Xfire, TES MMO, and a lost EVE pilot

Xfire: When I link Xfire stats, I don’t do it with the belief that Xfire is 100% accurate and to show exact sub numbers. I do it because Xfire trending has, historically, been accurate in painting how a game is doing. If your graph on Xfire is heavily negative, fewer people overall are playing your game. It’s worked for AoC, WAR, LoTRO, WoW, EVE, LoL, etc. If Xfire let you zoom the graph out more than a month that would be easy to see, but sadly they don’t, and I’m too lazy to Google blogs that have done this kind of tracking before. But if you personally doubt the trending, feel free to track a few games for a few months and see what happens.

With that said, if you believe Xfire IS NOT accurate, and that games that trend poorly are in fact growing, feel free to provide that evidence. To date I’ve never witnessed a game decline on Xfire yet succeed otherwise, and I have witnessed the data lining up numerous times. Doubting the numbers just to doubt them is pretty foolish however, especially for a cookie-cutter game like SW:TOR. If Xfire correctly showed WoW’s decline, why would it not be accurate for SW:TORs?

The Elder Scrolls Online: My hope here is that Zenimax did not spend 300m to fail in their attempt to recreate WoW. Those early screenshots are atrocious for an Elder Scrolls game. Also this hopefully does not delay the next TES RPG.

EVE 9 Years post: The post was not about how amazing EVE itself is (that should be obvious), but rather that it’s sad more MMOs don’t follow the same basic principles. For instance, won’t it be nice if today you could log into WoW, have it look like a 2012 game, and go raid Onyxia with 39 others? And after that raid, go hit up Kara with 10, followed by running the latest heroic with 5? And that all of that content would be viable and rewarding? That tier one gear would still server some purpose, just like tier (whatever now) does. To simply write that off as “well WoW is a themepark, its different” is selling the genre short. Expect more.

Funny EVE moment last night: Right as our Corp was wrapping things up for the night, some random pilot asked if anyone was around in our wormhole’s local chat. For those that don’t know wormholes well, you NEVER talk in local. His ship was also default named, making it easier to track him down. Our initial though was that he was attempting to bait us, as he was part of a larger Corp.

We scanned him down, but he would jump from planet to planet often enough to never pin him for long.

After a few jumps, we noticed that he ejected from his ship, and renamed it “Free Ship”. We wondered what kind of serious bait this was; someone willing to risk a Drake and his pod just to get the locals to reveal themselves.

Finally scanned down, our Cov-Ops pilot noticed the pod was self-destructing.

Oh.

The poor pilot either flew into our wormhole and forgot to bookmark the exit, or he was a member of the former Corp to live in this hole, and just now came back to the game in a ship without probes.

As we picked up his Drake to store in our hanger, we all regretted not talking to him in local. We could have sold him the exit out. Sadly he logged after he self-destructed, so we could not convo him to find out exactly what he was doing.

Posted in EVE Online, MMO design, Random, SW:TOR | 47 Comments

EVE: 9 years

9 years.

What do 9 year old MMOs look like today?

What will your current MMO look like after 9 years?

Odds are, it won’t be growing, won’t be a technological marvel, and won’t be pushing the genre forward. It might be offline, or it might be a shell of its former self, or it might even be under some trendy new payment model that sells the games soul for a buck, letting anyone with a care to take it for a weekend spin do so.

But it won’t be EVE.

And that, as a fan of the genre, is sad. It’s sad that EVE is the exception. It’s sad that 9 years of continual growth is a unique accomplishment, rather than a standard to aspire to. It’s sad that in a genre that started off with the promise of an unlimited adventure, only one game has delivered.

Those who bought into EVE in 2003 are still playing the same game. There is a lot more to it today, it looks a hell of a lot better, and allows more people in one area than most games have on an entire server, but it’s still the same game it was in 2003. New players still mine veld, produce frigates, and venture into low-sec foolishly. Alliances still fight over the same sections of null-sec, for mostly the same reasons, and use age-old ships while doing it.

Yet at the same time corporations are venturing into wormholes to deal with the Sleeper AI, running Incursions, and refining fittings based on the latest available mods. They are spinning V3-enabled ships, looking at nebulas, and occasionally walking around in a station. They can use EVE-voice, jam 2000+ people into Jita, and know that a shot won’t be missed thanks to TiDi.

