I believe in aliens.

So my four year old computer died, a deadly combination of motherboard and CPU failure. Cost-wise it made no sense to replace both pieces, as the computer was already showing its age. So instead I went ahead and ordered a new Alienware. Weee.

Intel E6850 liquid cooled, Nvidia 8800GT, 4 gigs of DDR2 ram, X-Fi card, 10,000 RPM hard drive, oh and a hat. The hat really made it impossible not to order.

This will be my first Alienware, after ordering an ABS two times before. While happy with ABS, I wanted to give Alienware a try, plus the price (just under 3,000) was far more reasonable than what ABS was offering. The computer comes with Vista loaded, so we will see how that goes. Recent research shows a lot of the early issues seem to be getting resolved, and the lure of Crysis in DX10 glory is quite strong. That plus playing games like The Witcher and NWN2 MotB without framerate issues will be nice, and I’m looking forward to cranking EVE to max at 1900×1200.

Now we play the waiting game for it to ship…

Posted in Random | 3 Comments

And maybe still a bit harder…

More thoughts on PvP, bear with me.

Gear is important in an MMO, as it not only allows our characters to grow in power, but also gives us something to work towards and look forward to. This applies whether you have a PvE focused game or a PvP one. The degree of importance can vary, but it is always a factor; whether it’s something as simple as picking up a weapon in a FPS game or something as complex as an epic quest item in EQ; both are examples of items improving your character.

Now let’s say we have a PvP focused game, and each time you kill a character they drop an item. This method is one of the major ways to gain gear and is a prime focus of the player base. You have two choices with regards to the defeated player, they either lose an item or they don’t. In the game with player loss, the item you get off the corpse is that exact item the defeated player losses. In the other game, it’s a randomly generated item by the game based on level. How exactly would these two systems play out?

In game one, players would avoid death at all costs, since each death would cost them something of value. Clearly in this game item loss and gain would be fairly rapid, as you would be constantly losing and gaining new items based on your PvP performance. A good day would result in a positive gain, with you storing away excess items for later use. A bad day would mean you have to dip into your item bank, or worst case go farm new items to get back into PvP. Over time the better PvP players would build up a sizable collection of items, and could afford to use, and lose, top quality stuff. Factors like how skills your guild mates are would be of utmost importance, and crafters that could provide gear that would give you an edge would be highly valued.

In game two, death would mean you don’t gain an item, and so would be somewhat unfavorable as it would delay the process of getting more powerful. Any time you find an item less powerful than the one you own would be useless, as you would always use your best gear at all times. It would be entirely possible for weak players to gain access to the most powerful gear due to the randomness of the item on a corpse, and once acquired they would remain powerful until the game introduces new gear. Powerful guilds would only serve to speed up the process of gearing up, and once ‘maxed out’ players would have little reason beyond social to stay in any one guild. Crafting would only be valued if the item crafted was easier to acquire and more powerful than that which can be gained in PvP, anything less would be considered a waste of time.

Clearly the above is over-simplified, but I think it drives the point home as to why PvP can’t be positive sum. Players need more motivation to compete beyond the simple ‘its fun to win’. If you look at PvP as a risk vs reward formula, where the two must balance each other out, clearly the higher you make the risk the greater you make the reward. And perhaps more importantly, the lower you set the risk, the lower you can make the reward. Remove risk, and you basically remove reward. That’s the current state of BG’s in WoW, zero risk. Regardless if I watch TV and make my character twitch for 30 minutes, or if I go all out and play to the full extent of my abilities, at the end both methods will eventually get me enough points to purchase every single item I could want. Even worse is the fact that method two might only speed this process up by a marginal amount, depending on random factors I have no control over. With that as your reward system, it’s no wonder why so many WoW players could care less about BG performance, and why so many play a team based activity in a purely singular fashion. Even players that put the time and effort into building a twink generally don’t care about winning a BG as much as they care about scoring huge critical hits on lower level players, ignoring anything that might be going on around them.

