AoC bashing, LoTRO update, ISK talk.

Ah Friday sweetness.

Heartless and Rick over at /random both commented on a Massively report about AoC and it’s troubles with its much-hyped endgame PvP. It would seem that massive amounts of high details characters letting off fancy spell effects all in one place cause lag. Odd right? And the solution? Turn off the fancy stuff, reduce the visibility of said masses, and /pray. Oh, and point out that while it’s a known issue, it really only effects those fools who, god forbid, played the game too much and leveled too fast. Everyone who goes at the desired pace Funcom set ‘should’ be fine. Looks like Funcom has some PR positions open, someone should apply, soon.

In functional game news, Aria and I are just about finished with the Lone Lands in LoTRO. I know some people hate the zone, but I personally really enjoyed it. The theme, a barren landscape with old ruins (ok, so every zone in LoTRO has old ruins, but whatever they look sweet) and a long road running down the middle just works for me, plus Weathertop looks fantastic. We are on the final part of Book 2, and really looking forward to getting a group and finishing it up. After that, it’s back to the North Downs and maybe some early Evendim action.

In EVE-land (space?), I’m building up my bank account running missions with my combat pilot. The long time off really increased his power due to all the skill gain, and I’m having a much easier time with all the missions. Once that bank account is good and healthy, it’s going to be PvP time. Really, really looking forward to that.

Have a good weekend everyone!

Posted in Age of Conan, EVE Online, Lord of the Rings Online, MMO design, PvP | 13 Comments

Focused crafting, not just a bullet point on a box!

Psychochild breaks down the general ideas behind crafting in his recent post, a topic that was addressed here on this blog not too long ago.

While I don’t want to rehash the great discussion we had from my previous post, I do want to touch on a point that I might have missed, and that Psychochild mentions; who are we designing crafting for?

He points out that many socializers enjoy crafting, as it allows them to chat and be social while still getting something done. While you create 100 bronze daggers, you might as well chat it up with your guild mates, right? In this case, the actual crafting is just a side event to being social, and since it’s a side event, how engaging or useful the actual crafting is might not be that important. More important is that the crafting does not interfere with chatting, so active input systems like EQ2 tend to be less favorable to something like LoTRO, where you can queue up those 100 daggers, click a button, and chat until all 100 are finished. Sure you are just going to vendor all 100 daggers, but again, that’s not really the point, the point is that crafting is an excuse to stand around and just chat without feeling like you are doing nothing. No matter the play style preference, we all like to feel like we are advancing our characters, be it levels or crafting skill.

So at least for socializers (incoming generalization, relax), crafting being actually useful is great, but not make-or-break important. Systems where 99% of all crafted items are worthless vendor trash are not seen as broken, but rather as ‘just the way it is’. If you are aiming crafting at socializers, you focus more on creating a simple, unobtrusive system rather than something that will significantly impact gameplay or power balance. This might explain most crafting systems in MMOs. If you are not primarily a socializer, you might miss the point of crafting.

But what if we wanted to target crafting at other play styles like achiever, explorer, or killer? Would there even be an interest in such a system? EVE, for instance, has a vastly different crafting system, one that appeals more to the min/max crowd than to the typical socializer. If dumping data into excel and analyzing it is your idea of fun, you will love the crafting/market game in EVE. And lots of people do love it, to the point that that is all they do in EVE. Whole Corporations (guilds) exist to focus on mining/production/selling. And that aspect of EVE has a profound impact on all other aspects of the game. Regardless of what you do, the crafting system in EVE has impacted your game. In contrast, you could go from 1-70 and see almost all the content in WoW without ever coming into direct contact with crafting. You can ignore the nodes, ignore the crafting section of the AH, and never need to use a single crafted item.

At some point during this rambling I got a bit off track, sorry… My point is that it’s important to identify who you are targeting with your crafting system, and design reasonable expectations around it. If we are targeting the socializer, what the system does not do, impede chatting, is more important than what it does do, create useful items. On the other hand, if we are aiming at the min/maxer, you better make sure your system is not only useful, but centrally important to everything else, and deep enough to appeal to the number crunchers without excluding everyone else. Above all, what should be avoided is a crafting system simply thrown into an MMO for the sake of a bullet point on the back of the box, or because someone in design just assumes all MMO’s need a crafting system, regardless of how it actually fits into your game.

Maybe if crafting was targeted more to a specific audience it would receive less hate for being worthless or misguided. Just like raiding or PvP targets an audience, why can’t crafting?

Posted in EQ2, EVE Online, Lord of the Rings Online, MMO design, World of Warcraft | 5 Comments

Google the crime dog.

