f13.net

f13.net General Forums => Game Design/Development => Topic started by: Calantus on February 24, 2005, 08:41:16 AM



Title: "The Snowball of Nerf-Hate Effect"
Post by: Calantus on February 24, 2005, 08:41:16 AM
Read a post on the WoW Boards that actually sounded intelligent and thought I'd share. You can find the post by Paikeke here (http://forums.worldofwarcraft.com/thread.aspx?FN=wow-shaman&T=56625&P=4), but I'll post it below for convenience:

Quote
Quote
If anything, just put diminishing returns on snare. That's fair. You only need like 10 seconds of snare to kill someone dead anyway don't you?

Put diminishing returns on Power Word: Shield. You only need one shield to kill someone dead anyway don't you?

This conversation is retarded. No SNARE in the game has diminishing returns, only TOTAL movement stoppers do. Comparing Frost Shock to fear/polymorph/etc is ridiculous -- those things take you out of the fight entirely, Frost Shock means that you move at half rate unless you're intelligent enough to drink a potion, in which case all it did was really mana inefficient damage.

As a Mage, I can keep you slowed forever while doing damage, and I can cast it twice every five seconds instead of once, meaning I do 1000 damage where Frost Shock did 500, and you still have absolutely no chance of escaping it. Everyone complains about how Shaman crush Warriors and Rogues due to Frost Shock... well Mages crush Warriors and Rogues even more thoroughly, often without getting hit as well. Yet the complaints are about Shaman, because of something called "The Snowball of Nerf-Hate Effect" as I like to call it.

We have a subset of posters on these forums that are "nerf posters." People are mistaken as to why they do it though, I think. They don't come here necessarily because they suck, or they got owned, or anything else (though all those things can lead to one becoming a "nerf poster".) No, they want to feel like they have some sort of control over the game's evolution, to feel "good" about themselves -- these people often have very little real power over their actual lives, often being teenagers.

So they arrive at the forum and need to think of something to #@%$! about in hopes of getting changed, and thus feeling powerful. Some try to go it alone, #@%$! about some isolated topic and get smacked down -- these folks have little chance of success in their goal, and thus you don't hear a lot from them.

Others, however, realize that by attaching themselves to slightly more popular nerf complaints, they can weasle in and get others actually agreeing with them. For some reason, these people feel that if a LOT of posters #@%$! about something, it WILL get changed, and thus THEIR complaint got changed, surely because THEY complained. Thus, no matter why it might have actually gotten changed if it did, they felt powerful and intelligent (Oh, I SAW the imbalance, and campaigned for it).

Because of this second type of nerf poster, certain complaints snowball into much larger matters than they logically should be. Paladins was an example, and a good one. People whined and whined about healing + shield making Paladins too powerful. They complained pages upon pages. Then, a bug got fixed that was TOTALLY unrelated to the vast majority of the complaints... but then the complaints about healing + shielding virtually stopped. Why? Because these delusional posters felt they had "won by association," got their illusionary power trip, and went to something else. It doesn't matter that none of their complaints were actually addressed, the bug fix fell into the general topic of them enough to FEEL like they had caused it.

Frost Shock is just another of these snowball whines, same with Purge to a lesser extent (which is why it's usually Purge being whined about instead of Dispel, which is better in every way). It doesn't matter that these things aren't imbalanced, or that other instances of the "logical problem" people cite pertaining to them exist in the game. All they care about is snowballing their complaints in hopes that SOMETHING will get changed, regardless of why. When that happens, they'll feel special again and move on to another whine.

They could post tomorrow that Shaman's Lightning Shield was deemed overpowerful and thus removed, and 80% of the nerf complaints would stop. It's not about Frost Shock in actuality, it's about these people feeling good about their pathetic selves. Any change would appease them. So take heart, I'm sure sooner or later a bug that is in some remote way beneficial to Shaman will be discovered in the Shaman class, fixed, and then the #@%$!ing will end for a while as these losers turn their attentions to Priests, Rogues, or whoever else they think they can get away with.

Until then, don't let it fool you into thinking your class actually IS problematic; it's finely polished and just fine as it is in every respect. You don't need to make "concession posts" in which you say things like the above; it's not necessary, and doesn't fix balance issues, as they don't exist. Frost Shock being changed from 8 seconds to 4 seconds wouldn't substantially alter any of your fighting styles, Purge costing a bit more mana and removing less effects would lead to it being spammed a little bit more to clear all the effects, nothing else. These aren't imbalances, they aren't issues, and don't let yourself be fooled into thinking they are.

That was a lot longer than I intended. I was just planning on rebutting the dumb Priest, but the general class of people pathetic creatures like her belong to coing to mind forced me into a righteous frenzy. Don't blame me, blame the vermin for being so detestable.


I don't know about anyone else but when I read that I got the feeling that it was a though I had subconsciously, but had never pinned down. Frankly I think she hit the nail right on the head.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: AcidCat on February 24, 2005, 10:00:47 AM
Hmm, yeah. I've often thought about how the evolving nature of an MMORPG coupled with official forums gives certain individuals a kind of self-important mindset, that if they complain enough the game may change to suit them. "I gave you X amount of dollars, my voice must be heard!" and all that. These obsessive types get this tunnel vision, where molehills become mountains, minor quirks or nitpicks become class-breaking imbalances.

I guess I'm too old for any of that crap. I have no illusions, I'm just one customer out of hundreds of thousands, Blizzard could care less about what I think or if I individually stay or go. The game is the game, I'll play it, and adapt my playstyle to its reality instead of complaining that some portion of the game isn't custom-tailored to my exact expectations.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Paelos on February 24, 2005, 10:35:12 AM
Squeaky wheels. It's almost why gamers need a players union for these things. Most of the unwashed masses of the US can't string coherent sentences together, that's why we elect officials. The forums are a testament to the stupidity of an open sounding board.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on February 24, 2005, 10:38:01 AM
I apologize for not providing a link, but I think that it was Raph that essayed several months ago about the precept that players are really not the ones to "help" developers balance games, or design new features.

One of the things that players cannot see, but developers can, is the "long term view". And in some cases, even the dev's can't see it--for example, take a look at the "easy/no death penalty" that WoW has, and how much the players like it.

We all hated cr runs (especially at the raid level) in EQ, and all the death penalties that have been used by various games over the years, but one of the things that Raph (again, if it was he) pointed out is that there is a long term downside to minimal/nonexistent death penalties: when there is no perceived risk, players will do anything and everything. A perfect example (of this example) is the complaints about territorial control on PvP servers I've read here in WoW: it really doesn't matter what you do, if a player wants to keep coming back after they die, they can, and do. "Griefers", PvP defenders (in the case of territorial/spawn control), and pretty much anyone else can simply keep on coming back regardless of what happens, making the end of the conflict simply whomever gives up first, or runs out of time.

This cascades over the entire lifecycle of the game-with no meaningful risk associated with dying, and the fact that you can respawn very near where you died (graveyards, etc.) makes any conflict in the game that involves someone dying meaningless--and for any game where conflict between players of any sort (not just combat), when there is no downside involved with the conflict, the players will eventually stop using the game mechanic because it has no actual net effect.

Heinlein coined a term when discussing one of the fundamental flaws of democracy: "bread and circuses". What he meant by this is that once a population recognizes the fact that they can make things "better" for themselves simply by voting for it (and being the controlling majority), they will, regardless of the long term consequences of the decisions--they will vote for everyone to have unlimited bread, and a circus every day, regardless of the fact that this will destroy the survivability of the society in the long term. Or, from another perspective: when decisions are made based on the opinions of unenlightened self-interest, those decisions are inevitably self-destructive.

Obviously, there are players that have enlightened interest (even if it is self-interest) when it comes to a game they play, but in general, the average gamer simply has no idea of the long term consequences of things they want in a game, and the developers have to temper any player inputs/requests/nerf calls with the long term survivability of the game itself, or the game will eventually become unplayable.

Minimal/no death penalties certainly makes things easier--but they also will cause extensive playability issues for the game itself in the long run.

EDIT: It's possible it was Richard Bartle that wrote the article I'm talking about--but I haven't been able to confirm one way or the other yet...


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Train Wreck on February 24, 2005, 11:09:36 AM
We all hated cr runs (especially at the raid level) in EQ, and all the death penalties that have been used by various games over the years, but one of the things that Raph (again, if it was he) pointed out is that there is a long term downside to minimal/nonexistent death penalties: when there is no perceived risk, players will do anything and everything. A perfect example (of this example) is the complaints about territorial control on PvP servers I've read here in WoW: it really doesn't matter what you do, if a player wants to keep coming back after they die, they can, and do. "Griefers", PvP defenders (in the case of territorial/spawn control), and pretty much anyone else can simply keep on coming back regardless of what happens, making the end of the conflict simply whomever gives up first, or runs out of time.

This cascades over the entire lifecycle of the game-with no meaningful risk associated with dying, and the fact that you can respawn very near where you died (graveyards, etc.) makes any conflict in the game that involves someone dying meaningless--and for any game where conflict between players of any sort (not just combat), when there is no downside involved with the conflict, the players will eventually stop using the game mechanic because it has no actual net effect.

WoW's lack of a death penalty is one of the best things about it.  I don't know about you, but I've lost dozens of hours of my life spent on recovering corpses in various MORPGs throughout the years.  No more!

By removing penalties from PvP and Battlegrounds, it encourages more players to participate.  If losing means that you get a broken glass bottle shoved up your rectum, less people will be willing to do it.  It's a damned game, it's meant to be fun.  Any game that is determined to punish its players is very wrong-minded.  The primary reason I usually avoid PvP in MORPGs is because I hate dying in general, and recognize that I will die often during the learning curve.  But in WoW, I'm actually looking forward to it.  I'd probably even laugh about getting killed, because I don't have to spend an hour of my time getting back on my feet.

The points you make about players being able to res in graveyards behind enemy lines to facilitate tactical advantages that they didn't earn are highly valid, but they can be addressed without a general penalty for death.  Certain graveyards can be flagged to be Horde or Alliance-only, players can be prevented from ressing at their corpse if it is in enemy territory, or timers can be set so that they can't ress or enter certain areas before a set time expires.  Several options exist to fix the unintended consequences of having inconsequential deaths without busting out painful penalties.

I sincerely doubt that players will stop engaging in PvP because their victims keep coming back for more.  I even venture to say that they derive enjoyment from killing the same person over and over again because they won't give up.  If players decline to engage in PvP, it is because it no longer entertains them, which is more likely to happen if they spend most of their time and money recovering from dying.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on February 24, 2005, 11:16:51 AM
Please realize I am not advocating "broken glass bottle shoved into the rectum" (great phrase by the way!) style death penalties--but I do think that the WoW version of the concept is a pendulum swing too far in the wrong direction (and to relate back to the original post, a swing caused by the general MMOG player base). WoW is also not a very good example--a better example would be if Shadowbane were to use WoW's death penalty mechanics, because in the PvP/GvG area of the game, such a lax death penalty would have made sieges even more unbearable than they were.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: AcidCat on February 24, 2005, 11:23:35 AM
It's a damned game, it's meant to be fun.  Any game that is determined to punish its players is very wrong-minded. 

 If players decline to engage in PvP, it is because it no longer entertains them, which is more likely to happen if they spend most of their time and money recovering from dying.


Totally agree. A game doesn't need a death penalty to have fun PvP. I hate getting killed just out of ... well pride I guess, it's like a personal thing. It doesn't matter if it's just a short trip from a graveyard, the other guy won, he bested me, that doesn't sit right. Anyone who honestly doesn't care less when they are killed, well I guess they just don't have any kind of emotional investment in the game. I have PvP encounters where my heart actually beats fast, I get into it ... in a way it's just like playing against people in Battlefield or Quake, there was no death penalty there, there didn't need to be, the spirit of competition, the fun of playing against real upredictable people is all you need.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Jayce on February 24, 2005, 11:30:21 AM
EDIT: It's possible it was Richard Bartle that wrote the article I'm talking about--but I haven't been able to confirm one way or the other yet...

Also, it was the Roman poet Juvenal  (http://www.bartleby.com/61/39/B0463950.html) who coined bread and circuses.  Though I'm sure Heinlein used it to great effect.

I agree about the death penalty.  I'm torn as to whether the penalty should be the same for PvP deaths; currrently there is none, but the PvE penalty is 10% item degradation if you res at your corpse, 25% at the spirit healer (plus 10 minutes res sickness).  That's enough to calm down the zerg effect while not wasting massive amounts of time or cash.

I understand why PvP isn't included in the penalty, but at the same time that's one place the zerg effect is most noticeable.  A_Foozle_027 isn't going to complain about it, even if zerging him is somewhat cheesy.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on February 24, 2005, 11:32:42 AM
In retrospect I should have used a different example of the underlying point, because death penalties are such a hot topic. The main point of my post was to point out that if dev's let the players influence design/balance decisions without very carefully tempering how those decisions will effect the long term model of their game, there is a huge risk of the game becoming unplayable in some form or another in the long term.

Here's a different example:

EQ player input: We want to kill the gods!

EQ decision: release Planes of Power, where the gods (eventually) become nothing more than equipment farms.

Consequence: Wow! Now we have to come up with yet another bigger, better, badder expansion, thereby making the entire history and relative power of the gods of the game from the beginning pretty much irrelevant.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on February 24, 2005, 11:33:53 AM
EDIT: It's possible it was Richard Bartle that wrote the article I'm talking about--but I haven't been able to confirm one way or the other yet...

Also, it was the Roman poet Juvenal  (http://www.bartleby.com/61/39/B0463950.html) who coined bread and circuses.  Though I'm sure Heinlein used it to great effect.

Good point, I should have qualified my statement with "in recent literature"...although I didn't know the origin of the quote!


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Righ on February 24, 2005, 11:43:44 AM
The back-and-forth of the current PvP in WoW is kind of boring. There's no objective or sense of lasting victory. You can't do it for long. That's okay, its mostly a diversion at the end of an evening. I look forward to battlegrounds. However, the lack of death penalty is a good thing - there are always willing participants even on a non-PvP server.