If you need further proof, gather 15 people together, level yourself to say level 25, queue up as a group to AB, and see what happens. Unless you run into a pre-built team of twinks, you will likely dominate AB even against full teams of level 29 players. Half the opposition will likely run around at random, running into 3v1 situations and getting themselves murdered. You will easily be able to control the 3-4 players that actually seem to be trying to win. Level that same team to 29, get half decent gear, and you can 5 cap AB all day long, to the point that AB won’t even be fun for you anymore, simply because nothing you face is a challenge.

It’s a very sad state, and hopefully future games are learning this valuable lesson from WoW. Learning that perhaps giving everyone something may be a short term way of keeping people happy, but long term it destroys the system, and converts it into a mindless points grind.

Posted in MMO design, PvP, World of Warcraft | 11 Comments

So try harder…

More PvP talky talk, only a bit more ranty this time!

Tobold made a post today talking about Raph’s PvP post, to which I responded to back here. Yes, confusing blog interlinking at its best here folks.

Tobold for some time now has taken the stance of ‘positive sum’ for PvP, meaning everyone involved has to come out ahead, winner and loser. His reasoning is that no one wants to pay $15 a month to be kicked around daily. He backs this up by quoting a fellow guild mate who was complaining about the recent changes to honor gain in Alterac Valley in WoW; the change being the loser gets far less honor then they did previously, in an effort to emphasize winning.

This made me wonder, at which point did we all get so soft that we can’t accept defeat, that we all expect a cookie for effort regardless of the outcome. This reminds me of the parents who want to put a scoring limit on high school sports, or who want to give every team a trophy at the end of the season regardless of the win/loss record. Hugs all around. Good thing the real world works like that too right, otherwise we might be setting our kids up for a harsh dose of reality whenever we finally expose them to it. Good luck with that speech when little Tommy gets cut from the team, even though you have been telling him he is a winner all along.

The sad result of carebearing PvP is that people stop caring. The reason people AFK in WoW PvP is that it works. You still get a cookie, so why put the effort in? It’s the same reason you see level 20 players queue up for the 20-29 battleground. Sure they can’t do a thing in the match, and more than likely lead to their sides defeat, but since they get points anyway, why not? You can be the biggest asshat in the world, and WoW will still reward you. You will eventually get your easy-mode epics just like everyone else, even if you have never actually won a single round of PvP, or ever bothered to work as a team, or learn actual strategy.

With EVE still growing, clearly there is a market for PvP that actually matters, where being an asshat has consequences. EVE has negative sum PvP, but it’s only negative to those that refuse to pay attention, or stop to think once in a while. If you fly out in your new battleship to low-sec, without scouting or knowing what you are doing, you should learn a pricy lesson. The next time you buy that expensive ship, maybe you will be a bit more careful, and actually respect the world around you. It’s an MMO, sorry, you are not the hero. If the only thing you can handle in a game is to be the center of attention at all times, I suggest a single player game.

And before anyone leaves the comment of ‘it’s a game, I play for fun’, I’ll counter with so does everyone else. If I queue up to PvP in WoW, it’s because I want to have fun and PvP. It’s not fun to finally get in only to see your side is half full with AFK and lowbie players. You know you are going to get rolled, and the only question left is whether the other side is going to farm you in the middle for a bit, or just run up and down the field to end the battle quickly. Give WoW a harsher penalty for death, and all of a sudden the afk and lowbie farmers are gone, and what is left is people that actually enjoy PvP for the competition, people that have half a clue to what they are doing. All of a sudden Tommy asshat either learns to play nice, or continues to get kicked around until he does.

