DarkFall: Siege fail

May 4, 2009

Ah poor planning, how costly it can be.

Our second siege as an alliance took place Sunday, and it did not go well. We had a good turnout of perhaps 50-70 members, the rest of the server seemed to be taking the weekend off from seiging (no server crash), and overall people were excited to give this another shot since the server crashing cut our last attempt short.

The plan however seemed a bit odd, at least from my perspective. We all traveled to the target hamlet, had our shard carrier declare the siege, and he along with 19 other members rode out to the shard defense position while the rest of us waited in the hamlet. The first head-scratcher is why we left 30-50 people in the hamlet when it was invulnerable for four hours. Sure we could keep the enemy from taking up defensive positions, but in that particular hamlet it’s fairly easy to rush inside, so holding the hamlet beforehand has little value. As it turned out, a ‘neutral’ 3rd party arrived at the hamlet with a superior force and drove us out anyway.

Meanwhile, the shard defense party was attacked by the hamlet owner’s alliance and friends. The defense spot that was picked was on a large, very high plateau, accessible by only one slow-moving lift. On the plateau itself are several large multi-floor buildings, each floor accessible by a small rope lift. The plan was to defend the top floor of a building, and rain down magic and arrows on the attackers as they make their way up the lift. Not a terrible plan, but one with a few flaws, the first being the actual position itself.

It’s my opinion that defending the first lift, the long one up to the plateau, would have been the superior choice. That lift has a much higher distance to travel, meaning more time to fire at the attackers and a death drop if they try to jump off and escape. In addition, anyone who reaches the top can easily be knocked back to their death with either a mount or the knockback skill. The lift has only one exit, and while somewhat wide (6-8 side-by-side in length), still easier to hold than the top of the building, which opens up on all sides. Finally, within a minutes run to the lift is a wilderness bank with a friendly tower. A secondary defense group could be placed in this location and instructed to rain arrows from a safe distance on those getting on the lift or dropping down from it, in addition to delivering killing blows to anyone who falls to their death to prevent them from being rezzed back up. Close proximity to the bank would also allow the defenders to quickly restock arrows or other needed gear, and the tower would ensure that only friendly-race players could get close, and no fighting between non-war declared players could occur.

The other tactical mistake defending the building lift over the first is the building itself. The rope lift stops at every floor, which allowed the attackers to ride up one floor, get off and heal, and wait to jump back on for another floor, greatly reducing the overall time the defenders had to spam magic and arrows. And since the lift is located inside the building, there is no place to knock someone back. The one advantage to this lift over the first is that it’s much smaller, so less attackers could make their way to the top each trip. However it’s still big enough for 10 or so attackers, so not a small force by any means.

Finally, the attackers used some unintended game design to grab the advantage. Currently in DarkFall when you first log in, you are given an immunity shield for two minutes, designed to prevent getting killed before your screen loads. The attackers used this in a ‘creative’ way, logging out just before the lift, logging back in, and riding up the lift with their immunity shield still active. Underhanded for sure, but not technically an exploit (although it’s likely a future patch will change this mechanic, as the last one did for shard carriers being able to enter friendly cities). Once the advantage of the lift was lost, the attackers overwhelmed the defenders 50v20 (according to forum posts by the attackers), killed the shard carrier, and ended the siege.

Had the shard defense been all 50-70 strong, we would likely have held off the attackers, even through the use of the invulnerability shield (it drops whenever you do something besides walking). In addition, had the defense been set up at the first lift, they could have held even with 20, since knockbacks work through the invuln shield, and they could have knocked at least some of the attackers off before killing the others (the first lift takes a good minute or two to travel up and down, giving the defenders plenty of time to kill the first wave before a second arrived) Even had the shard carrier survived, it’s unclear whether our force was strong enough to attack the hamlet and destroy the clan stone, but with both the tactical mistakes and the underhanded use of game mechanics, we never got the chance to find out.


DarkFall patch: PvE love

May 1, 2009

While I have yet to really comment on a DarkFall patch, today’s update and design note are a bit more than the usual “fixed some bugs, changed a few % for skill X”. The design note is aimed at new, solo, and small group players, while the patch itself contains a few interesting changes. Let’s call this patch “a step in the right direction for a bad garbage game beyond repair”, and hope they add Trammel in before the server shuts down in :checks watch: two months and we all leave to play a fairy.

The design note stated that Aventurine is trying to make things a little easier for solo and small group players by adding more newbie mob spawns. That in itself is a fairly standard MMO addition, and considering that the weak mob roster was basically limited to goblins, zombies, and trolls, it needed some help. The not-so-standard part is that instead of adding these mobs near the starter areas, Aventurine has populated the subcontinents and smaller islands around the mainland, with the idea being that solo or small group players will head out to these more remote locations to set up shop, giving them some life and activity.

It’s certainly an interesting approach, and one I would call foolish had I not seen players living on these smaller islands myself. Having been to these islands, and seeing that some players are already living there, I think this design could actually work. It’s not intended to drive ALL new players off the mainland and force them to live like hermits, but rather to give those who really want to solo or play in a small group a more suitable area to do so. PK raids will still happen, but I’m guessing they won’t be as frequent as the more popular mainland spots, and those living on the islands will also be able to head out to other areas to farm tougher mobs or to go PvP.