I certainly don't look forward to PvP death, but I don't hate it as AcidCat suggests I should. Last night I got feared away from my group, rooted once isolated, and then chain stunned and ganked by several rogues. No pride hurt in those circumstances, in fact I'm rather proud that they singled me out for such treatment.

But I guess I should have been punished for my participation.  :roll:


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Train Wreck on February 24, 2005, 11:43:57 AM
Please realize I am not advocating "broken glass bottle shoved into the rectum" (great phrase by the way!) style death penalties--but I do think that the WoW version of the concept is a pendulum swing too far in the wrong direction (and to relate back to the original post, a swing caused by the general MMOG player base).

You made good points earlier of how the lack of death penalties is exploited in WoW, but I submitted changes they can make regarding PvP deaths without introducing penalties (several of which will be included in the Battlegrounds system).  Hell, even the broadcasting the Jedi Academy-style "So-and-so has been thrown to their doom by what's-his-smell" would be sufficient  to encourage players to try not to die, without sticking a metaphorical fork in their eye.

What do you think should happen to players when they die in WoW?  How would you "swing the pendulum" back to where you believe it should be?


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: AcidCat on February 24, 2005, 01:16:26 PM

I certainly don't look forward to PvP death, but I don't hate it as AcidCat suggests I should.

Eh, hate was probably too strong a word. I'm only speaking for myself anyway, not suggesting people should feel the same. :)


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on February 24, 2005, 03:19:26 PM
Please realize I am not advocating "broken glass bottle shoved into the rectum" (great phrase by the way!) style death penalties--but I do think that the WoW version of the concept is a pendulum swing too far in the wrong direction (and to relate back to the original post, a swing caused by the general MMOG player base).

You made good points earlier of how the lack of death penalties is exploited in WoW, but I submitted changes they can make regarding PvP deaths without introducing penalties (several of which will be included in the Battlegrounds system).  Hell, even the broadcasting the Jedi Academy-style "So-and-so has been thrown to their doom by what's-his-smell" would be sufficient  to encourage players to try not to die, without sticking a metaphorical fork in their eye.

What do you think should happen to players when they die in WoW?  How would you "swing the pendulum" back to where you believe it should be?

I don't play WoW, so I cannot make an opinion about what death penalties would be appropriate in the game unfortunately--all I could do is to identify (based on posts here, as well as comments from friends and relatives) what appears to be, from a design perspective, something that will cause trouble in the long run.

Each game is different--as you said, in some games, you can reply on making the player simply not want to die much--touch their pride so to speak. In a game where territorial/asset control (either real player built structures, or even simply best farming/exp grounds) are an important consideration, it does have to be something meaningful.

I can speak about our design, and it's somewhat of a mix between the two: for avatar/rpg style players, it will be a mixed penalty of recovery time (to balance things like raids and sieges), as well as equipment upkeep. No exp penalty.

For RTS/Small Squad players (avatars that focus on battle leadership, giving them control over squads of troops), the primary penalty of dying is loss of (npc) reputation and leadership ability, implemented by lowering the total troops they can command as once, as well as a penalty to the morale of the units they command.

For the low persistence players (the "killer" player type), dying is simply the end of their "session", requiring a respawn as a different npc, possibly resulting in a reduced ability to spawn in creatures of that level if at least some of the session goals were not met. For example, if their session goal was to raid a set of villages, and they died before they even got the village in sight, this would be a "failed mission" and their power index would be reduced slightly, curbing how high powered npc's they could spawn into.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Signe on February 24, 2005, 06:37:22 PM

I don't play WoW


 :-o

Have I been tricked by the title of this forum?


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on February 24, 2005, 07:31:22 PM

I don't play WoW


 :-o

Have I been tricked by the title of this forum?


Heh..the only relation this thread had from the beginning in regards to WoW is that the original post that was quoted came from a WoW forum. The underlying concept applies to most MMOG's, and I did reference WoW as my first example.

There are quite a few people that post about games they don't necessarily play--hell, many people post about games they absolutely detest.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Signe on February 25, 2005, 05:03:25 AM
I still say you tricked me!!  I even found you your first avatar to celebrate it.

(http://www.artandtech.com/at-artwork/eyeglasses-brxbxp51811.jpg)


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on February 25, 2005, 09:59:46 AM
We all hated cr runs (especially at the raid level) in EQ, and all the death penalties that have been used by various games over the years, but one of the things that Raph (again, if it was he) pointed out is that there is a long term downside to minimal/nonexistent death penalties: when there is no perceived risk, players will do anything and everything. A perfect example (of this example) is the complaints about territorial control on PvP servers I've read here in WoW: it really doesn't matter what you do, if a player wants to keep coming back after they die, they can, and do. "Griefers", PvP defenders (in the case of territorial/spawn control), and pretty much anyone else can simply keep on coming back regardless of what happens, making the end of the conflict simply whomever gives up first, or runs out of time.

That isn't an issue of death penalties, that's an issue of not thinking through the PVP system. One minor change would have made this problem go away, or be significantly less of a problem. In a contensted zone, deaths take you out of the contested zone to the nearest friendly graveyard. Why this wasn't considered I can only blame on the addition of PVP too late in beta to change things. The penalty for death hasn't changed, but it has made the return to a conflict more difficult. DAOC had this system in place at release, but they went to far to the other side, really punishing the player by sending him a long distance from the battle. They later added mechanics that eased up on that.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on February 25, 2005, 10:11:52 AM
We all hated cr runs (especially at the raid level) in EQ, and all the death penalties that have been used by various games over the years, but one of the things that Raph (again, if it was he) pointed out is that there is a long term downside to minimal/nonexistent death penalties: when there is no perceived risk, players will do anything and everything. A perfect example (of this example) is the complaints about territorial control on PvP servers I've read here in WoW: it really doesn't matter what you do, if a player wants to keep coming back after they die, they can, and do. "Griefers", PvP defenders (in the case of territorial/spawn control), and pretty much anyone else can simply keep on coming back regardless of what happens, making the end of the conflict simply whomever gives up first, or runs out of time.

That isn't an issue of death penalties, that's an issue of not thinking through the PVP system. One minor change would have made this problem go away, or be significantly less of a problem. In a contensted zone, deaths take you out of the contested zone to the nearest friendly graveyard. Why this wasn't considered I can only blame on the addition of PVP too late in beta to change things. The penalty for death hasn't changed, but it has made the return to a conflict more difficult. DAOC had this system in place at release, but they went to far to the other side, really punishing the player by sending him a long distance from the battle. They later added mechanics that eased up on that.

Valid point, but based on the dynamics of other posts dealing with WoW's "death penalty", some people do consider the time to "recover" from a death and getting back to what you were doing as part of the overall "penalty". A matter of semantics I completely agree, but from the game balance perspective (as you pointed out) I would suggest that the total downtime resulting from a death could/should be considered as part of the "death penalty". In our design for sieges/large scale combat for example, the primary "death penalty" is the amount of time it would take for an avatar to return to the fight ready to rally more npc troops, as well as their effectiveness in the siege post death (their rallied troops morale, as well as their ability to act directly).


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Train Wreck on February 25, 2005, 10:25:06 AM
Valid point, but based on the dynamics of other posts dealing with WoW's "death penalty", some people do consider the time to "recover" from a death and getting back to what you were doing as part of the overall "penalty".

If it is an exercise in tedium, then yes, it is a death penalty.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on February 25, 2005, 11:11:36 AM
For my money these days, if you aren't INSTANCING sieges, with hard caps on the number of times someone can die while taking part in them, you aren't doing sieges correctly.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Sky on February 25, 2005, 11:41:48 AM
Hmm..not a bad idea, Haemstein. But then, I've always been a cautious player, which is why I favor bf1942 over UT2k4. My kill:death ratio was always pretty good, because I was about being sneaky and killing the other bastards without them killing me. Which I figure is pretty basic to understand, but the kids do love their zergs. I like playing /around/ the zerg, which enables the horde (heh) to be more effective as it fights mindlessly. A small unit supporting a big zerg in planetside, for example, can make a HUGE difference.

It'd be nice if you had 3 "lives" (hey, remember arcade games?). You could even earn more lives by dominating on the battlefield, maybe (a certain amount of objectives without dying or killing x foes without dying, etc).


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on February 25, 2005, 03:21:06 PM
For my money these days, if you aren't INSTANCING sieges, with hard caps on the number of times someone can die while taking part in them, you aren't doing sieges correctly.

Would you fully define "instancing" in this circumstance please? If you mean reserved/dedicated cpu and network resources for the fight and the surrounding area, then certainly.

If you mean "level balancing", forcing equal numbers, set duration, "no one else can join", non-persistent world effects once the siege is "complete", or anything along those lines, then I most definately disagree completely.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: sinij on February 25, 2005, 05:35:08 PM
One of the things that players cannot see, but developers can, is the "long term view".

Most developers are not capable of seeing "long term effect" or we would not have an industry with track record of continuous fuck-ups. To name few games that died to lack of “long term effect” are UO, AO, SWG and SB with DAoC and CoH coming close to it. UO developers are notorious for bluntly disregarding “long term effect” with game entering “lay low until shit blows over” almost EVERY expansion since release.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HRose on February 26, 2005, 12:41:34 AM
That isn't an issue of death penalties, that's an issue of not thinking through the PVP system. One minor change would have made this problem go away, or be significantly less of a problem. In a contensted zone, deaths take you out of the contested zone to the nearest friendly graveyard. Why this wasn't considered I can only blame on the addition of PVP too late in beta to change things.
I point out that this was suggested by me and many, many other testers since the PvP servers started in June. They had plenty of time to intruduce a similar system.

At least it seems that they are planning about the conquest of graveyards.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Righ on February 26, 2005, 09:10:18 AM
Beta testers are to load the game to expose bugs you'd otherwise miss. Godot help you if you do design by consensus based on feedback from the bleating of tens of thousand of sheep. I remember the Shadowbane beta.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: sinij on February 26, 2005, 09:22:19 AM
Beta testers are to load the game to expose bugs you'd otherwise miss. Godot help you if you do design by consensus based on feedback from the bleating of tens of thousand of sheep. I remember the Shadowbane beta.

SB would still be popular game if devs paid more attention to what player base thinks. Instead SB ended up at release with untested siege system and unreasonable building times that drove all but most stoic players out of the game. A lot of people left due to crashes but a lot more left due to loosing city and having no way to rebuild.

Listening to player base is single most important thing any developer can do. Catch is to look for general concerns instead of specific issues and act quickly but in incremental steps. If you don’t listen to player base they will hate you and will be more likely to get worked up over some small issue and quit over it. At the same time rapid changes are bad, drastic nerfs are bad – take evolution path over revolution if you can help it.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Righ on February 28, 2005, 08:01:45 AM
It was the hardcore beta testers that told Wolfpack that they needed (a) a siege system that prevented city loss due to "ninja raids" in the middle of the night (b) to get rid of synched trebs as a required means of detroying the ToL (c) that cities were too easy to build (d) that the loss in GvG needed to be higher (e) that x, y, and z spells needed nerfed with timers.

The result was massive changes late in beta to get rid of a perfectly fine seige combat and replace it with the bungled mess that they have now, massive increases in time and cost of city building, and so many system timers for everything that the game choked. They did listen. However, the swarming mass of uberguild ganktards had a louder voice than those who appreciated their initial game mechanics. The only thing that they needed to fix in beta 3.0 was the EotW bug. Give me back that version of the game without the EotW bug and I'll sign up now. Seriously.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Sky on February 28, 2005, 10:20:33 AM
Quote
However, the swarming mass of uberguild ganktards had a louder voice than those who appreciated their initial game mechanics.
You know, sometimes I think of that contingent of players as a bizarro American Family Association (http://www.afa.net/). A small fringe group lobbying the government/developers that in no way speaks for the majority of citizens/players.

But hey, hire them to do your endgame so it is radically suckier than the mainstream portion!  :roll:


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Train Wreck on February 28, 2005, 10:28:45 AM
Don't blaim the AFA for Shadowbane. :wink:

I think they might have protested against it at some point, though.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Hoax on February 28, 2005, 10:47:43 AM
WoW is a damn good example of how its a damned if you do damned if you dont situation with testers.  They didn't listen to anything and all the major complaints are still complaints to this day.

Basically beta testing is stupid.

If I ran a game, I wouldn't even have public forums, there would be one board, that was meant for bug reports only.  No fucking suggestions, no ideas, no complaints nothing but "this is a bug, blahblah".

Some testers have the best ideas ever, some have the worst.

Either the company can balance the game themselves and stick to their vision or they can't and it will suck.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Righ on February 28, 2005, 10:58:55 AM
Either the company can balance the game themselves and stick to their vision or they can't and it will suck.

I'd substitute 'balance' with 'design' in the above myself, but you're clearly on the mark.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on February 28, 2005, 01:00:12 PM
For my money these days, if you aren't INSTANCING sieges, with hard caps on the number of times someone can die while taking part in them, you aren't doing sieges correctly.

Would you fully define "instancing" in this circumstance please? If you mean reserved/dedicated cpu and network resources for the fight and the surrounding area, then certainly.

Yes... AND

Quote
If you mean "level balancing", forcing equal numbers, set duration, "no one else can join", non-persistent world effects once the siege is "complete", or anything along those lines, then I most definately disagree completely.

Go ahead and disagree. Now go back and play Shadowbane. If you do not start implementing some forms of non-persistent world effects on sieges, THEY WILL FUCKING SUCK. They will be lagfests full of retardation, buggy pieces of shit, not to mention that in early release, all your hardcore catass wastes of flesh will rule the world, get bored with ruling, and quit, reducing your player base to half what it was simply by removing any effective leadership from most of the popular guilds.

