are also generally great, as individual players impact the battle far more than when they are a part of the zerg. These battles really separate the elite from the herd, and more often than not both sides bring their top players to defend/attack in small numbers. We had exactly these types of battles this past weekend on Monolith, and even in defeat they still play out great.
1.2 for me was a great step in the right direct, but it was not the patch to put WAR over the finish line. There are still some rather drastic issues (population balance which will NEVER be fixed until a 3rd side is added), performance seems to be hit/miss for people since 1.2 went live, and the city siege is still missing that ‘something’ that will really get people fired up about it (although the change to a two hour window was a good step forward). Perhaps 1.3 will be that patch, or at worst another step forward. Until then, tiers 1-3 will be blazing soon with everyone jumping on a new or old alt and riding the slayer/choppa wave. It will be nice to revisit the lower tiers now that they have also seen some improvement.
Both Raph Koster and Tobold have posts up about a games user base and profitability. If this at all interests you, check both links out. The overall theme of the discussion is similar to my feelings about the iPhone app store and games on that platform. Lots of apps are very popular in terms of downloads, but few are actually decent enough to be used beyond the first 5 minutes, free or otherwise. The other issue is that anytime something is successfully sold, it’s likely to see someone make a ‘free’ version of it and destroy sales. Why pay $5 for Field Runners when you can download a bunch of similar tower defense games for free? And who would be crazy enough to invest money developing a game to compete with Field Runners when they also have to compete with a glut of similar free titles?
This also somewhat relates to F2P MMO games. Sure tons of people will try them because they are free, but when faced with the choice of progressing farther and paying, or quitting and downloading another free game, odds are most will opt for the choice that costs them nothing (especially in today’s economy). Only if the F2P games is truly pulling them in (arguably even more so than a standard sub game, because the decision to pay is more visible) will someone spend money, and one could argue if your game is THAT good (like I argue Atlantica Online is), why not just go and charge a monthly fee?
One final random thought (it’s Friday, can you tell?), is it harder to offer a product for free and THEN try to charge for it, or charge up front and perhaps lower the rate later? For example, if LoTRO drops its monthly fee to $8 a month, would that give them more profit due to increased users over a game like Atlantica Online closing its item shop and charging $5 a month for access? I mean assuming both are on equal ground to begin with of course. Bad example aside, what I’m trying to get at is I believe it’s MUCH harder to go from free to pay than it is to go from pay to less pay, even if less pay is still HIGHER than the pay of the previously free product.
The website to order Darkfall has been accepting orders each day for roughly 5-10 minutes before closing again due to availability. During that 5-10 minute window, and roughly 30 minutes before and after, the website is slammed with traffic and takes 3-4 minutes to load (if at all). As you can guess, this makes actually hitting that small window rather tough.
On the one hand, it’s beyond annoying to sit there and reload a website over and over only to ultimately fail and have to wait another day. Granted no one is forcing you to sit there and play the internet lottery that is getting a DF account, but the customer is always right and all that crap, right? Plus guild mates on the outside looking in are starting to get antsy when they keep reading about the current guild war or the work being done to growth the guild’s city.
On the other hand, at least Aventurine is doing their best (while giving up quick cash mind you) to limit the impact of tourist MMO players looking for a week long WoW vacation. Sure only (whatever number they have sold so far) are able to play, but at least you can log in to a lag free experience without login queues or newbie areas swarmed with wide-eyed players looking for the yellow exclamation point.
Given the alternative, reloading a website might not be so bad…
I only had a small chunk of time to play WAR last night and see what 1.2 brought, but what I saw I really liked. I might be willing (granted after only a day) to call 1.2 the patch that will really helps WAR bring back some old players, and overall take a HUGE step to get RvR where everyone expects it to be.
The new scenario is great, both in atmosphere and design. A giant spiral tower with two capture points, it does a good job of focusing the action without leading to spawn camping. It again amazes me that Mythic is able to crank out new content so quickly and not just rehashed ideas with a new color palette. I recall back in 2005 or 2006 when players were asking Blizzard for more variety in the battlegrounds, and the response was that they take a huge amount of time and resources to create. It was called bs back then, and at least now it has been confirmed.
The new map features in 1.2 are brilliant. It’s amazing how helpful it is to see everyone in your warband on the map, or how minor changes to the warband display make a huge difference. The zone domination system, as predicted, is a huge game changer. Instead of some behind-the-scenes system determining when a zone locks, now everyone has a very clear display of everything. Seeing that timer above an objective or keep really puts the pressure on to recapture or hold something. It does a great job of focusing the action, without artificial incentives like gear or rep.
Good job Mythic, a very solid patch!
