New EVE patch lures me back, finally!

A new EVE patch is fast approaching, and it may be the event to trigger my return. Both of my accounts have remained active in terms of training, and both pilots are at or above 15 million skill points, including having trained all but one learning skill to rank 5.

Both pilots are somewhat poor, with about 50 million ISK between them. With all that training, I’m hoping my combat pilot will be able to take his Rohk into level 4 missions and actually get them done. Before my long hiatus, it was a tricky situation, and I just could not bring myself to risking the ship. During all these months of ‘log in, change skill, log out’, I always noted that the public channel for a Corp I was interested in joining has remained very active, and I think with my return I might actually join up. They are somewhat PvP oriented (big plus) but are not involved in heavy Alliance warfare as far as I know.

So the plan is to reduce DoTA time, cut back a little on Civ 4, and log into EVE 1-2 nights a week to either run some missions or get into some PvP. I’ll need to build up the bank roll of my combat pilot, but my miner should be able to help out with that, especially once I get him his Hulk. I can also get a bit more aggressive with his marketing attempts, doing a bit more buying/selling. Up until now, all of his market activity has been aimed at long term growth, selling ammo for high amounts hoping to catch a desperate pilot, and also buying ammo and random parts far below market value. Being more active, I’ll drop the sell price and raise the buy price to get some more volume going.

Stay tuned!

Posted in EVE Online, PvP | 17 Comments

Stop raising the level cap, it’s not working!

For years now MMO gamers expect a level increase when their MMO of choice releases an expansion pack. Bumping up the level cap a few levels is as natural as adding new items or monsters, but is it really needed? Is WoW a better game because the cap is 70 and not 60? Did all those level increases in EQ1 really push the gameplay? Will LoTRO be that much more fun once Turbine lets us level to 60 instead of 50?

First let’s break down exactly what more levels means, because too often player will lump a bunch of changes and assume they are all the direct result of a level increase. First, it means gaining experience again, something that is a very natural process in an MMO until you cap. People like to see the XP bar fill up and finally ding. It’s solid confirmation that you are making progress. Next you get new or improved skills as you gain levels, which again people really like. It’s fun to go to a trainer and see what new tools you can use. And finally, leveling again means a gear reset, as the older top tier stuff is quickly replaced with higher level quest and common drop items, putting everyone back on a more level playing field, at least until the next wave of grinding/raiding/pvp takes place.

All of the above sounds like fun stuff, and I would venture to guess is what most people think of when they hear ‘level increase’. Yet all of the above can be accomplished without a level increase, albeit in more non-traditional ways.

Want players gaining ‘experience’ from quests and mobs again? Allow specialized progression paths, something similar to EQ2’s AA point. Instead of just blatantly making everyone more powerful, allow players to specialize more, with more choices on how to kit their max level character. Healers could focus on either single target healing or AoE healing, same with DPS, and tanks could pick between increased magic or physical mitigation. However you structure it, the system would allow character growth that would feel similar to gaining experience and leveling, without actually changing the level cap. Quests and even monster kills could all contribute to an ‘alternate XP’ pool, and players could spend those points on growth paths of their choosing. Imagine questing and gaining more talent points in WoW, without the actual need to gain a level to get a point.

As for new skills, why not create some challenging quests and encounters with the rewards being class specific skills. Instead of just handing new abilities out when someone dings, give players a clear path in the form of a quest chain, perhaps something similar to the epic feel and pacing of LoTRO’s book quests, and allow them to pick what skills to pursue and in what order. All players like choices and feeling in control of their characters, and this would be the perfect way to facilitate this.

The gear reset is a cheap copout. It’s an admission that the games itemization is broken, and the quick fix is to return everyone to point A and let them grind all over again. Players for the most part hate gear resets, as any item that was hard fought or required great effort is now worthless. Gear resets also completely screw with an economy, as top level items and crafting materials sink in value. The fact that you can once again gain quick upgrades to your gear, like you normally do when leveling, is not reason enough to turn your game upside down. Plus that quick gear gain is very temporary, as players will quickly hit the new level cap and once again fall into the slow grind for gear that happens in most MMOs.