The next logical step is to further expand on this idea, and perhaps give those smaller groups low-value hamlets to own and build up. They would need to be low value to remain ‘off the radar’ of the bigger alliances, but would still be something to fight over and benefit from owning. The low-value aspect does not just mean smaller, but the location itself is important. If a new hamlet is on a small island surrounded by weak mobs, far away from any ‘high value’ targets, alliances looking to strengthen their position on the mainland are likely to ignore them, especially if the number of allowed bind points in the hamlet is under 20. Defending such a location by having to swim out would be too great a hassle for busy alliances, while they would remain viable for smaller groups looking to own some property.

This is also a good focus for Aventurine, as overall the alliance vs alliance war aspect works. Bugs exist, and some things are still unbalanced, but this has not stopped warring factions from sieging each other almost daily, and most players involved in a siege come away impressed and entertained. They truly are a blast to be a part of, and will only improve as players adopt more advanced strategies and bring out bigger toys. Strengthening the small group experience is a logical step not only to allow those with that play style to prosper, but also to discourage the mass zerg alliances like Hyperion or Goons. DarkFall is a lot more fun when you are surrounded by enemies rather than having allies for miles.

The patch itself contains this interesting note:

Auto Harvesting Enabled. Simply stand in front of the resource node and click the left mouse button. Your character will continue to harvest from the node until the node is depleted, character runs out of stamina, or is interrupted.

At first glance this sounds like Aventurine is encouraging its players to macro unattended, but I don’t think that’s the effect it will have. Since harvesting nodes are no longer instanced, most nodes in high traffic areas are always empty, forcing players further out into the wilderness and into PK routes. Left clicking on a node and walking away won’t make you rich with resources, it will simply leave you as a more valuable target for roving gank groups or red players looking for an easy target. What this change does allow is for players who are actively harvesting to no longer have to click-click-click while doing so, instead allowing them more freedom to socialize. Currently one of the more annoying things is trying to actively harvest and chat, as you have to continually click off the chat window and into the world every ten seconds or so. I’m guessing auto-crafting will also be added shortly, as again nothing says fun like sitting in town clicking ‘craft arrow’ every 20 seconds 200 times to make some arrows, or cooking up that stack of 300 swordfish.

Mob AI has also been improved, which always makes you wonder. (side note: how many MMOs continually improve their mob AI in a patch, outside of adding anti-exploit functionality?) One of the more recent patches allowed mobs to detect when you are aiming at them, and caused them to dodge back and forth when they see you targeting them. It will be interesting to see what this AI update changes. While DarkFall is a PvP game first and foremost, having a solid PvE game to support this is important, so long as PvP balance is never sacrificed to benefit PvE. And while PvE is not the sole focus in DarkFall, it’s at least a bit more challenging then mindlessly auto-targeting same-level mobs clicking 1-2-1-3 with zero chance of death like in most MMOs, even without factoring in that you ALWAYS have to expect a PK to come around the corner.

Like EVE before it, DarkFall is still evolving rapidly as players come to terms with all the systems and features. The world already looks and plays different than it did a month ago, and who knows what the next weekend, let alone month, will bring.


“You gotta keep em separated”

May 1, 2009

Lum has a post up today breaking down a recent Bartle presentation about game design. F13 community quotes are included in the post, and Lum’s conclusion is that we should be discussing how to merge the gamer-types playing WoW with the MMO players in EVE.

An F13 post he agrees with is basically the view of a gamer; the player looking to be the hero in a world catering to him, rather than to be a player taking part in that world. Included here is the mention of EVE, and how only a fraction of the player base takes part in what many point to as the best content; the high end politically-driven warfare in 0.0 space. What strikes me as odd here is the failure to mention why that percentage is so small. It’s not because EVE requires you to grind out enough hours to reach a certain item level or attunement, so only those with ‘no life’ are able to reach the more exclusive content. It’s because the majority of the play base would rather mine rocks, dabble in trade, and run missions because that’s the ‘safer’ content. 0.0 is this big scary place where all the bullies hang out and you don’t want to get beat up. Unlike in RL, the option to take part in something meaningful is available to everyone, but like RL, many opt out and take the quick and easy path to more instant gratification. (Big mac vs home cooking and all that)

That’s why you can’t really bring the two styles together. Those that want the ‘hero’ path handed to them are not looking to distinguish themselves (although they often lie to themselves and say they do), while those who play for a chance to do something meaningful are turned off if that option is not available. Calling your class a ‘hero’ does it for many, but for some they would rather try and earn that title rather than start with it. (even if most know they will ultimately fail, it’s having the option to try that is important)

It also comes down to how ‘dedicated’ you are to the MMO hobby. Going to a bowling alley and playing with bumper rails is good fun for some, while a serious bowler would have his experience hampered by the rails. The serious bowler is not a ‘better’ person because he scores 200+; he is simply more dedicated to that particular hobby. Mixing the two players into one league would not be entertaining for either player.


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