Persistent world effects just means the winners always win, the losers have no recourse and is a repeat of all the failures of the past.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on February 28, 2005, 04:19:05 PM


Go ahead and disagree. Now go back and play Shadowbane. If you do not start implementing some forms of non-persistent world effects on sieges, THEY WILL FUCKING SUCK. They will be lagfests full of retardation, buggy pieces of shit, not to mention that in early release, all your hardcore catass wastes of flesh will rule the world, get bored with ruling, and quit, reducing your player base to half what it was simply by removing any effective leadership from most of the popular guilds.

Persistent world effects just means the winners always win, the losers have no recourse and is a repeat of all the failures of the past.

Shadowbane's sieging implementation is basically the perfect example of what not to do--from how they handled networking code (lag), lack of per player collision (stacking, lag), to how they (didn't) focus on their core game elements (SB was supposed to be THE sieging game, yet as you quite accurately point out, it was the worst game feature they had).

Shadowbane's focus on grinding away on mobs for both the exp and the farming was also a rediculously simple mechanic, and much too easily abused by "those in the know".

Shadowbane's binary "city destroyed, city not destroyed" (ok, there were a few grey areas such as doing a lot of wall/building damage without actually destroying the ToL, but it's still a pretty much binary situation) was also way too simplistic for persistent effect to actually accomplish much. During a siege, all the attackers could ever lose was the time, combined with the gold spent on siege equipment and repairs. If their city got attacked during the siege, they could all recall if they wished and instantly defend.

Finally, since there was no actual interaction between the "npc world" and the "player world" of any persistent sort, there were no negative sides to winning a siege except for the fact that other players may react.

Consider for a moment a completely different design, where the primary offensive strength of a siege lies not in the mass number of players involved on a particular side, but the ability to manage logistics to get the minimum effective number of npc troops (who, by the way, cannot recall or be summoned) to a siege location. Then, consider that the npc troops lost in the attack are now no longer available to respond to an counter-attack, and therefore have to be committed very carefully in offense.

You also add an entire new dimension that SB's summons chains (and indirectly their entirely player populated armies) destroyed: the concept of defense in depth. In SB, it was a matter of an hour tops to pretty much centralize the entire server's combat capability at a single location (more if your summons chain organization sucked, or you had a ton of non-nation guilds), and this location could be anywhere in the game world. One summons spy alt in an enemy guild and you could mobilize across the entire map at any time. Take away this instant mobilization and you have a much more strategic level to the siege game that requires good logisitics skills, as well as force management. Taking and holding territory actually means something.

Also the fact (as I mentioned above) that there was no interaction with the npcs in the game world except as sources of revenue (exp or gold) gave the player base free reign do whatever they wanted. When the npc population becomes a signifigant "player" in the military and political spheres of a game, persistent effects of sieging starts to become not only viable, but required.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: sinij on February 28, 2005, 04:39:39 PM
Basically beta testing is stupid.

We all know how well anybody can get complex systems balanced on a first try. Beta testing is a mandatory form of testing that if avoided will result in a product with tons of bugs that wasn't properly stress and balance tested.

Quote
If I ran a game, I wouldn't even have public forums, there would be one board, that was meant for bug reports only.  No fucking suggestions, no ideas, no complaints nothing but "this is a bug, blahblah".

Any game with multiplayer can be considered a service and you need communication channels in order to provide service. I'd personally never pay subscription fee to a game that does not maintain official message boards. Simple truth is that you can't balance your game without developers getting some form of feedback, be it playing your game and listening to opinions of 'in crowd' or reading message boards. If you maintain official message boards you at least remove some bias in form of moderators with agenda and unrepresentative opinions of ‘in crowd’ people.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 01, 2005, 10:06:49 AM
Consider for a moment a completely different design, where the primary offensive strength of a siege lies not in the mass number of players involved on a particular side, but the ability to manage logistics to get the minimum effective number of npc troops (who, by the way, cannot recall or be summoned) to a siege location. Then, consider that the npc troops lost in the attack are now no longer available to respond to an counter-attack, and therefore have to be committed very carefully in offense.

Sounds good, except that NPC troops are horrible at defense. Your AI will have to be absolutely top-notch to generate a modicum of not sucking at defense. Pathing issues, training issues, kiting issues, all will need to be dealt with on the AI side, unless you expect every movement of theirs to be controlled by players. Oh and all that AI? It's going to eat up server cycles and bring that machine to a crawl.

Quote
You also add an entire new dimension that SB's summons chains (and indirectly their entirely player populated armies) destroyed: the concept of defense in depth. In SB, it was a matter of an hour tops to pretty much centralize the entire server's combat capability at a single location (more if your summons chain organization sucked, or you had a ton of non-nation guilds), and this location could be anywhere in the game world. One summons spy alt in an enemy guild and you could mobilize across the entire map at any time. Take away this instant mobilization and you have a much more strategic level to the siege game that requires good logisitics skills, as well as force management. Taking and holding territory actually means something.

Summon chains did cause problems in SB. However, they solved one huge problem... defending a base that isn't being attacked is more boring than the PVE in Shadowbane. Without the ability to get to the defense quickly, defending becomes tedium or frustration. With instancing, instead of worrying about "oops, I died, another hour run to the battle" (read: Not fun, something DAoC discovered), you instead have the layer of "My side can only die X number of times (maybe 2 per person involved) before being shut out of the battle." Add in a factor of only the two main participants in the instance being allowed to invite allies, you keep scavenger griefers out of the battle.

So what that it isn't "virtual world?" It's a fucking game, not a science project.

Quote
Also the fact (as I mentioned above) that there was no interaction with the npcs in the game world except as sources of revenue (exp or gold) gave the player base free reign do whatever they wanted. When the npc population becomes a signifigant "player" in the military and political spheres of a game, persistent effects of sieging starts to become not only viable, but required.

In order for NPC's to be a significant player, they will need to be controlled at some points by actual hired players.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Train Wreck on March 01, 2005, 10:37:29 AM
NPCs by themselves would possibly suck (though if that were the case than uber-instances would be a peice of cake).  But NPCs fighting along side players can prove to be a valueable distraction.  I guess we'll find out for sure when the Alterac Battleground is released, as all the points of contention (mines, graveyards, bases, etc) are defended by some kind of faction-based NPC boss character (captains, generals, etc).


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: sinij on March 01, 2005, 11:10:56 AM
Quote
Sounds good, except that NPC troops are horrible at defense. Your AI will have to be absolutely top-notch to generate a modicum of not sucking at defense.

Giving basic controls over NPCs to players would solve inadequate AI problems. Still I don’t think that beefing up NPCs in any way will make fights any more fun – it will just turn sieges it into huge PvE feast with AOEing druids. Most people play SB to PvP, I just don’t see how turning sieges into PvE will fly with what player base left there.

Quote
With instancing, instead of worrying about "oops, I died, another hour run to the battle" (read: Not fun, something DAoC discovered), you instead have the layer of "My side can only die X number of times (maybe 2 per person involved) before being shut out of the battle." Add in a factor of only the two main participants in the instance being allowed to invite allies, you keep scavenger griefers out of the battle.

My main gripe with instancing in mmorpgs is that instancing in as anti-massive as it gets. It is a crutch that should not be used in a well-designed game – if your game calls for instancing you done something fundamentally wrong, be it not enough content or not enough restrictions on how players can interact depending on type of game you are trying to design.

Now to your example as applied to SB – what would “add in a factor of only the two main participants in the instance being allowed to invite allies” achieve? You still would have zerg on zerg battles where everyone who would participate in non-instanced battle would get invited to participate. Introducing “limited lives” can be done without instancing by resurrection timers applied specifically to any death in area-of-effect of siege. About the only thing that can be done by instancing is controlling number of players allowed to participate – still how would that be of any use and who would have a control over it? How two groups of best players dominating all sieges by putting two group restriction is any different by two groups of best players dominating all sieges by brining allies and killing a lot of players? By instancing you just remove any reason for ‘elite’ players not to be reckless and give them ability to disregard politics.


I'm not convinced that instancing PvP will do any good to SB. Instancing PvP in WoW might be the only way to introduce any PvP there, but it is simply because there is no good way to do it in otherwise purely PvE game with a static conflict sides.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 01, 2005, 12:28:34 PM
I'm not talking about Shadowbane, but about the mythical game Zepp is talking about.

I also give not a fuck what elite players do or don't do in an instance. They are never the majority in a game. Instancing in the sieges I'm speaking of is meant to control a number of things, including balance, the zerg, the 3 A.M. raid, etc. By two groups, I don't mean the typical 6-man groups of MMOG's, but two actual groups of combatants, whether they be 20 guys, 2 guilds, or what have you.

Also, the "massive" in MMOG's is a goddamn myth. I've talked about this before (http://www.f13.net/index2.php?subaction=showfull&id=1108575685&archive=&start_from=&ucat=1&). Massive means shit. Massive is what lazy developers have used as a justification for charging subscriptions for really shitty single-player game mechanics.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 01, 2005, 02:27:33 PM
I'm not talking about Shadowbane, but about the mythical game Zepp is talking about.

I also give not a fuck what elite players do or don't do in an instance. They are never the majority in a game. Instancing in the sieges I'm speaking of is meant to control a number of things, including balance, the zerg, the 3 A.M. raid, etc. By two groups, I don't mean the typical 6-man groups of MMOG's, but two actual groups of combatants, whether they be 20 guys, 2 guilds, or what have you.

Also, the "massive" in MMOG's is a goddamn myth. I've talked about this before (http://www.f13.net/index2.php?subaction=showfull&id=1108575685&archive=&start_from=&ucat=1&). Massive means shit. Massive is what lazy developers have used as a justification for charging subscriptions for really shitty single-player game mechanics.

I pretty much agree with everything Haemish says here, except for the fact that instancing is the way to solve the issues. I think that better game design at all levels is the better approach, and multiple levels of "balancing" when taken together would handle the various issues that he wants to encapsulate within an instance. I'm not saying his way won't work (it absolutely would), but I am saying that it can be done better.

Regarding the "NPC sieges becomes massive PvE"--the base ratio I'm looking at here is roughly 9 to 1 in participation, and roughly 5 to 1 in "power balance"--1 PC would control roughly 15 NPC's in a major siege (a basic "squad", plus the overhead players that don't actively control NPC's but instead handle things like communication, tactical coordination, etc.), and the basic ratio of 1 player being able to handle 5 or so NPC's dependent on their builds, tactics, etc.

The comment about NPC's not being able to defend ("horrible at defense") is valid when taken out of context, but when you factor in the fact that the NPC's on the attacking side are roughly equivalent in AI capability, it's a restriction on both sides, and not as unbalancing. Yes, an "army" of 30 players with no NPC's would be able to take out 150 or so NPC's from the other side based on the ratios above, but then again, the defending side is going to have those 150-ish NPCs (or more), in addition to their players.

From a different perspective, in shadowbane, the players are everything--logisitics, command, tactics, primary strike force,  and cannon fodder. When you add in the NPC element on both sides, the nature of the siege changes, in some ways dramatically--instead of being the cannon fodder for the entire siege, the players can focus on the special tactics, command/organization, as well as directly fighting.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: sinij on March 01, 2005, 02:48:54 PM
I'm not talking about Shadowbane, but about the mythical game Zepp is talking about.

Sorry my bad, I read about sieges and assumed you are talking about SB.

Quote
I also give not a fuck what elite players do or don't do in an instance. They are never the majority in a game.

That is 100% true for PvE game. In PvP game this minority is what dictates how game played by majority. In UO minority of skilled players terrorized majority by PKing, dictated prices on rares and held control of nightmare spawns, in SB minority of players manipulate masses to do whatever they want and are always was that key group that can turn battle around for you. There is nothing more this minority would like to “even up the odds” to ensure complete and absolute domination and you are handing it to them.



Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 02, 2005, 08:44:51 AM
If you want to put it that way, the minority leads the nose of the majority in PVE games too. As you get higher in level, your guild leaders/raid leaders tell you what items to go after, what big raids to take down, etc. Assholes like FOH would like to think they are the tail that wags the dog by making the non-catasses covet what they have. I only buy that argument so far. Having been a guild leader in PVE, and a guild officer in PVP, these people only have power because of really shitty game design.

If you allow sieges to go off at any time, they will go off when you least want them to. Substitute "relic raids" for sieges and you have the same problem in DAoC. This lets the ubers wag the dog, because they are the only ones sick enough or with enough time to wait until it's 3 a.m. on a worknight and no defenders are on to defend against an attack.

Long ass spawn times on big raid mobs do the same thing, because the uber catasses will have the patience to time the spawn down to the minute.

Instancing CAN solve those problems; trying to claim that instancing suddenly makes the game less massive is retarded. You still have massive amounts of players in the world, they just aren't all stepping on each other's toes at the same time. Standing in the lunch line for a dragon... that is the result of MASSIVE being more important than game. Believe it or not, most fantasy adventures do not involve a world that feels as crowded as Grand Central at 5 p.m.

Sieges taking place on instanced servers, as opposed to the "big iron" philosophy that Shadowbane took would have meant sieges with less lag, provided they could have actually made the instancing work right. If you are in a siege with 200 other players and there isn't any lag, how is that any less massive than being in a siege with the same number of people that runs like a slideshow?


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Ironwood on March 02, 2005, 08:51:12 AM

Instancing CAN solve those problems; trying to claim that instancing suddenly makes the game less massive is retarded. You still have massive amounts of players in the world, they just aren't all stepping on each other's toes at the same time. Standing in the lunch line for a dragon... that is the result of MASSIVE being more important than game. Believe it or not, most fantasy adventures do not involve a world that feels as crowded as Grand Central at 5 p.m.