I hope that Warhammer online does not take the ‘hugs all around’ approach to PvP. Not only would that bastardize the lore of Warhammer, but it would lead to the laughable PvP we see in WoW. Tobold wonders why players would bother to defend Keeps if they don’t get some personal reward for doing so, even in a losing effort. I wonder if that thought ever crossed the minds of DAoC players when they defended Keeps or raided for relics, or if EVE players ever bothered to consider some new shiny when they go out and risk a kitted ship in a PvP tourney…

Posted in Dark Age of Camelot, EVE Online, MMO design, PvP, Warhammer Online, World of Warcraft | 16 Comments

Maelstrom Podcast

Posting this a bit late, but go check out the newest Maelstrom Podcast here. I was lucky enough to jump on Skype and join in on the round table. Enjoy everyone!

Posted in Podcast | Comments Off on Maelstrom Podcast

My comp is dead.

So I wake up this morning, go to turn on my 3+ year old computer, and I get ‘beep….beep….beep’. No image on the screen, fans spinning, keyboard and mouse lights go on, and the beep.

The computer was on when I went to sleep, and everything is plugged in still, so I know it’s not a “check your cables” type of deal. The monitor power light is fine.

Some quick research points me towards the BIOS having an issue, either the BIOS battery, or something worse. Not really sure what to do at this point… anyone?

Posted in Random | 3 Comments

Mythos patch quick thoughts.

With the recent Mythos patch, I decided to log in and check out the changes. I logged in with my level 14 Bloodletter and started looking around. The first very noticeable things are guild names and icons above most characters. It’s nothing major, but also nothing obnoxious, which is good. I have used the free respect the patch provided, putting points in a PBAOE ability that seems very effective so far. In addition to some solid damage, it also summons a tornado of sorts, slowing all enemies around it. I’ve only run a few quests so far, but everything still seems sharp and attractive. Mythos is one of those games that’s fun to just load up and play around with for an hour or so, and each patch continues to improve it in very meaningful ways.

People in general chat seem to be excited about hardcore mode (you die your character is gone) and elite mode (hard mode basically). I have yet to try either out, but I know in Diablo 2 hardcore mode certainly added a sense of desperation to major fights, so I might give it a try in Mythos as well. The patch notes also mention something called “Zivia’s Puzzle Box”, which is hopefully a horodric cube-like item to transform gems into more useful versions. My bank is overflowing with chipped gems of all sorts. Guess I’ll have to do a quick search about that soon.

If anyone is looking for a Diablo-like game, I highly recommend signing up for the beta. The game is very stable and a good time even in this unfinished state.

Posted in Mythos | Comments Off on Mythos patch quick thoughts.

Re-tooling raiding content; let the casuals play too.

Damion over at Zen of Design made a great post about why Blizzard continues to make raiding content. It’s a well though out article backed up by some good data about raider numbers and exactly why level 70s need content and not 30s.

While I agree with his premise, I think both he and Blizzard are missing one major feature they could implement to silence the ‘no more raiding content’ crowd; tweak former raiding zones for group content. When you roll out a new raid, also roll out the lowest raid as a group instance. So for instance when you rolled out AQ40, convert MC from 40 man to 5 or 10 man. Nax comes out, BWL becomes a 5-10 man instance, and so on. Same with the current raiding content in Outland, downgrade it once higher tier stuff is released.

Outside of a few encounters in each zone, the tweak should not be all that difficult. Most raid trash is difficult simply because they hit hard and have a huge amount of HP, both easily tuned down. For the few bosses that really require more people, perhaps one or two abilities would have to be removed, or altered, but again the basics would be similar. Adjust the items to be in line with the difficulty and the current state of itemization, which usually would mean actually increasing their power.

The benefits of such a program would be many. For one, casuals would know that if a new raid was announced, sometime down the line they would also have access to it. No more ‘I’ll never see Illidan, and that was the highlight of TBC for me’ posts on the forums. This would also keep those instances useful far beyond their original intent; the bleeding edge of content. All that time designing the encounters, the lore, the art, all of it would not go to waste once you raise the level cap or release the next top end raid. And unlike creating all those new assets, re-tooling former raids would require far fewer resources. Plus all the usual bugs with new content have already been ironed out by your test dummies… err I mean raiders.