In addition to issues with gear, raising the level cap also has many other negative impacts on a game. Old ‘end game’ content is quickly forgotten and never used again, meaning all that development time and effort is completely wasted. Zones that once served as tougher ‘end game’ zones, like Silithus in WoW, are skipped by most players as they race towards the new level cap. Often these zones contained the more complex chain quests, requiring former level capped players to put in substantial effort to gain a reward. Once you raise the cap, you remove the motivation to put in that effort for those rewards, as there value has been greatly diminished thanks to the gear reset.

Along with unused zones, you also make all high level crafting obsolete as well. Why chase after rare materials to make an epic former level cap weapon, when in a few levels it won’t be useful? All of those rare materials drop in value, and the need to acquire a rare pattern is lost. Most expansions ‘expand’ crafting by adding new patterns, but in reality for every pattern added, an older pattern is rendered obsolete. In the end crafters generally have just as many, if not less, options to craft useful items. Not that much of an ‘expansion’, is it?

And finally, the most common problem with raising the level cap is that you stretch your player population across more zones without increasing the size of that population, while also raising the amount of time required for new players to join their maxed out friends. You either allow this problem to persist, or you add in another quick fix and change early leveling speed, like WoW did. As with most quick fixes, you end up breaking up the pacing of older content in an effort to rush everyone to your end game. The same end game your expansion and level cap increase seek to fix…

Posted in EQ2, Lord of the Rings Online, MMO design, World of Warcraft | 23 Comments

Time to get all Nostradamus with WoW.

Tobold has a post up today talking about the future of WoW and how sustainable it might be, a topic Brent over at Virgin Worlds also recently mentioned in his latest news podcast. The importance and influence WoW has on the MMO space is undeniably huge, so it’s only natural to try and predict its growth or ability to retain subscription numbers. Adding fuel to that fire is the fact that Blizzard has been very slow to roll out expansions, and that those expansions so far have been a little too much of ‘more of the same’.

Depending on how much weight you put into rumors, Blizzard is currently working on a Starcraft MMO, to be released in similar fashion to what we had with Warcraft 3 and WoW. StarCraft 2 is set to release ‘soon’, and following that up a year or so later with an MMO version makes a lot of sense. It is entirely possible that Asia might completely shut down for weeks/months due to the release of a StarCraft MMO, and making release day a national holiday would not be shocking. Not sure if you have heard, but StarCraft is like… kind of a big deal in Asia.

It’s long been thought that the only true competition for WoW would be whatever MMO Blizzard releases next, and so far that prediction has held true. Yes LoTRO had a nice launch and is doing well, and so far AoC seems to be off to a good start, but both are candles in the sun that is WoW. Warhammer Online is getting a lot of buzz, but even the most diehard fans would be hard pressed to think that WAR will seriously challenge WoW and go multimillion in subscriptions. It could, sure, but odds are rather slim. Which is not to say WAR won’t impact WoW, I truly think it will, especially drawing away the Arena PvP crowd that Blizzard has focused so much attention on lately, but WAR certainly won’t ‘kill’ WoW.

And I don’t think a StarCraft MMO will either, but it could have a huge impact. How many people would switch over to SC if it had the same polish and gameplay of WoW, just in a brand new setting, with all new graphics and content? Knowing this, is it a huge surprise that Bliz might be in ‘cash cow’ mode with WoW, just feeding people enough content to string them along until they come over to SC? Why would you drastically alter WoW, with the possibility that you drive more people away than you keep, when you know that you have the ‘next big thing’ coming out soon? Feed them ‘more of the same’, keep them content, and then bring them all back in with your new game, one that is built on a fresh graphics engine and takes all the lessons learn from WoW and implements them on day one, without the need to go back and tweak/nerf anything people are already comfortable with.