Why, why, why aren't you taking one of those Blizzard positions ?  Give us some hope for the future.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Train Wreck on March 02, 2005, 08:55:26 AM
My only question regarding instanced seiges is, how would it fit into the over all game world?  If a city is captured in one instance but defended in another, how does that translate into the main world?  I see instances as being an ideal solution to dungeons, but it runs into problems outside of that.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 02, 2005, 09:13:38 AM
It's still a part of the world. One city is only instanced one time, though there are ways you could do the siege with multiple instances, where an aggregate of results makes the main result. If you are a member of the guild/faction/whatever that owns the city, you are allowed into the instance, and if you are a member of the attacking faction/guild/whatever, you are allowed in, up until the balance number is reached. The siege is scheduled, something like Shadowbane's TOL sieges were scheduled, except with less jiggle room; you'd more than likely have to make the siege timer analyze the peak play times of the defender's to make sure the attacker doesn't set it for a time when none of the defenders are ever on. Battle time comes, everyone gathers in the instance. If you are in another part of the world when battle time comes, you are given the chance to teleport back, if you decline, you have to make it back there on your own if you wish to join later.

Defenders and attackers can invite allies into the battle; but they count against the total balance number. Let's say 200 people is the most people you could reasonably assume your game could support in an instance without gameplay turning to absolute shit. That's your total number of combatants, split evenly, or through some forumla based on level or class. If you have a level game, sidekick everyone up to the highest level in the instance (much like COH does... you don't get new skills, but you do perform as if you were the higher level with current skillsets). Each side is given a maximum number of deaths. Let's say you have a total of 30 players on your side... your side can die a total of 60 times. To keep griefer spies from suiciding to attrite one side, one player can only die say 3-5 times. Once your side exhausts their death limit, or an individual dies more than 3-5 times, that's it. You are shot out of the instance and not allowed to respawn. You may respawn in an observer mode only, but you can only observe as if you were in the body of another player on your side, and can chat only with those other dead in the instance.

If the defender loses all its respawns, the attacker is given free reign in the instance to loot the city, burn it down, or just loot it and leave it standing.

Yes, you could have NPC guards in this, much like Zepp's idea of each player being given control over a phalanx of guards. What you wouldn't have is scavenger/griefers, or assholes that just like to run in and ruin the fun. Are there holes in it? Yep, I can guarantee you there are. But think about it like this... in a world where the siege was the equivalent of the nuclear weapon, you wouldn't have every Tom, Dick and Harry coming around it. They'd stay far away from it for fear of getting caught in the crossfire. There were also many "rules" of etiquette that gamers WILL NEVER FOLLOW WILLINGLY.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Train Wreck on March 02, 2005, 09:38:05 AM
Those are good ideas, and I have yet to hear a better way to run seiges.  By "instancing", I had it in my mind that it was running several copies of the same thing, but only having one instance makes a lot of sense.  I wonder if that's the way WoW is doing battlegrounds?  The way you enter the battlefield is through a red portal, and it is limited to 100 or 200 -- I don't remember which figure is correct -- players on each side.

I don't think it's on a timer, though, and I have no idea how they are going to decide when a player is done and it's time to let in the next person in the queue.  Ideally, anybody would be able to play as long as they want, and have a minimum of waiting time to join in.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 02, 2005, 09:51:24 AM
Haemish:

Two things that you mention that really would bother me with "instanced" sieges in how you've fleshed the idea out:

1) The concept of "balance". On the one hand, you mention that the instance's number of participants should be limited due to game constraints--lag, etc. My point here still remains that the problems with siege lag is do to the innate design flaws of allowing so many update receipients (players) in such a small geographical location--due to no collision of players. You don't need instancing to fix this--what you need is to fix the fact that players run through each other. The added overhead from an (optimized) collision mechanism, as well as the pathfinding algorithm needed is not nearly as bad as the sheer mass of updates that have to be broadcast when so many clients are in the same localized area. You also reduce the huge client rendering load of all those particle effects, high poly models, spells, combat events, and even just the number of total objects in your execution loops when you limit the number of "clients close by". Additionally, a dynamic resource load balancing mechanism (recognize that there is a large amount of players/troops in a geographic region, swap handling to a different game "server/platform/cpu") is critical as well.

On the other hand, you talk about "power balancing"--and this one really bothers me. How do you set the metrics for what is "balanced" and what isn't? Sheer numbers? Total levels? Some calculated "siege offensive/defensive power" rating? By the nature of a siege (with a good siege mechanic of course), the attackers have to have a power advantage--anywhere from 3:1 to 10:1 depending on the defensive terrain, city configuration, etc) to even have a chance of success (note: SB is again a very poor example here, city walls and such were detriments to defense, not bonuses as they should be). You also have to factor in the relative merits of a player's levels, abilities, and character templates--does an aoe druid have a "siege offensive force multiplier" against a warrior for example?

Even assuming that you have algorithms that can handle all of the "balancing" to give you roughly balanced forces on each side--what's the limiting factor? Do you say, "the defenders are a new city, so they only have a maxSiegeDefenseRating of 75, so the attackers can only have the same? What if the "defenders" are a grief city placed right in the middle of the most powerful guild on the server's "home territory", and only have a maxSiegeDefenseRating of 2--does that mean the "attacking" guild can only send a maxSiegeOffensiveRating of 2 as well?

2) Trying to "schedule" sieges: Again, I think the fundamental "need" to force scheduled sieges to avoid ninja-raids, etc. is a game design flaw--currently, it's too "easy" to perform a ninja siege: a small group of players (in the two games mentioned) can decide on a whim to go ninja-raid, and be effective simply because there are no defenders logged on. And the problem with that is, they can accomplish a HUGE amount of offensive damage with even a very small force, with extremely low planning/logisitics.

Instead, if you were to remove the two design flaws (immediate mobilization, and completely out of control offensive capability with a very small force), you'd limit the effectiveness of unscheduled raids. If it takes time to not only move an offensive force to the attack point, as well as control the offensive force's capabilities with small strike teams, you remove a large portion of the concerns.

Yes, the attackers could still set things up logistically for the main fight to happen when the defenders have the least amount of players logged in, but, the defenders now have the opportunity to discover, locate, and attack the mobilizing forces before they would arrive at the siege location itself. Of course, this is dependent on the fact that in my design, the large majority of the "offensive power" resides in the number and quality of the NPC forces--we don't want to make players spend 3 days of active, online time moving each and every squad of troops to the attack point. You can however make this task largely automated if the attackers wish, and that would take only a few "babysitters" to manage the rally and mobilization until the attack kicks off. To sum it up: yes, the attackers could coordinate the mobilization to intend a "ninja siege", but the defenders could also "counter-ninja attack" during the mobilization to at least reduce the attack force, if not negate the ability for the attackers to ninja-siege with any real offensive power.

Request to Mods: This is turning into an excellent thread, but it's a huge hijack. Any chance of splitting off the appropriate siege messages into their own topic in the Game Design forum? :)


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: sinij on March 02, 2005, 10:07:11 AM

Instancing CAN solve those problems; trying to claim that instancing suddenly makes the game less massive is retarded. You still have massive amounts of players in the world, they just aren't all stepping on each other's toes at the same time. Standing in the lunch line for a dragon... that is the result of MASSIVE being more important than game. Believe it or not, most fantasy adventures do not involve a world that feels as crowded as Grand Central at 5 p.m.

We must agree to disagree in this case. I still strongly believe instancing can and should be avoided in PvP games. Every time you mention why would you use instance I can point significant design flaw that lead to behavior you trying to eliminate with instancing. If you don’t want players to do something during off-hours simply prevent it. As applied to sieges example, if you don’t like 3am sieges create window of opportunity for all sieges that you think is reasonable.

Instancing limits maximum potential of any experience in a game only to raise minimal expectations that you can improve by improving your design. For example during instanced sieges you won’t have 3am raids or attackers taking over by shear numbers but you also won’t have unexpected reinforcements and counter attacks.

To me Instancing is a strive for mediocrity.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: MrHat on March 02, 2005, 10:18:35 AM

Instancing CAN solve those problems; trying to claim that instancing suddenly makes the game less massive is retarded. You still have massive amounts of players in the world, they just aren't all stepping on each other's toes at the same time. Standing in the lunch line for a dragon... that is the result of MASSIVE being more important than game. Believe it or not, most fantasy adventures do not involve a world that feels as crowded as Grand Central at 5 p.m.

We must agree to disagree in this case. I still strongly believe instancing can and should be avoided in PvP games. Every time you mention why would you use instance I can point significant design flaw that lead to behavior you trying to eliminate with instancing. If you don’t want players to do something during off-hours simply prevent it. As applied to sieges example, if you don’t like 3am sieges create window of opportunity for all sieges that you think is reasonable.

Instancing limits maximum potential of any experience in a game only to raise minimal expectations that you can improve by improving your design. For example during instanced sieges you won’t have 3am raids or attackers taking over by shear numbers but you also won’t have unexpected reinforcements and counter attacks.

To me Instancing is a strive for mediocrity.


I'm with you Sinij on this.  I wish there weren't any instances at all. 

However, I understand that they are the evolution of the industry.  Demands on hardware have not met up with the innovation on that side.  By instancing, it still allows us to have games that lots of people can play at once, but with out the crippling hardware problems.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 02, 2005, 10:28:24 AM
Quote
I'm with you Sinij on this.  I wish there weren't any instances at all. 

However, I understand that they are the evolution of the industry.  Demands on hardware have not met up with the innovation on that side.  By instancing, it still allows us to have games that lots of people can play at once, but with out the crippling hardware problems.


In my opinion, you need to carefully define what you mean by instances when making broad statements like this (not a flame, just an observation!). There are lots of alternate solutions that fix the hardware performance issues that could be loosely defined as "instancing", but do not have many of the connotations of the term "instancing" that are starting to become the norm definition.

For example, what you are really talking about in this specific quote is load balancing. It is very possible (Asheron's Call, or maybe AC2) to do dynamic load balancing of action locii (made up on the fly term for "world areas that have lots of things going on at once in a small-ish area") without any of the "only certain numbers of players can be in this zone/encounter at once", "forces within this zone that are pvp are "balanced", "this is multiple copies of the same exact content replicated" type connotations that "instancing" gives.

Sorry to be pedantic, but a lot of ideas are being grouped under the term "instancing" that are really unrelated.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: MrHat on March 02, 2005, 10:35:56 AM
If by load balancing you mean:

Quote from: Zepp
1) The concept of "balance". On the one hand, you mention that the instance's number of participants should be limited due to game constraints--lag, etc. My point here still remains that the problems with siege lag is do to the innate design flaws of allowing so many update receipients (players) in such a small geographical location--due to no collision of players. You don't need instancing to fix this--what you need is to fix the fact that players run through each other. The added overhead from an (optimized) collision mechanism, as well as the pathfinding algorithm needed is not nearly as bad as the sheer mass of updates that have to be broadcast when so many clients are in the same localized area. You also reduce the huge client rendering load of all those particle effects, high poly models, spells, combat events, and even just the number of total objects in your execution loops when you limit the number of "clients close by". Additionally, a dynamic resource load balancing mechanism (recognize that there is a large amount of players/troops in a geographic region, swap handling to a different game "server/platform/cpu") is critical as well.

I love that idea. I really do.  But it makes me wonder why devs start 'instances' which limit the amount of people in a certain geographical location over several shards or instances (I'm thinking CoH when I say this).  I have a feeling that they use the instance method because it's easier to code and takes less money to implement.  This is the reason we'll continue to see that method.  Until a brave dev house comes along and properly (not fuck up) your method, it will never happen.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 02, 2005, 10:42:48 AM
Honestly, I think it's due to the fact that "most games do it this way, so the customers must not mind", combined with the fact that there really isn't any way to do everything that needs to be done without resorting to tried and true technology.

Building dynamic load balancing and server farm resource allocation isn't a trivial task at all. "Ethereal" players does handle some other issues as well (grief blocking, etc), so IMO MMOG dev's are just sticking with it. Optimizing collision, and especially the pathfinding algorithms that are needed when players can no longer be walked through is quite a big issue as well.

Personally, since the largest majority of our NPC's are squad based, we can use fat-path pathfinding combined with flocking algorithms to minimize our performance requirements for pathfinding, but it's still a huge issue.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 02, 2005, 12:04:19 PM
Haemish:

Two things that you mention that really would bother me with "instanced" sieges in how you've fleshed the idea out:

1) The concept of "balance". On the one hand, you mention that the instance's number of participants should be limited due to game constraints--lag, etc. My point here still remains that the problems with siege lag is do to the innate design flaws of allowing so many update receipients (players) in such a small geographical location--due to no collision of players. You don't need instancing to fix this--what you need is to fix the fact that players run through each other. The added overhead from an (optimized) collision mechanism, as well as the pathfinding algorithm needed is not nearly as bad as the sheer mass of updates that have to be broadcast when so many clients are in the same localized area. You also reduce the huge client rendering load of all those particle effects, high poly models, spells, combat events, and even just the number of total objects in your execution loops when you limit the number of "clients close by". Additionally, a dynamic resource load balancing mechanism (recognize that there is a large amount of players/troops in a geographic region, swap handling to a different game "server/platform/cpu") is critical as well.

I'm going to have to call you crazy on this one. At the very least, hopelessly optimistic. Every game released, including EQ and newer, though less system-heavy clients like WoW, have problems drawing 200 people onscreen. That's the client side. Even if you aim for WoW-level graphics (or something less heavy like DAoC's first graphic engine), you still have the problem of clients just not being able to render all that shit effectively. You end up having to do things like lower polys on far away objects (which never works right or very effectively) or you have to limit how many objects/players the individual client can see, like WWII Online. Neither is a very good solution. With the way the industry treats "System Requirements" listings, you can fully expect half or more of your users to be on sub-optimal hardware. And that's just on the client side.

On the server side, even with the growing acceptance of broadband users, server hardware and software really isn't proving itself up to the task. Especially not in cases where the server cluster is trying to handle the whole world AND this gigantic cluster fuck of people in one spot. Collision detection will make that a bazillion times worse. Instancing is about the only way to handle it gracefully with current technology. You can talk about dynamic load balancing and optimized code all you want, but it ain't going to pay the bills. Also, given the crappy state of beta tests, it won't get tested enough to handle release.