Players also know that the next expansion, the 17th for the game, won’t replace missions or mining with newer and shinier content. It will add, but it won’t replace. The ships players fly today will be just as viable. They might need some tweaking, their roles might differ slightly, but they won’t be scrapped because the expansion has raised the iLvl for ships.

All of the above is why players can confidently sign up for a year of EVE and know what they are getting. It’s why those who have been around for 5, 6, or even 9 years are still around. They know that their current gameplay options will remain viable, and will only need ‘replacing’ when the player is ready to replace them. And when they are, they have countless other, viable avenues to continue down. If you want to prove yourself as a PvP player, EVE caters to that. If you want to be a market baron, EVE caters to that as well. Want to lead thousands to make history? EVE. Hang out with a small group of friends carving out your place in the game? EVE. Mining solo and just enjoy the scenery? EVE has a place for you as well. The paths might not be the ones I would select, but the beauty of the game is that not only do they exist, they interact and affect each other in meaningful ways.

The recent major event, Burn Jita, is the perfect example of this. Thousands of players entertained themselves in Jita, and those who witnessed the event first-hand will likely not forget it for some time. But the ripple effect goes far beyond one weekend and one system. Anytime you buy or sell a T2 product, Burn Jita had an effect on you. When players mine today, that action has been impacted by other event, Burn Jita and Hulkageddon being just two examples.

In addition to EVE being consistent with what it provides, it also catalogs every action. Events from 2005 impact all players in 2012 to some degree. Nothing is lost because it happened on another server, or before a ‘soft’ reset (typical MMO expansion that raises levels/gear). The T20 scandal might be ancient history, but its implications are still felt today. If you were around for that event, or any other, you sit knowing what you did then matters now, just like players today are setting the table for 2013 and beyond.

Credit is due to CCP for maintaining their vision of EVE, for not caving in to the latest trends or abandoning one player group in favor of another. Credit is also due to the influential pilots of New Eden, who create content and stories with their ideas and leadership.

All virtual worlds should aspire to what EVE has accomplished in 9 years. It’s sad none have been successful, and so few have even tried.

Posted in EVE Online, MMO design | 31 Comments

I miss Massively

Remember when Massively was a solid MMO news site that reported all things MMO and did not Tobold its comments section? Good times back then.

Today, the site somehow misses reporting on the biggest MMO player event of the year, something even major non-MMO sites like PCGamer were able to cover. Worse still, once the event has passed, they link to CCP talking about the event and completely fail to mention who organized it and made it happen. I feel bad for Jef too, because somehow I doubt he is the one driving this ‘oversight’.

Scroll a bit further down, and we get this gem. Justin, I don’t believe this is what waxing looks like. Am I reading an independent news site, or an EAWare press release stream? How many successful, growing MMOs are planning server mergers ‘soon’?

Posted in EVE Online, Mass Media, Rant, SW:TOR | 84 Comments

EVE: CCP on Burn Jita

Overall fantastic write-up about Burn Jita from CCP. For all you budding MMO bloggers out there (sarcasm = traffic), read up before you write something silly like 100+ players fighting it out without lag is ‘technically impossible’.

More about EVE itself later today, but this deserves its own post.

Posted in EVE Online | 41 Comments

EVE: Dying to one ship at a time

Quick little EVE note for today: Now that we are getting better/faster at clearing out our WH, we have time to do other activities. The two immediate options available to use are invade other WHs, or look for trouble out in low-sec. This is a quick story about the latter.

We had a fleet of six ships + alt scouts sitting in a somewhat high-traffic lowsec system. A Navy Tempest jumped into our crew, with two other Tempests quickly following. Initially we had only one Hurricane engage the first Tempest to see if it would fight back or jump into the gate. We had our other pilots on the other side waiting. The Tempest, now along with his two friends, fired back and forced the Hurricane to warp off. All of our guys but one (me) jumped in to continue the fight. I waited in case someone jumped.

We lost the fight.

Due to jumping in and inexperience, we were all within neut range, and the Tempests had that in spades. One by one our ships were neuted out, and with defenses off, popped. We got the Navy Tempest into structure, but ran out of ships/dps before it died.

Despite the loss, the whole engagement was enjoyable from a PvP perspective, and it was certainly educational. As we engage various ships, we will learn what they try to do and how to counter it. It is here that EVE’s learning curve of doom strikes, as the huge variety of ships and fittings means we will be learning for a LONG time. But that’s half the fun!