So with all that said, what exactly is my prediction for WoW? I think until the release of StarCraft Online, it will remain the dominant MMO. WotLK won’t set the world on fire, but it will bring hordes of people back in to check it out, play around for a few months, and perhaps move on again. It will still make a boatload of money, and right around the time WotLK begins to show its teeth to the majority of players, SC Online will be gearing up for release, ready to captures all those people who left, and also bring over a huge chunk of current WoW players. WoW will remain popular, but will no longer be the ‘it’ MMO, with that title going to SC. And like MMOs of the past, but on a much larger scale, WoW will remain up and running in ghost mode, being updated sparingly and retain a solid, ever slowly diminishing base for years to come.

Posted in Lord of the Rings Online, MMO design, StarCraft Online, Warhammer Online, World of Warcraft | 3 Comments

Focus = Fun?

Lately my MMO gaming time has been down a bit, mostly due to DoTA, but also from the fact that currently I’m only actively playing LoTRO, and that’s with Aria, so we don’t log in a ton of hours each week. LoTRO is a great game to take at a casual pace, as there is always something to do, and even in short bursts of an hour or so you can make significant progress.

The down time has got me thinking how much game time has an effect on game enjoyment. All my best memories of games, be they MMO or not, are from games I was heavily invested in. The peak of WoW for me was raiding MC and BWL, making progress each week on new encounters. Both UO and AC peaked around the time my guilds were most active and involved in heavy PvP. My overall gaming highlight was being ranked #1 in Myth 2. In all situations, I was playing those games a rather stupid amount of time, generally around 6 hours or more each day, 7 days a week. You have a lot of free time as a student. Having graduated, that’s just not possible right now, and even if it was, I don’t think I would want to spend my life devoting so much time to gaming, not to mention Aria would kill me.

Maybe it’s just an odd coincidence, maybe it’s me just getting old, but I just don’t have that ‘pull’ with games these days as I did before. Yes LoTRO is fun, but it’s not ‘must play now’ fun. Same with the Wii, all fun games, but not anything like getting Final Fantasy 7 and playing it till your eyes bleed, taking a break, and going right back. And I think it might have something to do with consistence; the more you play a game, even if it’s just in smallish amounts but daily, the more you get ‘into’ that game and want to finish. Part of that is overall I just have less gaming time, but another factor is choice. I have more choices now than ever in what to play, and I can bounce around from one game to another at will. It’s fun from a diversity standpoint, but not so good for actually getting into a game and finishing it, hence The Witcher remaining unfinished despite being a great game.

So I think in order to get more out of the gaming time I do have, I’ll need to focus a bit more. Non-MMO games make this a bit easier because they actually have an end, so once you finish, you move on. MMO’s and open ended games like DoTA or Civilization are a bit trickier, since they never end, but at the same time don’t require quite as much time to really get into. DoTA you get into it for the length of a match, and as long as your skills stay sharp, it works. Same with Civ, but even less, since its turn based and you just need to remember strategy, not quick combos and twitchy gameplay.

Posted in Bungie Studios, Civilization Series, DoTA, Lord of the Rings Online, PvP, The Witcher, Ultima Online, World of Warcraft | 6 Comments

Monday Update, keeping it short.

Stupid busy Monday = no blog time.

Not much to report over the weekend really, just some more quality time with LoTRO, finished up the Greater Barrows with the help of our Kin. We made two trips with a level 50, so they were a cakewalk, but still really fun to see the place and the encounters. Hopefully before we out-level it too much a kin will need help and we will get into a full group with correct levels. GB is a fun challenge, and I would hate to miss out.

Other than that, a lot of time was spent playing DoTA on B.net in the TDA channel. It’s really amazing how deep that game is, and how much more enjoyable it continues to get. How no one has taken that game and made it into a full retail product like CS is beyond me, as it’s a gold mine just waiting for someone to tap.

Hopefully more tomorrow, till then, happy gaming.

Posted in DoTA, Lord of the Rings Online, PvP, Site update | Comments Off on Monday Update, keeping it short.

How I would do crafting.

As the topic of Warhammer Online’s crafting system was briefly mentioned here recently, I figured this was as good a time as any to throw out my somewhat fleshed out idea for a crafting system, and see what flaws or issues people might find.

