WAR 1.2 patch first impressions.

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!

Posted in Patch Notes, RvR, Warhammer Online | 4 Comments

Wolves and Sheep

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.

Posted in Darkfall Online, DoTA, EVE Online, Mass Media, MMO design, PvP, Ultima Online, Warhammer Online, World of Warcraft | 25 Comments

Only carebears play Darkfall

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!

Posted in Darkfall Online, Rant | 28 Comments

Old nightmares still haunt some people.

Dear Lum,

Some of us remember the torment that was pre-trammies UO for you. You got killed, ganked, decapitated, harassed, etc. People called you fat, and a picture of you ‘leaked’ out and was the source of entertainment for many. Basically wtfman.com would ridicule your futile attempts to play UO on a daily basis. We understand; UO was really hard for you. But you need to move on; you need to let the wounds heal. After all, bitching daily on your site about all those mean PKs got you a job at Mythic for a bit, plus that NCSoft game, right?

So while Darkfall launching might bring back all those awful memories for you, not all of us have had all that pent up anger festering in us. Most of us grew up, moved on, and are now looking forward to reliving some good times with old friends, even if that means picking on the next easy target whiny fat kid. Who knows, maybe by ganking him, he will grow up to be an indie designer as well.

Posted in Darkfall Online, Rant, Ultima Online | 53 Comments

Well I screwed something up…

While editing the CSS for this blog, I changed… something… to make the header image disappear. Anyone have any idea wtf I could have changed to do this? The only change I made was editing the sidebar color. Is this something that happens when you edit CSS for the first time, or some known wordpress problem?

edit: Checking my media/images section on wordpress, it seems the old header is now gone… The file location is still there, but no image is actually showing up. So odd…

edit2: Deleting the old header (the blank), and re-uploading the image does nothing. Under appearance -> Custom Header wordpress is still showing the correct image, but on the actual blog itself its just the default blue color.

edit3: Well got the image back, but now the tagline is stuck in gray color (although I’m ok with that). Changing that one color was totally not worth it.

Posted in Random | 5 Comments

Congress: QQ more noobz

“We have legislation here now with the money to do something about the schools, do something about water and sewage along that corridor in these 12 counties. And now the governor says, ‘I don’t want to accept the money.’ That’s why I called this an insult, that’s why I said this is a slap in the face, because a majority of those counties are, in fact, inhabited by African-Americans,” (South Carolina Rep. James) Clyburn said on CNN’s Situation Room with Wolf Blitzer.

Well now, clearly someone has been reading MMO class forums. Maybe Clyburn plays a Witch Elf and was thinking about the 1.2 patch when he was on with Wolf… I wonder if ‘slap in the face’ gets the same reaction in Congress that it does on forums. Think anyone showed him an ascii Picard?

Posted in Mass Media, Random | 12 Comments

The highs and lows of RvR, a worthwhile tradeoff

WAR RvR is one frustrating bastard, and I’m not talking about city PQs, scenarios, or why the layout of T4 zones sucks/rocks. It’s frustrating because when everything aligns and you get the right (not even) number of Destruction and Order players in one area, with good leadership and coordination fighting it out, it’s amazing. I mean ‘best MMO experience out’ amazing. It’s only then that you start to notice the details put into the layout of each RvR area (no, they are not all basically the same), the balance between the classes (not as bad as some of the QQ you read), and just overall how well the engine handles everything (up to a certain number of players, but that upper cap is incredibly high all things considered).

The problem is, the stars are not aligned every single time you log on, which makes NOT having that experience more painful because of how quality it really is. Sometimes one side greatly outnumbers the other, and when that happens no amount of terrain layout or class balance is going to change the fact that the zerg is going to roll you. Other times the sides are so evenly matched it’s a stalemate, and the usual objective flipping and keep ignoring sets in, with the campaign not progressing past the current zone. And sometimes (depending on your servers population), there is just nothing really going on, and the RvR areas give off a seriously empty feeling.

Mythic has an incredible challenge ahead of them, and that’s getting all those factors listed above aligning more often, and creating that ‘perfect RvR’ feeling more frequently. It’s a tough task, considering so many of those factors are near-random due to player involvement. If you over-incentive players to look one way, they will in turn ignore everything else (the now-fixed scenario problem), but if you don’t provide SOME incentives, players tend to get lost and wander without goals. The balance is key, and will often swing on its own based on player/server maturity. What works on one server will be disastrous on another.

It’s this never-ending balancing act that makes WAR a bit tougher to stick with than a more traditional MMOs for many players. When you log into EQ2/WoW/LotRO, the content is sitting there waiting for you. Sure it’s just a script that always plays out in the same way, but at least it’s available. It’s the choice between poor/great or constantly decent, and it’s easy to focus on the poor if you tend to dwell on the negative. As someone who has been a fan of PvP since the early days of MMOs, I’ve developed somewhat of a tougher skin, accepting that the tradeoff for those high points is a string of low points. For me, I’ll take that over the day-to-day mediocrity that is the norm in more traditional games now. But I guess that makes me part of the niche crowd now.