Overall a sad story, but this has to be mentioned for stupid move of the year. How do you even defend that in court? ‘Oh I was just Googling it for fun…’ .

Not to give crime advice, but if you are going to do it, try not to Google how to do it first…

Posted in Random | 1 Comment

Warhammer Online and the queue issue, RELAX!

I really should not be getting this worked up about a pre-release MMO topic, but this just hit a nerve for some reason. Keen, and today Tobold, made posts about Mythic’s plans for realm balance, and that ONE tool they will use to achieve that balance is realm queues for logging in.

Well for some reason (nerd rage) some people are getting all doom and gloom with the possibility that they might face a queue when logging into an MMO. Dear god people, queues are nothing new. Remember WoW at launch, the two hour queues only to enter a server that lagged so badly it was unplayable? What about the everyday queue for Arena/BGs? Ever log out in Jita and try to log back on during prime time in EVE? Good luck with that. Queues exist all over the place, as does server downtime and massive patching. Welcome to MMO land, enjoy your stay.

Aside from queues being as common as gaining levels in MMOs, let’s really think hard on this particular issue. First of all, we don’t even know WHICH side is going to have the population issue. Sure fansite polls point to Destruction, but guess who follows an MMO pre-release? The hardcore. Is it really that surprising that the majority of the hardcore would gravitate towards the bad guys, the side with the cool lore and interesting mechanics? The ‘we are sick of cutesy elves’ crowd? Has WoW not shown us that the majority of casuals love to play elves and humans, and be the good guy, just for the sake of playing a role they naturally assume is what they ‘should’ do? Are we forgetting that unless something disastrous happens, WAR will be a huge MMO with millions of subs?

When we talk millions, we are talking large quantities of the ultra casual, the guy who never looks at a message board, never reads a blog, and just logs in for a few hours a week. He does not min/max, raid, or get super involved in guild drama. He just likes to enjoy himself in an online world during a limited amount of downtime in his life. Is that guy really going to bend over backwards to play on a certain server, or is he more concerned about getting in and playing asap? Picking a low pop server, or having to transfer over won’t matter much to that guy, as long as he can avoid a queue that could eat up a good chunk of his game time. My dad is that guy, and trust me, he would switch servers in a heartbeat to avoid a queue. He did it repeatedly in WoW, even midway into leveling a character. While the hardcore players get attached to what we play and with who, the casuals live a different MMO life, one that can be a bit difficult to understand from the outside.

People also seem to be ignoring the fact that while not announced, what’s to stop Mythic from offering free transfers from high pop servers to low pop ones almost immediately? Just because Blizzard waited months/years to do it, does that mean everyone is going to follow? In WoW population imbalance was a minor annoyance, while in WAR it could be game-breaking. Why would Mythic not react quickly to solve a game-breaking issue, one that can easily be remedied by something as simple as a character/guild transfer?

So while silly to state, everyone needs to relax a bit here. This is not Mythic’s first time dealing with the issue of realm balance, and they are planning pre-release on ways to deal with it. It will be addressed day one, and while I’m sure it will still be an issue, I highly doubt it will be a two hour queue issue like it was in WoW, or a constant 45 minute queue like we had in BGs. To not learn anything from those clear examples would be selling Mythic short, a foolish mistake.

Posted in Dark Age of Camelot, EVE Online, MMO design, PvP, Warhammer Online, World of Warcraft | 20 Comments

“Top of the world baby, top of the world!”

Banner 17 baby!

What a game. Unbelievable that the Lakers just mailed it in and quit on that game. Granted they were playing a clearly superior team, but still, you don’t just let yourself get beaten that badly on a global stage. Embarrassing, and all that ‘Kobe is the next Jordan’ talk can stop. Not only did Jordan never lose a finals series, he sure as hell never let his team get blown out like that.

Great turnaround, an amazing ending, bring on next season!

Posted in Random | 5 Comments

100k views, plus some rambling.

100,000 views, ding!

At some point over the weekend that ‘milestone’ was reached, just before the one year anniversary of the blog. I think that’s a lot… is it? I mean I know major sites get like millions of views a day, and I know Tobold gets half the internet to swing by daily, but still, I think 100,000 in a year for a new blog is decent enough. More overall thoughts on my blog will be made during the wrap-up post, so I won’t go into it here.