Quote
On the other hand, you talk about "power balancing"--and this one really bothers me. How do you set the metrics for what is "balanced" and what isn't? Sheer numbers? Total levels? Some calculated "siege offensive/defensive power" rating? By the nature of a siege (with a good siege mechanic of course), the attackers have to have a power advantage--anywhere from 3:1 to 10:1 depending on the defensive terrain, city configuration, etc) to even have a chance of success (note: SB is again a very poor example here, city walls and such were detriments to defense, not bonuses as they should be). You also have to factor in the relative merits of a player's levels, abilities, and character templates--does an aoe druid have a "siege offensive force multiplier" against a warrior for example?

You figure out as a designer what your metrics for balance will be and go with it. Tweak as necessary. The sidekicking should help that, if you are dead set on level-based gameplay. The attackers COULD have a numerical advantage, based on the "level" of the city's defenses, etc. A lot of it would be determined by what constitutes a successful city or guild.

Quote
2) Trying to "schedule" sieges: Again, I think the fundamental "need" to force scheduled sieges to avoid ninja-raids, etc. is a game design flaw--currently, it's too "easy" to perform a ninja siege: a small group of players (in the two games mentioned) can decide on a whim to go ninja-raid, and be effective simply because there are no defenders logged on. And the problem with that is, they can accomplish a HUGE amount of offensive damage with even a very small force, with extremely low planning/logisitics.

The reason ninja raids are so effective isn't a game design flaw; it's the most effective use of strategy. Strategy dictates that the most effective attack is one in which there is no defense. An organized attacker (i.e. the catass hardcore cocksuckers who have been the target metric for game design in every MMOG), WILL do everything in his power to make sure he can attack when there are the fewest available defenders. If there IS a way for someone to pull off a ninja raid, whether it be through superior use of logistics, THEY WILL. Remember the law of MMOG fucktardery: If it goes to 11, no MMOG player will long be satisfied leaving it at 10. Shadowbane though they had the no-ninja raid thing licked with their siege timers. It didn't work. If all it takes is logistics to pull of a ninja raid, it will be pulled off as often as possible.

Quote
Instead, if you were to remove the two design flaws (immediate mobilization, and completely out of control offensive capability with a very small force), you'd limit the effectiveness of unscheduled raids. If it takes time to not only move an offensive force to the attack point, as well as control the offensive force's capabilities with small strike teams, you remove a large portion of the concerns.

Yes, the attackers could still set things up logistically for the main fight to happen when the defenders have the least amount of players logged in, but, the defenders now have the opportunity to discover, locate, and attack the mobilizing forces before they would arrive at the siege location itself. Of course, this is dependent on the fact that in my design, the large majority of the "offensive power" resides in the number and quality of the NPC forces--we don't want to make players spend 3 days of active, online time moving each and every squad of troops to the attack point. You can however make this task largely automated if the attackers wish, and that would take only a few "babysitters" to manage the rally and mobilization until the attack kicks off. To sum it up: yes, the attackers could coordinate the mobilization to intend a "ninja siege", but the defenders could also "counter-ninja attack" during the mobilization to at least reduce the attack force, if not negate the ability for the attackers to ninja-siege with any real offensive power.

Good theory, reminds me of dragging trebuchets 3/4 of the way around the world in Shadowbane for 2 hours only to be killed in 2 minutes. No thanks, I'd rather actually have a fight than spend most of my night just getting to the fight. No need to move this thread, it's got as much to do with WoW and their upcoming PVP battlegrounds as it does with anything else.

Instancing is not a panacea; see EQ2 for an example of it used BADLY. It IS a way to mitigate a lot of the problems with hardware/software performance.

EDIT: I've also talked about this before (http://www.f13.net/index2.php?subaction=showfull&id=1102699515&archive=&start_from=&ucat=1&).


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: WayAbvPar on March 02, 2005, 12:52:40 PM
Quote
Good theory, reminds me of dragging trebuchets 3/4 of the way around the world in Shadowbane for 2 hours only to be killed in 2 minutes. No thanks, I'd rather actually have a fight than spend most of my night just getting to the fight.

Haemish (leading the raid)- "ok everyone, listen up"
Haemish's computer- sb.exe
Rest of guild- ".."
Haemish (offline, waiting at log in screen)- "(fill in any 12 vulgarities of your choice)"
Rest of guild- /twiddles thumbs

Yeah, that pretty much sucked a bunch of ass.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 02, 2005, 01:01:54 PM
First reply on Devs and Feedback:

I'm reading an excellent book on game design by Richard Rouse, which I'll review when I finish it sometime next week.  I'm persuaded to his view that devs need to look at player feedback, as well as all the other feedback they get, but they also need to filter it.  That is part of the job, and a vital one.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 02, 2005, 01:04:19 PM
Quote
Good theory, reminds me of dragging trebuchets 3/4 of the way around the world in Shadowbane for 2 hours only to be killed in 2 minutes. No thanks, I'd rather actually have a fight than spend most of my night just getting to the fight.

Haemish (leading the raid)- "ok everyone, listen up"
Haemish's computer- sb.exe
Rest of guild- ".."
Haemish (offline, waiting at log in screen)- "(fill in any 12 vulgarities of your choice)"
Rest of guild- /twiddles thumbs

Yeah, that pretty much sucked a bunch of ass.

Pretty accurate, that.  We used to assign two leaders in every attack group so that when one crashed the other could take over until the first could log back in.  Redundant command.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 02, 2005, 01:09:42 PM
I think before I finally quit SB, we had to do that as well. Partly because of the rampant sb.exe problems, and partly because I wasn't going to be leading a raid at 3 a.m. or leading a defense then either.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 02, 2005, 01:12:44 PM
2nd reply on instancing:

The place where instancing is a good solution is in the PvE Dungeon Crawl, because it frees you from the immersion breaking presence of other players.  Even if they do nothing directly obnoxious, the very existance of other players in the deep and mysterious dungeon in the distant shadowy mountians just breaks the feel.  Massive can be good in towns (except that lag sucks, but I digress), on the trails, or in the big battles, but when you are in small group content, the immersion is broken by passers-by.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 02, 2005, 01:21:37 PM
Reply 3 on SB Sieges:  (Sorry about the multi post format, but I'm finding the multiple discussions in this thread a bit confusing)

While I don't gainsay the points made, there have been some changes.  (Yeah, I've been playing SB again.  I touch myself in the bad place, too, sometimes.)  Siege spires can make walls work better.  Resource fights provide an open GvG fight that results in the multi-sided daily GvG action that the game meant to get, although this is in part a gentleman's agreement not to zerg.  And siege scheduling does stop the ninja siege, although the current state of SB subscribership means that you have people from around the world in the same alliance, which means it is always 3AM somewhere.

But there always seems to be another bug, and the best way to beat the opponent is still to make them stop playing.

On the other hand, once EA buys Ubisoft, we won't have SB to kick around anymore.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: MrHat on March 02, 2005, 01:23:25 PM
On the other hand, once EA buys Ubisoft, we won't have SB to kick around anymore.

Shadowbane The Burbs: ToL Your Neighboor!


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 02, 2005, 01:28:22 PM
4th reply on PvP and death penalties:

Increase the rewards for winning, not the penalties for dying.  Never put more negatives into the players' experience.  You can't make people behave, but you might help them have fun.

However, rewards should be transitive, to avoid positive feedback loops, since these are certain doom for your game.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 02, 2005, 01:43:28 PM
5th (and final) reply on sieges and instancing:

I think the problem is not just in the lack of collision detection and such, but also in Haemish's point about client overload.  As a healer in SB fights, I just target myself, and spam group heals when they refresh.  I don't even try to act offensively until the first wave of death clears up the frame rate.  But those aren't the only problems.

The very concept of the mass battle is rather an issue.  It looks great, and the idea seems great, but I think the payoff is not worth the effort.  You work for literally hours to engineer the big fight, and it ends in seconds to minutes.  That isn't a good return on investment.

We look to Shadowbane for examples, because, despite its manifold flaws, SB still came closer to meaningful and entertaining team PvP than anything else in the MMO space so far.  The example I would hold up from SB is what I call The Scout Battle.

The Scout Battle was what preceeded most large battles in beta and early release.  In groups and solo, scouts would go out, probing for hostile concentrations and trying to drive off opposing scouts.  It tended to be a large area, fast moving fight, with more evasion than combat.  And it could run for hours.

I think we need mechanics that develop widespread battles of this sort, rather than the Braveheart lagfests that we all know.  I don't know what mechanic can counter the obvious tactical value of concentration of force without an invasive system like instancing, but I think that this would be the best solution for fun large scale combat.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Shockeye on March 02, 2005, 01:49:18 PM
We look to Shadowbane for examples, because, despite its manifold flaws, SB still came closer to meaningful and entertaining team PvP than anything else in the MMO space so far.  The example I would hold up from SB is what I call The Scout Battle.

The Scout Battle was what preceeded most large battles in beta and early release.  In groups and solo, scouts would go out, probing for hostile concentrations and trying to drive off opposing scouts.  It tended to be a large area, fast moving fight, with more evasion than combat.  And it could run for hours.

Which is why I enjoyed playing a Scout. I was able to check the enemy lines and report back what was going on. A few good scouts could ensure proper placement of troops for coming battles. While I enjoyed laying down some smack as a Prelate, my first choice was always to play my Scout.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: WayAbvPar on March 02, 2005, 01:57:04 PM
I was in the Scout brigade, but as a Thief. Among my most favorite memories of any game was relaying actual useful information back to Haemish and Cevik (where the hell did he get off to, anyway) during manuevers. SB was deeply flawed, but they got a lot of stuff right. Or very damned close to right.

Funniest moment- following a group of ne'er-do'wells near one of our sister cities, and relaying positional info to a squad of folks assembled to chase them off/kill them. The opposing group stopped for a rest just barely within sight of the city walls behind some trees. I took their immobility as an opportunity, and I stealthed in, stole the only siege hammer they had on them, and proceeded to lead them on a merry chase- straight into my companions. They tried to run, but it was just too late. I could hardly fight due to my guffaws.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 02, 2005, 02:08:23 PM
I remember that night. It was freaking hilarious.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Hoax on March 02, 2005, 02:58:54 PM
On Instancing:

Haemish believes that mmog's should just stop trying to reinvent the wheel and instead just add one playing card to the spokes of the one they have and call it a day.  I can't be that cynical, yet, I'm getting there but damn it there has to be somebody who can be original and implement their original ideas without them coming out smelling like donkey ass  :|

I see instancing to be down the same vein, the idea of "massive" is not some hoax.  The world means more when its not instanced.  People who complain that GW is not a mmog, aren't saying that because the grind is too short.  They say that because everything is instanced (thats my take from who I have talked to about it, obviously).

You break the world apart into shiny portals that lead to your own little secret areas that nobody else can disturb and I ask why can't they just release a FF game you can play with 3 friends online and call it a day?  You destroy the world with instances..  If its just a band aid fix while technology on client and server sides catches up I'm ok with that, but acting like its an improvement to trying to keep everyone in the same "world" just doesn't sit well with me.

At its core the idea of Shadowbane's siege-centric gameplay was perfect.

There are several problems w/ the open world sieges:
1) How do you make zerging not the most effective tactic?
2) How do you spread the battlefield out so that you dont just lag to shit and make it stupid
3) How does one prevent "the winners win more and the losers quit" syndrome?

I dont have the answers there right now, or possibly at all.  But just because somebody has not thought of them yet doesn't mean that everyone should stop fucking trying to make a great game and instead just advance mediocrity one more iota.

 



Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 02, 2005, 04:01:48 PM
I don't agree that instancing always equals mediocrity.  The object of these games is to produce an entertaining experience for the player, and I think that when you are dealing with content aimed at small groups, it is wholly appropriate to restrict that content to small groups.

As to the zerg, I think it was Napolean who observed that God is generally on the side with the big battalions.  Numbers matter, and probably should matter.  I see two offsets for this.  One is to create bottleneckable terrain, where a few can hold off many.  The other is to reduce the signifigance of what you are fighting for.  The reason SB sieges tend toward the zerg and the appearance of two sides (followed by one side and then no sides) is that they matter too much.  Losing your city sucks too badly not to ally with your worst rival and bring the server crashing down to nothingness.  The more something matters, the quicker players will employ degenerate strategies to gain that something.  It is worth noting that resource mine fights, which are much less rewarding events, see much lower levels of alliance and zerging.

As to spreading the battle, one option would be to move the effective range for combat for all classes.  Eliminate melee.  I've heard SWG castigated for non-fun ranged combat, but I know that SB combat with bow scouts could be fun.  Modern military formations try to spread out, to compensate for the power of modern weapons.  There might be lessons from Planetside here, but I don't know.

One prevents the winners gain issue by avoiding positive feedback loops and limiting the impact of PvP long term.  This also means that you have to let people play without forcing them into PvP, or the 'Kill them till they don't logon anymore' strategy will dominate, regardless of the consequences of PvP.  Many advocates of PvP hate the idea, but in a persistant game, PvP has to be a basically optional, recreational and symbolic affair, or it will result in one side taking their ball and going home.  I saw the Lesson of Trammel again in SB a couple of weeks back, as I heard people standing in a safehold deriding 'carebears' in /nation chat.  You could have made a good sword out of irony of that quality.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 02, 2005, 04:11:24 PM
Haemish:

Two things that you mention that really would bother me with "instanced" sieges in how you've fleshed the idea out:

1) The concept of "balance". On the one hand, you mention that the instance's number of participants should be limited due to game constraints--lag, etc. My point here still remains that the problems with siege lag is do to the innate design flaws of allowing so many update receipients (players) in such a small geographical location--due to no collision of players. You don't need instancing to fix this--what you need is to fix the fact that players run through each other. The added overhead from an (optimized) collision mechanism, as well as the pathfinding algorithm needed is not nearly as bad as the sheer mass of updates that have to be broadcast when so many clients are in the same localized area. You also reduce the huge client rendering load of all those particle effects, high poly models, spells, combat events, and even just the number of total objects in your execution loops when you limit the number of "clients close by". Additionally, a dynamic resource load balancing mechanism (recognize that there is a large amount of players/troops in a geographic region, swap handling to a different game "server/platform/cpu") is critical as well.