Converting these former raids to smaller group stuff would also server another purpose; exposing casuals to raid-like conditions. Things like removing debuffs, agro management, mana efficiency, positioning, etc. Even on a smaller scale, these things would remain in the former raid zones. Just because you are attempting Onyxia with 10 people rather than 40 does not mean you can have your priest stand by her tail, or in front to eat fire. Yes she won’t hit as hard, or require as much fire resist gear, or release the same amount of whelps, but the basics of the encounter could remain the same. The tank would still need to hold agro, meaning the dps won’t be able to go all out. The healers would still need to be efficient, as the fight would still be a marathon and not a sprint. And everyone would need to mind their positioning to avoid running into the whelp eggs, getting tail swiped, or eating fire.

With these ‘intro to raid’ conditions, perhaps more players would realize they might enjoy raiding. Perhaps it would not be bleeding edge raiding scoring world firsts, but to join a more ‘casual’ raiding guild attempting 2-3 encounters a week. With their experience in the former raiding zones under their belt, it would be less frustrating for raiding guilds to bring these new players in, without having to teach them all the basics. Win win, for both the players and the raiding guilds looking to beef up their numbers.

But something tells me it’s not as easy as it sounds, or that I must be missing something major here. Otherwise, why would EQ1 not have done this with their endless amount of unused raiding content, let alone the empty instances in WoW now…?

Posted in MMO design, World of Warcraft | 4 Comments

Emails, Weather, and Gnomeregan.

4 hours to delete 117,000 emails. Super cool.

Oh, and it was 9 degrees this morning.

Gnomeregan tonight, interested to see how it goes since the 2.3 changes. Anything major change?

Posted in Random, World of Warcraft | 5 Comments

Infinite email loop.

This might only interest me, but it’s my blog, so yea…

Log into Outlook today at work, and what do I see? 118,117 new emails in my inbox. Yes, over one hundred thousand emails all of them the same ‘failure to deliver’ message. It would seem that since we removed one email account off the network, the system bounced back and forth between that former inbox and the server inbox, which is set to send a copy of anything it receives to all the emails on its list. Rumor has it the only reason it stopped at the number it did not 1 billion or so was because the inbox reached some preset limit (perhaps some hard coded limit in Outlook?).

So now the macro I have setup is attempting to move all the emails to the trash, with an estimated time of about 4 hours. I wonder if there is a faster way to do this…

Posted in Random | 3 Comments

Delivering the goods.

As 2007 draws to a close, we are left to reflect on what happened in the MMO space, and what lies ahead. Back at the start of the year, it looked like 2007 was going to be a great year for MMOs, with major titles set for release. Almost all of these are still in development, with a release date of 2008.

Those that were released, or are now close, have been somewhat of a letdown. Pirates of the Burning Sea has it’s many faults, and overall has not delivered on the promise of a fun casual game. Tabula Rasa encountered a rough beta period, and while some opinions of it are turning around, it would still be tough to consider it a clear winner. Hellgate:London has its share of issues, and does not really qualify as a true MMO.

This leaves Warhammer Online and Age of Conan as the major titles set for release. At least for me, the recent failures of the latest MMOs to deliver a solid product have placed more pressure (if that’s the right word) on these titles to deliver. Having recently gone back to WoW, I realized how different your gaming experience is playing something new rather than revisiting old content, even if you are going through it with friends and having a good time.

I hope WAR and/or AoC deliver the goods, giving us a great MMO experience, at launch. Hopefully we don’t get a PotBS scenario, where we see a nice game under all that gunk still attached to it. I hope they hit the ground running, giving MMO gamers something to sink their teeth into from day one, and giving us a game we can envision playing 6 months+ after we created our character, finally getting out of that ‘waiting mode’ rut I believe many of us are in.

Posted in Pirates of the Burning Sea, Warhammer Online, World of Warcraft | 1 Comment