Moving on from patting myself on the back, the weekend was overall quality in terms of gaming. Played a bit more Civ4 multiplayer with my buddy Nick. We found out the ‘unofficial’ 3.13 patch, which fixes a ton of really silly errors that the official 3.13 BTS patch introduced (no culture displayed when viewing a building, wtf?) does not work for multiplayer. That whole ‘create a backup file before patching’ is good advice, I wish I had followed it. Instead I had to re-install BTS, which luckily was quick due to the file still being in my downloads folder when I got it off Direct2Drive. So while silly, the whole ordeal was not terribly painful. Shame on Firaxis for not patching Civ4 more though, especially with such obvious bugs. Hopefully the rumor that a patch IS coming are true, Civ4 is way too good to be left in such a bugged state.

In EVE news, I did actually log in and fly around a bit, although most of the time was spent getting my mining pilot organized and a bit up-to-date. He had a ton of ammo scattered all over from his buy orders, and it took a decent amount of time to round it all up and get it in one station. I set a more aggressive sell price on it all, and due to the last patch making Ghesis a bit more populated, hopefully it all sells quickly. I need a solid chunk of game time to figure out what I’m going to do with my combat pilot and factional warfare, and that has yet to happen.

Posted in Civilization Series, EVE Online, Site update | 5 Comments

Cutting down the money tree, MMO style.

This is a rather amazing back and forth. Quite a long read to get the full story, but well worth your time.

It’s rather hard for me to comment on anything specific because I’ve never played SWG, but like everyone else, I’ve read plenty. I disagree somewhat in the statement that you can’t radically change an MMO mid-way in, especially one that is already approaching deaths door. But even if you do radically change it, you have to at least TRY to retain the aspects that worked, and that people loved. Assuming you listen to your player community, is it that hard to identify those features, or to keep them?

Plus explain this to me. You spend five and a half years developing a game, and then think two weeks of work is going to fix everything and magically make it better, especially when the changes dramatically shift everything around? How that even went through, or who thought it would actually work out, I would love to know.

The entire story with SWG is an odd period in MMO history though. I mean you have an IP that is almost guaranteed to print money whenever applied, from a developer that made, at the time, the biggest hit MMO, and you end up with a train wreck that went from bad to make history awful. And then shortly after, we witness the release of a game (WoW) that completely changed the market and blew previous expectations out of the water, showing us that rather than setting a goal of 300k subs, we need to think in millions.

I still don’t get how EA f’ed up The Sims Online either. That WAS a money tree, and it had to take an epic amount of effort to cut it down. You practically already had The Sims Online with all the player made content and community sites that existed, and somehow you come out with a game that disappoints all those millions of pointless expansion buying lemmings… how?

In bright sunshine news, it’s Friday, and the Celtics will be flying home with banner 17 on Sunday.

Posted in MMO design, Ultima Online, World of Warcraft | 14 Comments

More reasons we need Warhammer Online.

Is it just me, or is most of the blog-o-sphere just killing time until Warhammer Online goes live, or at least starts open beta? I just can’t help but get the feeling that a lot of people are just searching for filler until we can openly talk about one common MMO.

‘Rumor’ has it those in closed beta (DIAF you bastards) are just itching to talk about it, and clearly those who are not in (hi) can’t wait for the chance to play. We have had a few MMO’s come out somewhat recently, yet no game has the clear potential of WAR, or the enormous buzz surrounding it.

Out of the dozen or so blogs I visit daily, most are revisiting past games or slowly playing through something with friends. Everyone has that ‘come November’ deadline. On top of that, our little corner of the Internet should come alive with discussion once we have a common theme and topic. People will no doubt love/hate the same class/race/gameplay, and I’m very much looking forward to the heated debates.

In short, we need WAR, and not just for the great gameplay. ‘Unite the Clans!’

Posted in Site update, Warhammer Online | 20 Comments

Stupid cool.

Found the link at Kill Ten Rats, but THIS is amazingly cool. The writeup is also quite witty. Job well done!

Posted in Lord of the Rings Online, Random | 2 Comments

Spam milestone!

Yesterday this blog cracked 5,000 spam comments. Truly amazing how much of that crap gets put out each day. The latest trend seems to be Poker sites, along with the usual spam suspects.

In other news, the one year anniversary of this blog is coming up at the end of June. Guess I should do some kind of ‘look back’ post or something. Thanks to all the stats WordPress provides, I don’t think that should be too difficult.

Logged on to EVE and noticed that my formerly remote area, Ghesis, had 20+ pilots in local. I’m guessing this is due to factional warfare? I still need to get on my combat pilot and figure out exactly what I’m going to do, and if that Corp I was interested in has a plan for factional warfare.

Posted in EVE Online, Site update | Comments Off on Spam milestone!