First some basics before we get into the details. My idea could only be applied to a game from day one; it’s not something that can be attached to an existing game. The system would also determine many other aspects of design, and the assumption is that those aspects would indeed work. Finally, this is just something that I randomly came up with, and while based on my previous MMO experience, it’s not an adjustment of any one particular system.

The game in question here would be a mix of level and skill base, something similar to Asheron’s Call. Crafting would not be available in any way until a certain point, sometime around halfway to the level cap. Itemization itself would be radically different than what we are use to in most MMOs today, in that all weapons of a certain type (sword, axe, dagger) would have only a very minor difference in dps stats. A bronze sword is nearly as effective as a diamond megablade. Skill points factor heavily into a weapons total power, so someone with low sword skill will do significantly less damage than someone with near-max (softcap) sword skill. No item would be bind on equip or pickup, and all items would have a durability score, which would eventually lead to an item being destroyed with enough use. Death quickens the destruction process.

When you first pick up a craft, let’s use weaponsmith as an example, you are able to craft the most basic of weapons, those being bronze. As you advance in your craft, more options become available, such as iron, steel, diamond, etc. Now remember that the difference between diamond and bronze is mostly cosmetic, as the stats increase only slightly. The only time stats could be improved more significantly, and this would be rare, is if the smith ‘crits’ during crafting, resulting in a bonus power increase, or he uses a rare extra ingredient, which would result in a minor side buff, such as a bleed effect or stun. Both crit and side buff items would also receive some kind of secondary cosmetic change, be it a small glow or extra gem in the hilt.

All items, even the most basic bronze, would be harder to craft than what most MMOs offer today. While the exact balance would need to be tuned, something along the lines of both a time limit (1 sword per day) and a skill check (mini-game to determine success rate, with a possibility to create junk) would be involved. All higher level items, the iron, steel, diamond gear would have increasing difficulty in crafting, both in the time cooldown and the mini-game, plus an overall increase in materials needed.

The intended result would be this: bronze weapons would always be useful, as power-wise they are comparable to all but the rarest weapons, but cosmetically they look inferior to higher crafted gear. Since all gear eventually wears out, characters would store multiple sets of gear. A low cost set for day to day use, along with more specialized sets, be it a ‘look cool’ diamond set or a very expensive ‘best’ set used only for serious challenges (PvP or PvE), and however many in-between sets. As gear does wear down, all players would constantly be looking to replace broken pieces, creating an infinite demand for crafters. As crafting would require spending character points (or whatever advancement system is used), a crafter would be weaker in combat than a pure focused fighter/mage, although still able to hold their own in all but the most extreme cases. This inherent weakness would limit the appeal of crafting, making it rarer and hence more desired. In addition, crafting drops during adventuring could be sold, creating a secondary market between adventurers and crafters. Deals could be made between two people, with one providing rare materials and the other crafting at a discounted rate, in exchange for further material supplies.

I envision a scenario where a warrior finds a rare gem, and seeks out a top crafter to craft a new sword. The warrior would be wise to find the highest skilled crafter he can, as the gem is rare and the result is not guaranteed. Let’s assume the crafter is successful, he crits, and the warrior now has a very rare, very distinct sword, both in power and looks. This not only bring a bit of fame to the warrior, but also to the crafter. And while the warrior was successful in acquiring a new sword, its time is limited, and eventually with enough use, it too would need to be replaced.

On top of all this, since gear never gets out-leveled, quests and mob drops would be mostly related to gold or crafting ingredients, and less about actual gear drops. The idea of raiding or grinding to acquire that one awesome weapon would not exist, replaced with the constant need to upgrade and replace, steadily being able to afford using more powerful or fancy gear more often. A poor player might own a special sword, but he won’t be able to afford using it during normal questing, while a player of great wealth will have more freedom in what gear is uses in day to day use, and will be able to pursue and purchase rare pieces.

I could go on, but I think that lays out the basic ideas. More detail could always be applied to each scenario or example, but I’m curious to see what others think. Let me know!