Posted in EQ2, Lord of the Rings Online, MMO design, RvR, Warhammer Online, World of Warcraft | 16 Comments

Shocker, MMO questing sucks.

Having gone back (again) to TES Oblivion, its once again painful how bad questing is in MMOs. When you compare the best quests from your favorite MMO, and you look at some of the better quests in a game like Oblivion, it’s not even remotely close.

Oblivion has a bunch of ‘random’ dungeons and ruins to explore, non-quest stuff you enter to skill up and gain loot. These are entirely optional, the difficulty, length, and rewards vary (more so with one of the mods that tweaks the games auto-level feature), and you can go in/out at will. These locations are generally the equivalent of most MMO quest content, and in some cases far better. But Oblivion never pretends that these dungeons are its main content, or its focus, and that’s something MMOs have yet to learn.

MMOs try to hide simple tasks behind the word ‘quest’, and spend a lot of time putting filler around that task to make it seem special. That needs to stop. The reason most people skip flavor text is because there is too much of it and the good gets lost in the bla. If the game wants me to kill ten rats, just have an NPC tell me “go kill ten rats and I’ll give you gold”. Don’t pretend the rat kill task is something epic because the poor static NPC’s family is starving due to the rats getting into his grain bla bla bla. I don’t care, I’m killing rats in order to move my xp bar along, not because I want to save the static NPCs family (which I can’t anyway, and we all know that going into it)

If an MMO was up front with its tasks, the actual quests would in turn stand out, and players would have a better understanding on when they are working on something more epic, and when they are logging on for an hour to move their xp bar along. Just like we don’t like quests with simple tasks, we also don’t ALWAYS want to be working on something epic, sometimes we just want to log on and grind out some mindless content, as that can be relaxing and non-committal.

Labeling the simpler activities as tasks also allows the developer to drop the other unnecessary quest trappings like flavor text, repeatability, and a set reward. What if every task had a somewhat random reward, with a 90% chance to get just gold, and a 10% chance to get something random, be it gear or bonus gold or an xp boost. Nothing too major, just something to spice up the act of turning in the task a bit. Leave the major loot for the actual quests, and make sure players know exactly what they are working towards from the start.

The other major fault of current questing in an MMO is its static nature. If you ‘save’ a village, you have just repeated what the past 1000 players have done before you, and the next 1000 will do after. The logic behind this is that if the first player saves the town, and it no longer needs saving, the other 999 players miss out on that content. However if we limit such events to a select group of actual quests, the developers would have a few options to make this work. One would be to create a chain reaction system, where the completion of one quest opens up other choices for future players, and eventually the chain goes back to square one (hopefully long after the first player has moved on). While not a true change, it would at least give a zone some life based on the players. Another option would be a tug-of-war style system, where a player picks a side to quest for, and those quests would put the players directly in competition against each other, each completed step pushing that side further towards victory, changing objectives and available quests. As different players enter the level range of the zone, they too would pick sides and continue the system.

It’s scary that actual questing has changed so little in the MMO space, especially with some many PvE-focused games. Playing it safe is certainly the current trend, but how many elaborately written rat kill quests can we stomach?

Posted in MMO design, Rant | 28 Comments

The iPhone app store = the MMO space?

I found this article about iPhone apps interesting, especially from an MMO fans perspective, as I believe the study is a good reflection of society as a whole right now. In short, lots of initial interest followed by near immediate decline, in this case 50% or so. Sound like a recent trend we are familiar with?

Granted it’s not a straight up apples to apples comparison, as the app store has a bunch of unique factors associated with it, but I think there are some correlations. The trend of ‘new shiny’ applies, as people jump on what looks interesting with limited knowledge of the product. Instead of long magazine previews and reviews, you have a short developer description and user reviews that at times resemble the WoW general forum in usefulness. You more or less sell an app based on its icon and a single screen shot, which makes it very difficult to sift through the clutter and find the few solid apps. Sounds a bit like the F2P MMO market, does it not?

Posted in iPhone | 5 Comments

Great Darkfall preview

I guess it’s not vaporware after all :)

I found this to be the best Darkfall write-up to date, as it’s written by someone with clear UO/AC experience, and that’s really the core audience DF is aiming for. While I’ve yet to personally play DF, I’ve been following it a bit lately and generally think it’s going to be an interesting game. To echo the preview, it certainly won’t be a game for 99% of all WoW-like players, and the ‘I quit’ posts will certainly dominate the first few months of the games release.

To borrow a phrase from an Alliance member in WAR, “Your QQ tears taste delicious”.

Posted in beta, Darkfall Online | 18 Comments