I'm going to have to call you crazy on this one. At the very least, hopelessly optimistic. Every game released, including EQ and newer, though less system-heavy clients like WoW, have problems drawing 200 people onscreen. That's the client side. Even if you aim for WoW-level graphics (or something less heavy like DAoC's first graphic engine), you still have the problem of clients just not being able to render all that shit effectively. You end up having to do things like lower polys on far away objects (which never works right or very effectively) or you have to limit how many objects/players the individual client can see, like WWII Online. Neither is a very good solution. With the way the industry treats "System Requirements" listings, you can fully expect half or more of your users to be on sub-optimal hardware. And that's just on the client side.

On the server side, even with the growing acceptance of broadband users, server hardware and software really isn't proving itself up to the task. Especially not in cases where the server cluster is trying to handle the whole world AND this gigantic cluster fuck of people in one spot. Collision detection will make that a bazillion times worse. Instancing is about the only way to handle it gracefully with current technology. You can talk about dynamic load balancing and optimized code all you want, but it ain't going to pay the bills. Also, given the crappy state of beta tests, it won't get tested enough to handle release.

/boggle. We regularly have 100 on 100 open field fights with our npc troops, with ai controlled attacking, including basic particle effects with 60+ fps on a good gaming machine. That is with average 800 poly models, NO Level of Detail versions of the models, basic network optimization (this is over the internet against a decently powered desktop acting as a dedicated server, T-1 line only access), plus full terrain rendering. Oh, and that's all without shaders, so no offload of work to the GPU.

At full zoom out of our current camera position, yes, you can overload the client's machine by having 500+ units on screen at once, but again, we have no level of detail models currently, so you are rendering in excess of 400,000 polys all in motion. With the avatar 1st/3rd person camera, the field of view is drastically reduced (down at the fight instead of god view), and with proper distance culling and level of detail assignment, it's not a serious performance issue on computers that can be purchased today.

The latest performance/rendering tests were performed prior to the collision work (that's our current milestone actually), so of course there will be some additional performance loss due to that, but we're not talking masterful collision here either, just simple bounding boxes.

Quote
Quote
2) Trying to "schedule" sieges: Again, I think the fundamental "need" to force scheduled sieges to avoid ninja-raids, etc. is a game design flaw--currently, it's too "easy" to perform a ninja siege: a small group of players (in the two games mentioned) can decide on a whim to go ninja-raid, and be effective simply because there are no defenders logged on. And the problem with that is, they can accomplish a HUGE amount of offensive damage with even a very small force, with extremely low planning/logisitics.

The reason ninja raids are so effective isn't a game design flaw; it's the most effective use of strategy. Strategy dictates that the most effective attack is one in which there is no defense. An organized attacker (i.e. the catass hardcore cocksuckers who have been the target metric for game design in every MMOG), WILL do everything in his power to make sure he can attack when there are the fewest available defenders. If there IS a way for someone to pull off a ninja raid, whether it be through superior use of logistics, THEY WILL. Remember the law of MMOG fucktardery: If it goes to 11, no MMOG player will long be satisfied leaving it at 10. Shadowbane though they had the no-ninja raid thing licked with their siege timers. It didn't work. If all it takes is logistics to pull of a ninja raid, it will be pulled off as often as possible.

I didn't say use of ninja sieges was a design flaw, I said the effectiveness of ninja sieges was a design flaw. The fact that 10 players can attack a city in the middle of the night with literally 5 minutes prep time, and maybe 15 minutes to run there (and that's only if they don't have a summoner spy in the target guild, or nearby), and then proceed to completely destroy the entire set of city walls in under a few hours is ludicrous.

Quote
Quote
Instead, if you were to remove the two design flaws (immediate mobilization, and completely out of control offensive capability with a very small force), you'd limit the effectiveness of unscheduled raids. If it takes time to not only move an offensive force to the attack point, as well as control the offensive force's capabilities with small strike teams, you remove a large portion of the concerns.

Yes, the attackers could still set things up logistically for the main fight to happen when the defenders have the least amount of players logged in, but, the defenders now have the opportunity to discover, locate, and attack the mobilizing forces before they would arrive at the siege location itself. Of course, this is dependent on the fact that in my design, the large majority of the "offensive power" resides in the number and quality of the NPC forces--we don't want to make players spend 3 days of active, online time moving each and every squad of troops to the attack point. You can however make this task largely automated if the attackers wish, and that would take only a few "babysitters" to manage the rally and mobilization until the attack kicks off. To sum it up: yes, the attackers could coordinate the mobilization to intend a "ninja siege", but the defenders could also "counter-ninja attack" during the mobilization to at least reduce the attack force, if not negate the ability for the attackers to ninja-siege with any real offensive power.

Good theory, reminds me of dragging trebuchets 3/4 of the way around the world in Shadowbane for 2 hours only to be killed in 2 minutes. No thanks, I'd rather actually have a fight than spend most of my night just getting to the fight. No need to move this thread, it's got as much to do with WoW and their upcoming PVP battlegrounds as it does with anything else.

In pre-release shadowbane, (I didn't participate, so this is from what I've been told) siege weapons were individually controlled, one per player. To move any attacking force, you needed dozens of players, if not more, all actively controlling them constantly. What I said is that if you design the need for mobilization properly, a couple of players tops could manage the mobilization over a long period of time, including swapping off the "babysitting" as appropriate. Instead of setting a bane and then having 2 days+ to wait for anything to happen, you instead begin mobilization of attack forces at that point, converging on the attack site after the mobilization period. All this time, the npc forces are in game and therefore can be attacked prior to centralization, as well as defended. All without the need for 5 groups of players to manually move the attack force for any lengthy period of time.

Quote
Instancing is not a panacea; see EQ2 for an example of it used BADLY. It IS a way to mitigate a lot of the problems with hardware/software performance.

I agree with you--it is a way. I happen to disagree however that it is the only way, and especially not the best way.

Quote
EDIT: I've also talked about this before (http://www.f13.net/index2.php?subaction=showfull&id=1102699515&archive=&start_from=&ucat=1&).

Yes, you have...I actually read it when I first got here, and replied then--the conversation just never took off!


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: WindupAtheist on March 02, 2005, 04:44:23 PM
Also, Zepp's game has negative ping code.  So there.   :-P


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: schild on March 02, 2005, 04:47:50 PM
Also, Zepp's game has negative ping code.  So there.   :-P

That's entirely unnecessary. :x


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: SirBruce on March 02, 2005, 05:03:24 PM
[/boggle. We regularly have 100 on 100 open field fights with our npc troops, with ai controlled attacking, including basic particle effects with 60+ fps on a good gaming machine. That is with average 800 poly models, NO Level of Detail versions of the models, basic network optimization (this is over the internet against a decently powered desktop acting as a dedicated server, T-1 line only access), plus full terrain rendering. Oh, and that's all without shaders, so no offload of work to the GPU.

I really don't have a position in this thread, but I feel compelled to point out that the above is almost meaningless.  It doesn't matter what it's like with 100 vs. 100 npc troops; it matters what it's like when you're updating 100 vs. 100 pc characters, each connected to the server via the Internet.  And you're not simulating that.  Actually drawing the graphics isn't the big issue; it's processing the latency-ridden client-server and server-client updates.

Bruce


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 02, 2005, 05:11:09 PM
/boggle. We regularly have 100 on 100 open field fights with our npc troops, with ai controlled attacking, including basic particle effects with 60+ fps on a good gaming machine. That is with average 800 poly models, NO Level of Detail versions of the models, basic network optimization (this is over the internet against a decently powered desktop acting as a dedicated server, T-1 line only access), plus full terrain rendering. Oh, and that's all without shaders, so no offload of work to the GPU.

At full zoom out of our current camera position, yes, you can overload the client's machine by having 500+ units on screen at once, but again, we have no level of detail models currently, so you are rendering in excess of 400,000 polys all in motion. With the avatar 1st/3rd person camera, the field of view is drastically reduced (down at the fight instead of god view), and with proper distance culling and level of detail assignment, it's not a serious performance issue on computers that can be purchased today.

The latest performance/rendering tests were performed prior to the collision work (that's our current milestone actually), so of course there will be some additional performance loss due to that, but we're not talking masterful collision here either, just simple bounding boxes.

I don't think the problem is entirely graphical.  I think much of the issue is the communications between multiple clients with each other and the server.  While I lack the computer acumen to diagnose the problem, I do know that I have seen the same problem in every MMOG I've played.  That isn't to say that you are not the exception or the breakthrough, but I heard the guy who designed the hardware and networking for SB explain why he did it the way he did, and that sounded like it should have worked too... but it didn't.

Ack, SirBruce beat me to the point.  That is why I hate these long replies.  And he was more concise, which is why I hate being a pendant.

I didn't say use of ninja sieges was a design flaw, I said the effectiveness of ninja sieges was a design flaw. The fact that 10 players can attack a city in the middle of the night with literally 5 minutes prep time, and maybe 15 minutes to run there (and that's only if they don't have a summoner spy in the target guild, or nearby), and then proceed to completely destroy the entire set of city walls in under a few hours is ludicrous.

Actually, the real effectiveness of ninja sieges wasn't in the physical damage done, it was in the morale damage.  Attack groups raiding your tree and killing everyone in town leads directly to people not logging on, followed by cancelled subscriptions.  If I can kill one AFK player at 3am, I will be effective, given that I do it often enough.  And if I can't kill one AFK player at 3am, what is the point?

In pre-release shadowbane, (I didn't participate, so this is from what I've been told) siege weapons were individually controlled, one per player. To move any attacking force, you needed dozens of players, if not more, all actively controlling them constantly. What I said is that if you design the need for mobilization properly, a couple of players tops could manage the mobilization over a long period of time, including swapping off the "babysitting" as appropriate. Instead of setting a bane and then having 2 days+ to wait for anything to happen, you instead begin mobilization of attack forces at that point, converging on the attack site after the mobilization period. All this time, the npc forces are in game and therefore can be attacked prior to centralization, as well as defended. All without the need for 5 groups of players to manually move the attack force for any lengthy period of time.

There were a number of siege scenarios in SB beta.  'Rolling Trebs' (siege weapons then were very slow pets, and in fact they still are pets, AFAIK) was the mechanic up through Beta 3.0.  The problem with the mechanic (aside from the bugs and crashes) was that you basically had to completely overwhelm the defenders, and then stand around for hours while you damaged the buildings.  Whether you won or lost, the battle was a very short term thing, while the players had to invest vast quantities of time building the cities, moving the siege weapons, and then using them, all for a relatively brief battle.

The mechanic in Beta 4 and live is to render the weapons immobile, and build them on the spot.  Unfortunately, the problem is only lessened.  Cities are still slow to build, slow to damage, and sieges are still relatively short battles, although the current implementation no longer requires hours of pre-battle preparation.

Now the mechanic you seem to be proposing for the game you are working on is a movement of NPC surrogates over time.  The question I have is how this process extends the player's action/entertainment time, since clicking menus and giving commands to NPCs isn't likely to be the sort of thing most players enjoy.

Also, Zepp's game has negative ping code.  So there.   :-P

Quote
Ack!Mud 4.3 is Copyright (C)1998 by Stephen Zepp

Well, his game has code, anyway, which is more than I can say.  How about you?


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Calantus on March 02, 2005, 05:23:10 PM
Ninja tactics will never have a good non-instanced/forced scheduling solution IMO. If you make sieges last for hours and hours you reward those guilds that have catass player who can put in that kind of time. Otherwise there will be a time when your siege numbers dwindle, if the defenders can mobilise at that time, you essentially get a ninja siege defence. If you make it so a siege cannot be taken down easily then the siege would last so long that the guild with the ability to get more people to stay longer will win. It doesn't matter how good your members are if the majority can only put in 5 hours that day and the siege is going to last 24 hours.

And catasses always find a way. Before he left college and got a job my friend played Utopia and his kingdom would organize fights at any time of the day/night depending on when their opponents would be offline. If they were attacked they would call eachother on cellphones. This is where it's good to mention that my friend lives in Australia... and they'd call him from Sweeden to get him online. And they'd stay on for hours in a war to make sure they crippled their enemy early on. Unless you find a way to make sure the fight only goes on in reasonable blocks of time, then the guild with more people willing to sacrifice their lives for the game is going to win. Always.



I'd also like to point out to people that large-scale engagements are never going to be right in a game that lets your customize your face to the extent of SWG and with all the gear customization that has been available since UO. That's just way way way too much info you have to send to every PC in the vicinity.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 02, 2005, 05:36:08 PM
[/boggle. We regularly have 100 on 100 open field fights with our npc troops, with ai controlled attacking, including basic particle effects with 60+ fps on a good gaming machine. That is with average 800 poly models, NO Level of Detail versions of the models, basic network optimization (this is over the internet against a decently powered desktop acting as a dedicated server, T-1 line only access), plus full terrain rendering. Oh, and that's all without shaders, so no offload of work to the GPU.

I really don't have a position in this thread, but I feel compelled to point out that the above is almost meaningless.  It doesn't matter what it's like with 100 vs. 100 npc troops; it matters what it's like when you're updating 100 vs. 100 pc characters, each connected to the server via the Internet.  And you're not simulating that.  Actually drawing the graphics isn't the big issue; it's processing the latency-ridden client-server and server-client updates.