Posted in EVE Online, Inquisition Clan, PvP | 3 Comments

GW2: The game Mythic tried to make

Let me get this out of the way first; GW2 is worth the $60. If it had a sub I’d feel differently, but as it does not, what GW2 does is worth the $60. All of the below is based on getting a character to level 15 and ‘finishing’ the first zone, and playing a few more to 5-6.

Overall GW2 is good-enough, but where all of the jesus MMO talk started I’m not quite sure. It’s not that, at all, and if you go into it thinking it will be you will walk away very disappointed.

In a nutshell, GW2 PvE is what WAR must have been like before EA told Mythic to make WAR more like WoW. Your PvE options are public quests and area rep-grinds. The hype about GW2 PQs progressing and feeling ‘natural’ is just that, hype. You will see the same PQ repeat frequently, and none that I’ve experienced so far have an impact beyond perhaps turning off a warp point. The rep-grinds are exactly what you would expect; some basic tasks you can complete in an area to get some XP/items. Rounding out the options are ‘hidden’ mini-quests and the occasional rare spawn.

Not that the above makes GW2 PvE bad mind you. It can be pretty decent when things line up, but reinvent the PvE wheel ArenaNet did not. Still, getting WAR’s PvE right is a good thing, and something Mythic never actually pulled off. Bears bears bears does apply to GW2, so it has that going for it.

I won’t talk too much about PvP simply because in the first three days PvP looks nothing like it will three months in. What works or does not today is almost irrelevant.

GW2’s combat is what I want to talk at length about, because it’s here I’m most disappointed. It still feels like it did back when I played the game at PAX. It’s not as “stand and trade” as WoW, but it’s not the ‘action combat’ of Darkfall either. It’s this odd space in-between, where you can dodge sometimes, sometimes not, and hits require ‘real’ range but not really. It’s a tab-targeting system, but also one that will allow you to hit a skill and have it go on cooldown even if you are out of range. There is no friendly-fire, but you can hit an enemy you were not targeting it if happened to be along the path of your attack.

For example, you can circle-strafe to ‘bug out’ mob AI at range, like in DF, but not all the time. It depends on whether the mob has an “I’ll always hit you” attack, or a dodge-able ability. Same goes for using the terrain; you can bug the mobs out sometimes, but others they will just ‘cheat’ and climb up a cliff to get you. In WoW you can never do this because all mobs ‘cheat’, and in DF they never do. In GW2, it’s 50/50, which is very inconsistent and feels off.

I like that GW2 has a very limited number of abilities per weapon/class, and the swap weapon feature adds some nice depth, but why does the game still have auto-attack? Is it action combat, or Simon Says? Furthermore, auto-attack itself is very powerful, which reduces the player-skill cap and allows ‘bad’ players to still contribute a significant amount. This is somewhat of a non-factor in PvE, but in PvP it matters. In a high player-skill game like DF, one very good player could take out 20 ‘bads’, which is why elite groups worked. Even grossly outnumbered, they could still win, and taking down that elite player was very rewarding. With the power of auto-attack and tab-targeting in GW2, I’m having a hard time seeing that possibility. Elite players will still flock to each other, and they will still dominate WvW, but they will be forced to do so in large numbers, which is an all-around bad thing.

Some other random thoughts:

Graphically I think GW2 looks good, but not mind-blowing. The lack of DX11 is noticeable.

The personal story was solid in terms of single-player, one-off content. It’s not Skyrim, but it’s a step above the average MMO quest.

Having to use a weapon for X amount of time until you open up all the skills feels very much like WoW’s old weapon skill; a pointless penalty for finding a different weapon that long-term has zero impact. Same goes for unlocking weapon switching at level 9; its 8 levels you have to get through to play your ‘real’ character.

I’d caution anyone writing how great the ‘community’ felt. Its beta and everyone knows there is a wipe coming. People play very differently under those conditions compared to launch, especially in an MMO with a PvP end-game and 80 levels to ‘get through’ to fully reach it.

Level scaling felt horribly off to me. Fighting anything one level above you was a heroic effort, and anything two levels or more was going to roll you (unless you bug it out at range of course). This, combined with the down-leveling mechanic, meant that crossing a newbie field that happens to have one higher-level mob resulted in death, despite the fact that your character is really much stronger now than when he crossed that field 10 levels before. It’s immersion breaking in the worse way.

Getting item drops at your ‘real’ level off lower-level mobs is a smart design decision, assuming no-one figures out a great way to exploit it. Place your bets on that happening now.

My wife played the game for about 20 minutes, asked if she could stop, and commented that it would likely be a fun game in a group, but was the same boring stuff solo.