With the release of Darkfall, the terms ‘wolves’ and ‘sheep’ have been thrown around frequently on forums and blogs. I figured this might be a good time to dig a bit deeper and try to find out just who really fits into each term, or whether we even have a solid idea of the two play styles.
The most basic definition of a wolf is someone who enjoys fighting other players. A sheep does not enjoy PvP combat. The basic idea is that the wolf hunts the sheep, and the sheep tries to avoid the wolf. The theory exists that once the sheep move on, the wolves would turn on each other, but soon move on as well in search of other sheep (presumably in other games). This is why, supposedly, PvP in an MMO does not work, as eventually everyone moves on and you shut down (or become a Station Pass member).
The above makes a boatload of assumptions. First, why would a sheep join a PvP game in the first place? Are they all just that dumb to not know better? Second, why do we assume wolves want nothing but to hunt defenseless sheep. Why is it a given that wolves only play for the kill, rather than the hunt? Third, why do we assume all sheep are defenseless fools who don’t know any better and instantly ragequit at the first sign of trouble? Four, why do we assume wolves are wolves 100% of the time, and sheep are always sheep? Why do we assume that in a PvP MMO, unlike all ‘other’ MMOs, you only get wolves and sheep, strictly defined and constant?
The easy image of a wolf is that basement dwelling teen, still entertained by swear words and someone who gets off on causing others harm. They presumably have unlimited time (or at least more than you), and play only to ruin your MMO experience. Somehow, either that particular player ALWAYS finds you, or that’s 90% of the PvP population, because apparently those type of players were rampant in previous PvP MMOs. Plus you saw the forums, so you know exactly the type of community said PvP game is going to have. Remember, the forums never lie!
The easy image of a sheep is that clueless MMO player who just wants to log on and explore/craft/socialize. The ultimate carebear, the sheep can’t actually play the game beyond the most basic level, and has the emotional stability of a tween at a Miley Cyrus concert. At the first sign of someone else effecting their game, be it bad language, stealing their mob, or heaven forbid killing them, they instantly ragequit, take their guild with them, and make a long drawn out forum post about how everyone playing this game is a sociopath and should get a life. The forum response is generally “tldr fag, go back to WoW”.
Assuming the two above, it’s not hard to see why people would avoid a PvP MMO. But last I checked, the above does not accurately describe the majority of MMO players, PvP or otherwise (except for anyone playing a druid, you all are indeed super emo, sorry)
First let’s talk about why a ‘sheep’ type of player might sign up for a game like Darkfall. As a sheep, we are assuming they don’t WANT to fight all the time, but this does not mean they can’t defend themselves, or at times organize and go looking for a fight as a change of pace. The assumption is that fighting is not their primary activity, so what exactly is the draw to a game like DF over WoW?
If you like playing a crafter, do you prefer your gameplay to consist of competing with gold farmers over static resource spawn points and running an auction house mod following very defined market ‘strategies’? Or perhaps you prefer to head out into possibly dangerous territory, sometimes gathering successfully, other times getting ganked or having to run away. Do you want a wide range of items available to craft that actually have a chance to make you a profit, and having to manage your own shop in a world without one global auction house? Do you enjoy playing a character that a guild turns to for items consistently, rather than crafting 1-2 epic items and calling it a day? Just because you are a crafter, does that instantly mean you want to avoid any and all possible risk? In a competitive market environment, where money does equal power, some of the most ruthless players are actually crafters and not gankers. The idea of a mercenary guild in a game like WoW or WAR is laughable because the sides are pre-defined, and gold is all but worthless. Yet in a game like EVE, mercenaries often play a pivotal role in any conflict, and it’s the crafter/financer that controls the mercs.
In addition to a stronger crafting/economic game (theoretically remember), a ‘sheep’ might be drawn to the open world, one without instant teleporting and very cookie-cutter areas designed specifically with 1-2 quests in mind. If you come across a named NPC in a theme park game, you can safely assume the NPC is part of some quest. If you have it, great, if not, you will at some point and you will make a trip back. WAR has tome unlocks for exploring the far corners of each zone, but even that feels very shallow for most explorers, as you know you are treading over pre-defined territory specifically made for you to ‘explore’. It just has a very unnatural feel to it, as nothing is ‘just there’, every inch of the world has a pre-determined purpose. In a more open and random world like DF, most of the space is ‘just there’, with no immediate purpose other than to create distance. Travel time becomes a factor, not only in that it actually takes you an hour to cross the world, but that entire time you could run across an enemy and be killed and looted (or loot him). Now travelling brings additional dangers and considerations, and becomes non-trivial. This in turn increases the value of exploring, as not everyone will be willing to head out in a random direction to see what is over the next hill because their journey might be pointless, and worst they might end up back in town without a stitch of gear from a gank. Out-of-the-way camps of mobs now bring added value, as you gain a bit more peace from the rest of the world to farm away, rather than always having to worry about someone stealing your kill or corpse, or jumping you while you are tackling a tough encounter.