Bruce


He mentioned specifically rendering issues with 200 game entities. As I've mentioned elsewhere in the thread, if your game design allows for 200 directly client controlled and fully update needed player objects in a close-in situation, then it's the game design that should be adjusted. While it is possible for 200 player avatars to be in the same geographical space as 200 npc troops, it's not a necessary part of game play, and good design makes it an extremely rare occurence. Of course, players could do it intentionally, but they can do a hell of a lot of other things to bring a server to it's knees as well. You plan for them, plan to make them not a necessary game mechanic (stacking for instance), and cover your bases the best you can.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 02, 2005, 05:49:19 PM


I don't think the problem is entirely graphical.  I think much of the issue is the communications between multiple clients with each other and the server.  While I lack the computer acumen to diagnose the problem, I do know that I have seen the same problem in every MMOG I've played.  That isn't to say that you are not the exception or the breakthrough, but I heard the guy who designed the hardware and networking for SB explain why he did it the way he did, and that sounded like it should have worked too... but it didn't.

Ack, SirBruce beat me to the point.  That is why I hate these long replies.  And he was more concise, which is why I hate being a pendant.

You are absolutely right, but my response (and numbers) was based on Haemish's comment about the inability for clients to render that many objects at once. The network aspect is a maze as well, but even then better design (back to collision, spacing sieges out instead of providing a single point of siege activity, or at most 2, like the bane circle/ToL problem) helps to handle it--just not with the same systems/mechanisms.

Quote
I didn't say use of ninja sieges was a design flaw, I said the effectiveness of ninja sieges was a design flaw. The fact that 10 players can attack a city in the middle of the night with literally 5 minutes prep time, and maybe 15 minutes to run there (and that's only if they don't have a summoner spy in the target guild, or nearby), and then proceed to completely destroy the entire set of city walls in under a few hours is ludicrous.

Actually, the real effectiveness of ninja sieges wasn't in the physical damage done, it was in the morale damage.  Attack groups raiding your tree and killing everyone in town leads directly to people not logging on, followed by cancelled subscriptions.  If I can kill one AFK player at 3am, I will be effective, given that I do it often enough.  And if I can't kill one AFK player at 3am, what is the point?

Valid point..and a good one.

Quote
There were a number of siege scenarios in SB beta.  'Rolling Trebs' (siege weapons then were very slow pets, and in fact they still are pets, AFAIK) was the mechanic up through Beta 3.0.  The problem with the mechanic (aside from the bugs and crashes) was that you basically had to completely overwhelm the defenders, and then stand around for hours while you damaged the buildings.  Whether you won or lost, the battle was a very short term thing, while the players had to invest vast quantities of time building the cities, moving the siege weapons, and then using them, all for a relatively brief battle.

The mechanic in Beta 4 and live is to render the weapons immobile, and build them on the spot.  Unfortunately, the problem is only lessened.  Cities are still slow to build, slow to damage, and sieges are still relatively short battles, although the current implementation no longer requires hours of pre-battle preparation.

Now the mechanic you seem to be proposing for the game you are working on is a movement of NPC surrogates over time.  The question I have is how this process extends the player's action/entertainment time, since clicking menus and giving commands to NPCs isn't likely to be the sort of thing most players enjoy.

The concept of mobilization of forces doesn't extend player's entertainment time--that's not the purpose. the purpose is to allow for (in fact, require) an in-game observable, and interruptable, process for building up to large sieges, with the minimal amount of forced mass-player interaction. Say you have a guild of 40 people, with a "staff" of 5. That staff is what takes care of the mobility and logisitcs as one of their management tasks, mobilizing very large numbers of npc's at the strategic level (hell, all you are doing is telling them to foot-march from one place to another) with a couple of minutes of strategic/mobility map interface work. When the other guild members are needed, they can be called in (and have quick mobility, it's just the npc's that do not) to lead these troops in tactical situations. For the majority of the guild players, they simply show up at the combat times (either the siege itself, or as a quick response in case the rally point was attacked, or possibly route march areas attacked, etc.) and lead their troops, or fight as avatars, as appropriate for their playstyle.

Also, Zepp's game has negative ping code.  So there.   :-P

Quote
Ack!Mud 4.3 is Copyright (C)1998 by Stephen Zepp

Well, his game has code, anyway, which is more than I can say.  How about you?
Quote

/blush...while I take the fact that you looked as a compliment, please understand that our current project has absolutely no relation to that old mud code!


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: SirBruce on March 02, 2005, 06:36:17 PM
He mentioned specifically rendering issues with 200 game entities. As I've mentioned elsewhere in the thread, if your game design allows for 200 directly client controlled and fully update needed player objects in a close-in situation, then it's the game design that should be adjusted. While it is possible for 200 player avatars to be in the same geographical space as 200 npc troops, it's not a necessary part of game play, and good design makes it an extremely rare occurence. Of course, players could do it intentionally, but they can do a hell of a lot of other things to bring a server to it's knees as well. You plan for them, plan to make them not a necessary game mechanic (stacking for instance), and cover your bases the best you can.

Ahh, I see now, and you were specifically saying that before his response and he still didn't get it.  I should have known better than to take something Haemish wrote for granted.  :)

I will say that a lot of people use the term "rendering" rather loosely, and it is true that if you had 200 player characters on screen, your actual "drawing" of those objects is going to suffer because it's going to be tied to some degree to your network update loop.  But that's really not what he was saying.  You said lots of players is a problem, so you can use NPCs, and he said no way, all the games with that many players were terribly laggy because of all the updates, and you again rightly pointed out that's why you're talking about NPC entities and not all those players.

Bruce


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Typhon on March 03, 2005, 04:35:55 AM
Defender AI
In DAOC Ninja seige's were possible because pvp-npc's used the same AI as PvE mobs.  you could 'pull' them... which made the gate and walls pretty much useless.  you could spell-shoot the npcs on the ramparts with no increases penalty to spell resistance.  essentially the AI  removed the effectiveness of the defense of the keep.

This could have been improved by coding PvP npcs differently.  Have them check the gate status to determine whether to rush or not (gate is up, don't rush).  Have them check the gate status to determine the radius of their call for help (if the gate is still up, have the call for help radius be HUGE.  If the gate is down, have the radius be smaller, to simulate npcs fighting other invaders of the keep, or keeping to their posts).

Instance and World
That said, I actually like instances.  I think there should be many more, and win/loss of instances fights sould effect overall game progression.

I think there should be instances that cap out with only a group or two and there should be instances that cap out with a full raid group (talking WoW here).  Would be very cool if the win/loss rate of instance battles had effect on towns/villages in the area in which they occured. 

Additionally, I think that instances should be able to be run at any time (not scheduled), with npcs making up the defenders, but the 'award' for winning should be strongly effected by the number/balance of pc's in the battle (make players want a balanced fight).  Some mechanic should be in place for the initiating force to attract enemy players to a particular battle (give the initiators the ability to 'blow a horn' and give defenders a couple minutes to muster - ideally 'blowing the horn' would make that particular battle worth more to players in the instance, and to the win/loss metrics)


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 03, 2005, 07:40:59 AM
He mentioned specifically rendering issues with 200 game entities. As I've mentioned elsewhere in the thread, if your game design allows for 200 directly client controlled and fully update needed player objects in a close-in situation, then it's the game design that should be adjusted. While it is possible for 200 player avatars to be in the same geographical space as 200 npc troops, it's not a necessary part of game play, and good design makes it an extremely rare occurence. Of course, players could do it intentionally, but they can do a hell of a lot of other things to bring a server to it's knees as well. You plan for them, plan to make them not a necessary game mechanic (stacking for instance), and cover your bases the best you can.

Hmmm, I can't comment on your game specifically, and I'm not quite sure of the actual size of the geographical space of 200 NPCs, I do have doubts about what you are saying.  I suppose you could put very large collision boxes around PCs (though aren't solutions like that Virtual Instancing?), but short of that, I don't know how you are going to avoid crowds in an MMO.  Every MMO I have played has crowd issues, and while the specific causes vary, the general cause is the same.

Specific causes may be a commercial area (intentional -  EQ Bazaar, Player created - EQ Commonlands), a special NPC (FCs in SB, GMs in EQ), a battle of significance (relic raids - DAOC, City Sieges - SB), a high traffic area (Starting cities on Launch day) or a zone of interest (new spawn areas in most games, phat lewts).  The common factor is that they are all points of special reward.  How you are going to avoid such special rewards is not clear to me, particularly since players may well define special rewards without your advice or consent.

Short form.  If players can create a crowd, they will probably find a reason to do so, and your game will need to deal with it.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 03, 2005, 08:03:57 AM
You are thinking about purely "one player is one and only one avatar". While we are not going to retard the relative power of an avatar so much that they can't accomplish much, think along the lines of Warcraft: A "player" was made up of squads of troops, plus their heros. In our design, a player consists of roughly the same--a ratio of "avatar" powered characters that players advance as if it was an RPG, and npc troops that are more RTS oriented, that the player controls if that is their playstyle.

Yes, there will be areas of conjestion, and areas that require pretty high powered platform (server) resources to manage, but strong scoping rules give fine level control over which updates are sent and at what rates to each of the clients based on their "proximity" to the object being updated, and therefore their requirement for how much, and how often, they need those updates.

Take EQ's old bazaar as you mentioned. EQ's model was pretty much to send every update to every client in a zone every time anything changed at all--they pretty much completely duplicated the game state of the zone on each client at a fixed, unchanging rate. If, however, you scope net events to the clients based on their observation probabilities over small time slices, there are a lot of net updates that simply don't need to be sent to a lot of the clients.

From the rendering perspective, the only things that need to be rendered are the things in view. Using dynamic level of detail (rendering less polys and less detail based on the screen size of the viewed object for example), you can manage the total rendering needs of a particular frame of a particular scene based on camera position, field of view, and several other characteristics for optimizing rendering.

Take it to the extreme for a minute for explanation purposes: AFAIK, Shadowbane did not use dynamic lod for their player objects (this could be wrong, my understanding is simply from observation over more than a year of constant play), so if you had 50+ player objects in your far field of view, you still rendered all of the polys for each of those player objects. Now, take for a moment games like Total War, where you can have hundreds/thousands of units on screen at once. This is accomplished with a ton of different techniques in general, but some of those techniques can be used dynamically in a scenario like this--if the objects are in your far, or middle field of view (and therefore very small, or small on your screen), you don't need to render all of the polys--the player is simply not going to be focusing on each and every unit, and doesn't need a full visual representation of the object in the same way they would if they were staring it in the face. For the far field of view, you can even replace the 3-D model completely with a detail billboard mapped to a simple 2-poly model, making it almost a non-factor from the rendering perspective.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 03, 2005, 08:40:54 AM
[/boggle. We regularly have 100 on 100 open field fights with our npc troops, with ai controlled attacking, including basic particle effects with 60+ fps on a good gaming machine. That is with average 800 poly models, NO Level of Detail versions of the models, basic network optimization (this is over the internet against a decently powered desktop acting as a dedicated server, T-1 line only access), plus full terrain rendering. Oh, and that's all without shaders, so no offload of work to the GPU.

I really don't have a position in this thread, but I feel compelled to point out that the above is almost meaningless.  It doesn't matter what it's like with 100 vs. 100 npc troops; it matters what it's like when you're updating 100 vs. 100 pc characters, each connected to the server via the Internet.  And you're not simulating that.  Actually drawing the graphics isn't the big issue; it's processing the latency-ridden client-server and server-client updates.

Bruce


To agree with Bruce here, internal testing means shit. Shadowbane's original siege engine tested great... internally. When it hit the beta test server, it wasn't even a good slideshow.  I don't care what anyone will tell you, if you and a majority of your testers are not at a remote location, you have NO FUCKING IDEA what kind of latency issues will crop up.

Also, the optimism of some in this thread is cute. I eat it with a side of Chianti. The MMOG industry lives off of your optimism.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: SirBruce on March 03, 2005, 09:06:25 AM
Actually, we're not in agreement.  If you read the rest of the posts, you'll see the situation you were talking about and I tried to back up was actually totally not the situation Zepp was talking about, and he even said so, twice.

Bruce


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 03, 2005, 09:24:45 AM
I read later that you took a snipe at me. Thanks. Pigfucker.

The problem with his scenario, as I apparently failed to get across, was not only client-side rendering, but also the amount of server to client interactions that have to take place. Both create the huge bottlenecks seen in sieges to this day.

Shadowbane DID use quite extensively level-of-detail scenarios for rendering. Whether or not theirs sucked rocks or not doesn't change the fact that they did use these rendering techniques. The theory is sound, as with everything, it's the implentation of said LOD effects that determine lag or smooth frame rate.

Now, you are saying that you are running 200 NPC battles, with exactly how many PC's involved? Yes, you may get smooth frame rate on that, as well as no latency issues. But if every player in the battle has NPC's, and you get 100 players on each side, you are still going to have rendering issues. Total War is a good start, but God Forbid TW ever had to render all those troops PLUS a playable character for each unit's commander on the field. Or are you saying that the only people who control NPC's retinues are the RTS style players? So let's say there are only 200 NPC's, and then another 100 PC's without retinues who are fighting on each side. You still have 200 PC's, all needing server to client updates on the other characters in their view, PLUS server to client updates on the position of NPC's, the state of the city's defenses, any deformable terrain effects, any ranged weapon effects, and the server has to process all that and send it out, on top of NPC AI, pathfinding and collision detection for all NPC units and PC's.

Oh yes, and you still need that server (or cluster) to send out information to the players on the other side of the world who may or may not have anything to do with the whole dealie.

Yeah, I'm thinking you will need some negative ping code. Because that's the kind of thing I'm talking about. If (big if) you get the player's client to not shit itself with that much stuff on the screen, your netcode will have to be better than anything and everything currently on the market.

Good luck with that. Frankly, it sounds like a good idea that isn't possible with current tech. And if it is possible, I don't see it coming in at under $30 million, no matter how much of this (http://www.pcgameworld.com/story.php/id/4560/) you reuse.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 03, 2005, 10:31:36 AM
[/boggle. We regularly have 100 on 100 open field fights with our npc troops, with ai controlled attacking, including basic particle effects with 60+ fps on a good gaming machine. That is with average 800 poly models, NO Level of Detail versions of the models, basic network optimization (this is over the internet against a decently powered desktop acting as a dedicated server, T-1 line only access), plus full terrain rendering. Oh, and that's all without shaders, so no offload of work to the GPU.