Over the weekend, I was playing GW2 when nothing was going on in EVE. When something was, it was not difficult to switch. Make what you will of that.

The login issues of Friday night happened again Saturday. Server switching did eventually work. I ran across a few bugs, but nothing horrible like a CTD.

Looking forward to another weekend and trying out a different class to 10+. The human warrior I played was interesting, while the human necro did little for me.

Posted in beta, Combat Systems, Darkfall Online, Guild Wars, MMO design, PvP, RvR, Warhammer Online, World of Warcraft | 22 Comments

GW2: First Impressions

Super white login screen that initially blurs your text + loud music you can’t turn off + not being able to play thanks to some random error = Jesus MMO has finally arrived.

But hey, its only beta and it’s not like I paid for this…

To be fair, I’m sure ArenaNet had no idea how many people might be trying to log in, this being 2012 and this whole “first day of an MMO” thing being total new. Now if we had, say, 15 years to look back on and plan for this, that would be different. Also this being ArenaNet’s first MMO (get it?) and being just a tiny studio with a limited budget, what can you really expect?

slowclap

Posted in Guild Wars | 38 Comments

EVE: Jita Burns Trammel

I was there.

Jita Burns also reminds me why Trammel was such a horrible mistake. Most days, for most people, Empire space in EVE is ‘safe’ unless you do something stupid. Not all of New Eden is a FFA PvP gankfest like UO was in 97, or Darkfall is today.

But New Eden is also not Trammel, where the devs stepped in, took the easy way out, and made the world 100% safe. CCP found a middle ground, one that undeniably works, and allows for Jita Burns to happen.

If you were there last night, you know why that’s a wonderful thing.

Posted in EVE Online, MMO design, PvP, Rant, Ultima Online | 28 Comments

EVE: Wormhole opportunities and threats

One challenging aspect of wormhole life is how dynamic the environment truly is. One day sites won’t spawn and you won’t have any connections besides your static, and the next you have three hostile connections and more sites than you can reasonably run. The uneven pace of ‘content’ makes finding the right amount of pilots difficult; on slow days you have too many, on busy days you wish you had more. When things are slow you have to work to create something to do, while when they are busy you need to prioritize correctly to ensure you maximize profits safely.

Connections, either to other WHs or high/low/null, are also a gift and a curse. On the one hand, connecting to a WH that you can farm for additional profits is a huge plus, as is getting a favorable high-sec opening to hit the market or bring in supplies. On the other, connecting to a WH occupied by a more veteran force can lead to expensive losses, and having an opening to a high-traffic known-space system might mean more visitors and potential threats/invasions.

The motivation in all of this is that the more powerful your Corporation grows, the more things look like opportunities than threats. When you have the experience and ability to defeat 90% of what’s out there, most openings will be to your advantage. On top of that, when things are slow you have the ability to successfully venture out and cause some trouble away from home.

INQ-E is not at 90%. Or 50% for that matter. Most connections are still a threat rather than an opportunity, and it only takes one overly interested party to really cause some major damage. With that said, living in the WH pushes us to progress at a much faster rate than high-sec. People very quickly learn the basics, either by doing their homework or getting blown up. The environment is certainly not for everyone, much like EVE itself, but when you make it work, it sure is fun.

Posted in EVE Online, Inquisition Clan, PvP | Comments Off on EVE: Wormhole opportunities and threats

GW2: Might as well

I pre-ordered GW2 today in order to buy my way into the beta weekends. I was going to hold off, but since I don’t expect GW2 to failcascade like SW:TOR, I doubt the box price is going to drop anytime soon, so buying the game today is likely to be the same thing as buying it in a few months. No sub cost is also of course a factor.

What I actually expect to get out of GW2 is another matter. I’m basically buying it play with the rest of Inquisition, and because it will hopefully be a nice alternative to EVE. League of Legends fills this slot currently, but I can’t play more than a game or two a day before drifting away, so I still have some gaming time to spare.

In more than one way, I’m actually hoping GW2 is super casual and very ‘accessible’, because I don’t want to invest the amount of time required for a ‘real’ MMO. I want to get to 80 asap, get geared, and just be able to jump into WvW when INQ has a crew going.

Basically, I’m looking for GW2 to be fantasy Battlefield 3. This upcoming weekend will likely go a long way to showing whether GW2 is up to that task or not.

Posted in Guild Wars, Inquisition Clan | 45 Comments