Posted in MMO design | Tagged | 17 Comments

WAR crafting prediction, and Civ4 multiplayer.

Warhammer released a bit of info about their crafting system. It sounds like all other crafting systems from un-released games: awesome, new and useful. Odds are good that come release it will be like all other crafting systems: boring, old, and worthless.

Clearly I’m not a fan of crafting, with only two games featuring crafting that I thought were something a bit beyond tacked on, those games being EVE and UO. Both games feature destructible items. Hmmm…

Back before the announcement that WAR would have crafting, I had hoped Mythic’s solution to crafting would be to just go without it and focus resources on more useful gameplay systems, but ah well. At least it sounds like we won’t see random nodes dotting the landscape, and since gear is less important in WAR than other games, it means crafting is that much more irrelevant. Win in my book.

In totally unrelated news, Civ4 multiplayer works amazingly well. Having played a few games with a buddy (I know, a little late to the Civ4 multiplayer party), the simultaneous turn style works better than I thought it would, and playing with another player only slows the normal pace of Civ by a small amount. Granted one game still takes 2-3 long sittings, but that’s not entirely unreasonable, and being able to chat on Vent while playing is a huge plus.

Posted in Civilization Series, EVE Online, MMO design, Ultima Online, Warhammer Online | 6 Comments

Quest pacing, and why killing boars is cool.

Being part of the blog community, and spending a decent (read: too much) amount of time reading other blogs, you pick up on trends and common rants. Having been around the MMO block since UO, I’ve also seen my fair share of MMO launches and the general response to them. No matter how similar or different two games may be, a few common themes from the player base generally pop up, and today I want to break down one of those, questing.

In many ways questing has evolved a great deal since UO. Actually since EQ, since the ‘quest’ in UO was to get from point A to point B without getting ganked. (best quest ever IMO) EQ was not quest driven like most of today’s game, but rather the quests were side tasks you attempted while making your way to the level cap. In comparison, in WoW 1-70 almost every mob you kill, or location you see, is due to a quest goal. It’s very rare to just wander out and kill stuff for the sake of killing, be it alone or with friends. Different games today have varying degree’s of ‘must quest’, but almost all of them place a much greater emphasis on quests than EQ or UO ever did. EVE stands out (as it usually does) as the exception here, because much like UO, it’s skill based rather than level based, but even EVE has a questing system that many players participate in.

Along with an increase in importance, the overall quantity of quests has increased dramatically in today’s MMOs, with many games today having more quests than one character can complete before out-leveling them. With this increase in quantity, you very often see a complaint about quality. ‘Too many kill x, collect y quests’ is something you hear and read about constantly, the most recent example being AoC. Before a serious amount of content was added to LoTRO, a common joke was that each area featured its own ‘kill boars’ quest, each time for a different piece of boar, the quests being almost identical with the only difference being the size or color of the boar. PoTBS at launch (and maybe still?) did a copy/paste job with their quests, as each starting area had the exact same set of quests, making creating an alt rather pointless.

All that said, I sometimes wonder what exactly DO people want from quests? Almost everyone skips the flavor text in the quests, no matter how well written, so a better story would be rather tough. Any kind of tricky ‘go find it’ quest gets Googled rather than attempted, or just skipped if the reward is deemed not worth it. Tough group quests are bashed for ‘forced grouping’, so we can’t have that. Travel quests are old news, and we want instant travel now anyway, right? Well we want instant travel while still maintaining a worldly feel, but that’s another topic. So that leaves us with our good buddy the kill quest. Simple, focused, generally short, it’s not hard to understand why the kill quest is the most common type of quest we see in MMOs.

But is the kill quest really that bad, even when it’s for boar parts or rat tails? And what the hell would we do if suddenly all MMOs removed all kill quests, what would fill that massive void? Meaningful travel! Kidding…

The fact is MMO’s are generally one big grind, broken down to many little grinds in order to bleed $15 a month out of us. We love the abuse. And while we bitch and moan about kill quests, the fact is we love them as well. We love killing something and seeing our little quest tracker go up by one, or opening up the loot window to pick up one more tail/hoof/eye. How cool is it when you have 4-5 quests all revolving around boar genocide, and with one mighty kill you progress all those quests at once. Exactly, it’s awesome. We are MMO gamers, we are sick, and little numbers going up does it for us. The more +1 we get, the better we feel.