All of this does not justify the majority of ‘sheep’ styled players actually enjoying a game like DF, as with all of the possibilities comes the reality that you will be ganked, you will lose what you are carrying, and you will have days where it seems like every PK on the server is hunting only to get you. The world in that regard is indeed harsh, and that’s simply not what most players are looking for during their gaming time. That said, it’s only through those harsh aspects that other factors exist. Without that fear of death, exploring becomes trivial. Without item loss, crafting is reduced to the 1-2 top items, with everything else being a pointless skill-up item or twink gear. With pre-set teams and factions, the concept of mercenaries or betrayal can no exist, and guild loyalty runs only as deep as the next raiding instance. It’s a give and take, and with possible dangers also come new opportunities.
Now let’s talk about wolves, or players who do enjoy combat. Wolves can range from someone only looking for the guaranteed kill, someone who will run and quit at the first sign of an even fight, to players who actually enjoy playing the underdog, who seek situations that more often then not lead to defeat. They do so because for them, that elusive victory is worth more than enough to justify the tough odds. And even for most wolves, they don’t actually want to be hunting and fighting 24/7, which means whatever game they are in, that game also has to contain some decent PvE/crafting/social aspects. Otherwise, you get a game like Fury, and we know how that worked out. Or if you do just want to instantly fight at all times, you go play a FPS or something like DoTA. MMOs and ‘instant PvP’ are just not a good mix, and most people understand that.
The motivation to fight is also important to consider. On one end of the scale, you have something like WoW’s battlegrounds, where the difference between winning and losing is almost non-existent, and everyone gets a similar reward at the end. Since the result of the fight is not a factor, you have to rely on other motivations (gear/rep) to get players going, and this leads to players NOT interested in fighting signing up just to grind out whatever item/rep they need, lowering the overall quality of the fighting. On the other hand, you have extremes like EVE’s 0.0 game, with members being on-call to log in and respond to enemy action. In such an example, the Corp/Guild is more important than the individual, and everyone benefits when the guild as a whole prospers. Players are fighting for goals greater than their character, and are willing to accept greater personal losses knowing that their contribution overall will (or hopefully will) pay off. Players less willing to fight either assume other roles in such a guild (crafter etc), or simply do not participate in that portion of the game. This does not mean they are completely immune to the overall effects of such wars, as gear will be destroyed and territory will change hands, affecting everyone in the world/server to some extent. Completely excluding such events hurts more players than just those directly involved, and this is a key concept in keeping an economy like EVE’s going.
Just like sheep, not all wolves will be willing to play by the rules a sandbox MMO contains. For some, the need to advance a character or find a fight will be too great (the FPS mentality). For others, the heavy reliance on group-based activities will be a deal-breaker, or the seemingly random nature of heavy conflict and heavy downtime. At the end of the day, we are talking about a niche product, one that contains a multitude of unique characteristics all working together that players have to buy into, many of these characteristics which will be complete deal-breakers for players. Chance to loss my gear? I’m out. Long travel time? Goodbye. Guild over self mentality? No thanks. Again, we are talking about serving a niche here, not what is best for the masses.
I’m guessing part of the… aggression towards the masses from a community like Darkfall or EVE comes from the fact that mass appeal MMOs are rampant, while quality products servicing a niche are rare, and can be easily ‘dumbed down’ to try and capture a larger audience. Those players looking for something WoW-like have plenty of options, while players looking for non-space EVE don’t have many quality options, and so defend those options a bit more vehemently.
Well that, and because we are all just way more hardcore than you, dear carebear.
It’s March 2nd, and the sheep are still playing Darkfall. This is a slap in the face to all those ‘hardcore’ wolves who signed up, as clearly all of you are slacking way too much. Get out there and gank already, clear some spots for the rest of the wolves.
How in the world is it possible that such a tiny niche game, one that is clearly unplayable and had the worlds worst MMO launch in history, by the worlds worst MMO company, still full? How did any of those sheep escape the starting area? How do any of them have gear when the wolves should be full-looting them 24/7? What is it with all these ‘suprisingly fun’ reports we are hearing? What is surprisingly fun about being ganked and /spit on while being called the n word all day ?
Clearly the wolves of the world are just a bunch of carebears, more focused on setting up towns, alliances, and crafting. Why are they not camping newbie spawn points at all hours of the day griefing? Slap in the face I tell you, and I’m taking my whole guild back to WoW for some real PvP!
edit: Oh, and how long will people be debating the seriousness of the Dread OG video, over/under longer than Leroy Jenkins? People being fooled by joke videos, it really is like the good old MMO days!