The key to questing, as well as life itself, is variety. If you do the same thing day in, day out, it’s going to get boring and old, no matter what the activity. Good quest design is not about removing kill quests, but pacing them correctly. If I just devastated the local boar population, the last thing I want Mr. NPC to say is ‘go kill more boars’. But I’m very OK with killing them in step one, then finding some boar relic, and finally facing off against some uber boar to finish it all up. And while I’m doing all that, if I also have a quest to discover some boar shrine, which just happens to be along the way, bonus for me. Just be sure to mix it up in the next area a bit (but not too much, we are creatures of habit remember), and I’ll happily continue to grind away.

Posted in Age of Conan, EVE Online, Lord of the Rings Online, MMO design, Pirates of the Burning Sea, Ultima Online, World of Warcraft | 29 Comments

Finally, Syncaine has come BACK to blogging!

Ah finally back. After so many days off, the ‘blogging itch’ has certainly hit me hard, especially with MMO land finally seeing some activity with the AoC release. I’m still not sold on the idea that AoC will become a major MMO hit, despite its somewhat promising release. I think the relative strength of the release can be credited more towards WoW burnout than anything AoC actually does. We will find out when it’s time to start paying for more than just the box if people hang around once the ‘new and shiny’ has worn off.

Speaking of WoW, I cancelled my account. Paying a monthly fee to raid Kara once a week just did not make sense, especially considering how enjoyable our return to LoTRO has been. Overall I was fairly impressed with TBC, although it does have a ton of ‘more of the same’ to it, which is good at first but does not last very long. Quitting also makes me even less excited about WotLK, as so far that just seems like more of the same with some gimmicks tossed in. I’m not sure what I WOULD like to see in WotLK, but I do know the stuff announced so far does not leave me anticipating its release. WoW also starts looking very long in the tooth (for a graphics whore anyway) when compared to other MMOs now. The low res textures, the lack of complex shadows/lighting, the low poly count, it has all started to add up. That ‘charm and style’ is still there, but now with a blurry and muddy overtone. If WAR and WotLK come out at similar times, I think the major graphic difference between the two will be very apparent, as everyone will be making direct comparisons.

As for WAR, I’m still waiting for my beta invite on that one. Over my little break I took some time to look over some screen shots, and I really don’t understand the whole ‘it looks like WoW’ argument. To me it looks almost nothing like WoW in terms of style and feel. I made a comment to Aria when looking at one shot that if this was a WoW screen shot, the trees would be pink and impossibly shaped, while in WAR they are dark and almost real, with just a bit of fantasy/cartoon to them. It’s a minor example, but I think sums up the overall feel WAR is going for. Yes its fantasy, yes it has humor and some over-exaggeration, but it’s not the neon lovefest that WoW has become, where literally everything has to be big and glowing. It’s a style that makes WoW what it is, but it’s not the style WAR is going for. Just based on SS and video, WAR certainly has that dark and ‘war is everywhere’ aspect to it, and I think the art style goes a long way in setting the mood. Plus 8 pointed snowflakes in the symbol of chaos are awesome…

*bonus points to the first person to get the title reference and post it in the comments.

Posted in Age of Conan, Lord of the Rings Online, MMO design, Site update, Warhammer Online, World of Warcraft | 11 Comments

Out for a few, and a quick AoC update.

I’ll be out of the country for a few days, which means no blog posts for a bit.

In other news (is me not posting news…?) it sounds like AoC is improving rapidly, which is good to hear. As an MMO gamer, having more options is always a good thing right? I’m still not going to pre-order or buy it anytime soon. If anything I’ll wait for a trail account to be offered and perhaps try it then, depending on what else is going on (WAR basically). Should still be an interesting launch to watch however.

Posted in Age of Conan, Site update | 4 Comments