I really don't have a position in this thread, but I feel compelled to point out that the above is almost meaningless.  It doesn't matter what it's like with 100 vs. 100 npc troops; it matters what it's like when you're updating 100 vs. 100 pc characters, each connected to the server via the Internet.  And you're not simulating that.  Actually drawing the graphics isn't the big issue; it's processing the latency-ridden client-server and server-client updates.

Bruce


To agree with Bruce here, internal testing means shit. Shadowbane's original siege engine tested great... internally. When it hit the beta test server, it wasn't even a good slideshow.  I don't care what anyone will tell you, if you and a majority of your testers are not at a remote location, you have NO FUCKING IDEA what kind of latency issues will crop up.

Also, the optimism of some in this thread is cute. I eat it with a side of Chianti. The MMOG industry lives off of your optimism.

All of our testing is fully remote. In fact, only 2 of our team members even live in the same state!



Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Shockeye on March 03, 2005, 10:36:51 AM
All of our testing is fully remote. In fact, only 2 of our team members even live in the same state!

For anyone who cares, his virtual team information can be found here (http://www.garagegames.com/blogs/34977/7228).


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 03, 2005, 10:40:04 AM
My concern is slightly different from Haemish's, and mostly the same.  I'm willing to believe that you can code a better client update system than we've seen so far.  While I haven't seen the code, I've seen the results, and there has to be a better way.  But I still don't trust your confidence in large event scenarios this side of some actual beta.  To steal somebody's rephrasing of a classic quote, "no game design survives contact with the players".  I think this has been a hidden truth of gaming that MMOs have uncerimoniously dragged into the light of day.

On the other hand, I was equally confident about WoW have massive security problems, and so far that hasn't happened, Thottbot aside.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 03, 2005, 10:51:26 AM

The problem with his scenario, as I apparently failed to get across, was not only client-side rendering, but also the amount of server to client interactions that have to take place. Both create the huge bottlenecks seen in sieges to this day.

Shadowbane DID use quite extensively level-of-detail scenarios for rendering. Whether or not theirs sucked rocks or not doesn't change the fact that they did use these rendering techniques. The theory is sound, as with everything, it's the implentation of said LOD effects that determine lag or smooth frame rate.

Fair enough...and now that you mention it, the perfmon stuff did use heavy LOD reduction-the implementation broke things even worse for me personally, so I never used it beyond the first day.

Quote
Now, you are saying that you are running 200 NPC battles, with exactly how many PC's involved? Yes, you may get smooth frame rate on that, as well as no latency issues. But if every player in the battle has NPC's, and you get 100 players on each side, you are still going to have rendering issues. Total War is a good start, but God Forbid TW ever had to render all those troops PLUS a playable character for each unit's commander on the field. Or are you saying that the only people who control NPC's retinues are the RTS style players? So let's say there are only 200 NPC's, and then another 100 PC's without retinues who are fighting on each side. You still have 200 PC's, all needing server to client updates on the other characters in their view, PLUS server to client updates on the position of NPC's, the state of the city's defenses, any deformable terrain effects, any ranged weapon effects, and the server has to process all that and send it out, on top of NPC AI, pathfinding and collision detection for all NPC units and PC's.

I've said this several times, but here's the last one: Any design that puts ALL of the units, plus ALL of the players in a single action locii is doomed to exactly the situation you describe. Therefore, don't create a design that commonly puts all of the units plus all of the players in the same action locii, either from a rendering or network updating perspective. Finally, you do not need to send individual update packets for each and every NPC--that's what flocking is all about. You send squad based updates and flocking parameters, and the clients replicate.

You don't send the entire terrain deformation information, you send parameters for the deformation and the client replicates.

You don't send ranged weapon effects, you send Attack Events, and the clients display. Attack Events are extremely optimized for network bandwidth.

NPC AI during large scale combats is extremely basic--you aren't doing huge amounts of goal checking, your not focused on exact positioning, insane manuevering, etc. Additionally, your run an AI check for the squad leader, and once again propagate the required actions for the rest of the squad via flocking concepts (different obviously than positional flocking, but the theory is very similar).

You aren't performing pathfinding for each and every unit--you are performing fat path pathfinding for the squad leader of a unit (and only if necessary).

You are performing collision checks for each unit, but we're talking extremely basic (and very fast) container based bounding box checking.

It is interesting by the way how this ties in to the Designing Security thread, because absolutely there are areas of vulnerability in this design. A critical factor for success is solid analysis of those vulnerabilities, and how they can be abused to affect gameplay.

Quote
Oh yes, and you still need that server (or cluster) to send out information to the players on the other side of the world who may or may not have anything to do with the whole dealie.

No, you do not. At most, you need to send out of band global chat channels. If you seriously think you need to send an update to every player in the game world from every player in the game world every tick, well that right there points out the reason for our complete disagreement about the issue.

Quote
Yeah, I'm thinking you will need some negative ping code. Because that's the kind of thing I'm talking about. If (big if) you get the player's client to not shit itself with that much stuff on the screen, your netcode will have to be better than anything and everything currently on the market.

This may sound as if I'm trying to weasel out of something--but this is a design discussion, not an implentation discussion. There are huge issues at pretty much every step in the design regarding implementation specifics--I am not at all trying to claim otherwise.

Quote
Good luck with that. Frankly, it sounds like a good idea that isn't possible with current tech. And if it is possible, I don't see it coming in at under $30 million, no matter how much of this (http://www.pcgameworld.com/story.php/id/4560/) you reuse.

Good google skills ;). As an aside to your above comment about netcode having to be better than anything and everything currently on the market, TGE's netcode actually is award winning, and considered one of the top notch netcode implementations in the industry.
Quote

EDIT: Just to be out in the open, the purpose of these discussions is not to try to vaporware market our project, but to stir up pros/cons discussions about designs. Our project isn't even CLOSE to anywhere near a playable game, and isn't going to be for years. It's not the intent for me at least here to talk about our project as a playable game, but to talk about MMOG design concepts. If anyone at all has gotten the impression that I even come close to thinking all of these ideas (or even hell, most of them) are going to survive through to final implementation, let me get rid of that right now--it's not the case. For example, while I am pointedly disagreeing with just about everything Haemish is saying, his comments and positions are absolutely being refactored into designs.

Personally, I'd be much more comfortable if the focus of this topic, and any others got away from the concept of game implementation and "current state", but I know that won't be perfect--I take the blame for that when I brought up a direct reference to one of our performance tests--completely my fault.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 03, 2005, 10:59:35 AM
My concern is slightly different from Haemish's, and mostly the same.  I'm willing to believe that you can code a better client update system than we've seen so far.  While I haven't seen the code, I've seen the results, and there has to be a better way.  But I still don't trust your confidence in large event scenarios this side of some actual beta.  To steal somebody's rephrasing of a classic quote, "no game design survives contact with the players".  I think this has been a hidden truth of gaming that MMOs have uncerimoniously dragged into the light of day.

On the other hand, I was equally confident about WoW have massive security problems, and so far that hasn't happened, Thottbot aside.

Absolutely true observation--and as I said in the above post, I'm debating from a design point of view, not an "implementation issues" point of view. They are a completely different ball of wax!

Edit: Yes, I'm confident, but I'm also not idiotically ignoring all of the entirely valid points brought up either! It's a long, long road from design to beta...


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 03, 2005, 11:35:07 AM
If your design is not going to factor in the fact that there WILL BE an assload more units than you want into it, you have failed at the design stage. I'm not talking about every player on the server being there. But unless you put an artificial limit on the size of a guild or alliance, you better be able to count on there being a lot more players at the action focii than you it sounds like you are counting on. Again, if it goes to 11, MMOG players will not be satisified with 10.

How exactly does your design intend to keep every single member of a guild out of a siege? It sounds to me like you are trying to make Total War, except that 5 or 6 players can all play unit commanders. What happens when a 200-player guild wants to siege. Sure, it may only take 5 guys online at any time to move the NPC's into the fight, but when the fight happens, you can count on at least half of any half-assed organized guild to be at the siege. What exactly at the design stage are you going to do to cut out that eventuallity?

Strangely enough, that's one of the reasons instancing has become so popular, because you can't design expecting that players will do what you want them to do. If there's a bigass fight going on, people who may not even be remotely involved will want to be there. And again, numbers matter. The first rule of military strategy is get there the firstest with the mostest. It doesn't matter if you only need 5 guys, if an organization can move 500 with efficiency, they will whether your design encourages that or not.

Also, the updates you would have to send to the rest of the players on the server cluster have nothing to do with the siege updates, I'm talking about just the regular updates EVERY client has to get from the server in order to function. Those transactions pile up, putting strain on the server cluster. Combine those with the ultra-intense transactions in a large siege, and you have server lag.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 03, 2005, 11:53:42 AM
If your design is not going to factor in the fact that there WILL BE an assload more units than you want into it, you have failed at the design stage. I'm not talking about every player on the server being there. But unless you put an artificial limit on the size of a guild or alliance, you better be able to count on there being a lot more players at the action focii than you it sounds like you are counting on. Again, if it goes to 11, MMOG players will not be satisified with 10.

The design intent here is to handle that by managing it via geographical size vs unit size (back to the assumption that collision is critical here to avoid stacking), combined with dynamic load balancing. If/when a particular action locii becomes "overpopulated", break it up into two (or more) more evenly balanced action locii, and/or distribute server requirements across higher powered assets.
If 50 total players plus all their units are at a siege of one medium sized village, assign them a "level 2" resource set. If another 50 players show up, either assign a higher powered resource set, or break it into 2 locii. That's the concept (again, I know there are huge implementation issues there).

If you have a siege pitting the two largest guilds in a world, allocate your most powerful server resource sets to them.


Quote
How exactly does your design intend to keep every single member of a guild out of a siege? It sounds to me like you are trying to make Total War, except that 5 or 6 players can all play unit commanders. What happens when a 200-player guild wants to siege. Sure, it may only take 5 guys online at any time to move the NPC's into the fight, but when the fight happens, you can count on at least half of any half-assed organized guild to be at the siege. What exactly at the design stage are you going to do to cut out that eventuallity?


It doesn't intend to keep people out of sieges, but it does intend to distribute them across separate action locii...and this is the simularity between action locii and instances that we do mostly agree on...for the purposes of performance (rendering, network, server load), we agree on the concept: break the points of conjestion into separate "instances". The only things that I disagree with regarding the concept of instancing is "multiple instances of the same content", and "no persistence of actions outside of the instance".
Quote
Strangely enough, that's one of the reasons instancing has become so popular, because you can't design expecting that players will do what you want them to do. If there's a bigass fight going on, people who may not even be remotely involved will want to be there. And again, numbers matter. The first rule of military strategy is get there the firstest with the mostest. It doesn't matter if you only need 5 guys, if an organization can move 500 with efficiency, they will whether your design encourages that or not.

The SB model, and even many RTS games (warcraft 3) really pressed the point of "fasted with the mosted" (or mass/concentration of force), but that was because in both of these games, there was basically a binary event that determined win or lose. Take a look at military history from the perspective of "ok, what really won these battles?". Much of the time, while tactical effectiveness and sheer force were very important for a specific engagement, the strategic objectives, handled properly, were really what wins wars. Our current games simply don't allow for concepts like logistic line interdiction, territorial supremacy, and any of the concepts of strategic/tactical mobility. Our games today are pretty much just "get everyone in the same spot and slug it out until only one is left standing"...and that is the fundamental design change we're trying to work on when it comes right down to it.

EDIT: Point that demonstrates is the "Scout Battle" stuff that was mentioned either in this thread, or elsewhere. That's a recon screen battle, and is one of the largest contributing factors to successfully prosecuted engagements. You got just a taste of that with SB, and I've seen some players use recon amazingly well in winning warcraft 3 games, but for the most part the game design simply doesn't even take it into account. I think it should take it into account, and a lot more of the contributing factors in war.

Quote
Also, the updates you would have to send to the rest of the players on the server cluster have nothing to do with the siege updates, I'm talking about just the regular updates EVERY client has to get from the server in order to function. Those transactions pile up, putting strain on the server cluster. Combine those with the ultra-intense transactions in a large siege, and you have server lag.

If the primary siege event(s) and the "rest of the world" all share the same server resource set, absolutely. That's the purpose of the dynamic load balancing. For example, in SB, what happened on the War server didn't have any (well, much anyway) "lag effect" for the players on Corruption (except for the common tie points we can assume: databases and total network hardware). In EQ, it was very rare for 3 huge raids in ToV to affect players fighting gnolls in other zones.

It will never be perfect, I'm not trying to say that at all. But the principles already exist to distribute load at a higher level, and if implemented well, they can be extended down to lower levels--again, either AC or AC2 did this exact thing. It just didn't get copied by other developers much because of other, completely unrelated reasons.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 03, 2005, 12:03:16 PM
Wait, how exactly is what you just now described NOT instancing? Because it pretty much sounded like the exact same technical implementation I was on about, only you give one set of people one set of content, and another set of people different content.

How is that not instancing?


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 03, 2005, 02:55:27 PM
Wait, how exactly is what you just now described NOT instancing? Because it pretty much sounded like the exact same technical implementation I was on about, only you give one set of people one set of content, and another set of people different content.

How is that not instancing?

I commented on this in another thread (I think), but the problem with the term "instancing" is that it is collecting a LOT of meaning. You use it in two ways that I can tell--one to discuss load balancing in and of itself (which is a fine definition, but load balancing works as well), but you also have attached the concepts of "forced balance" and "limited access" (which implies controlling access to content that wouldn't be limited for any other reason than load balancing).

However, when used in relation to other games, it picks up some really wild additional meanings:

--exact duplicate geographies/content that can be accessed simultaneously but not while interacting with each other by multiple players. (Player A is standing at 11.4, 23.1, 5.6 in ZoneA::Instance1, while Player B is standing at 11.4, 23.1, 5.6 in ZoneA:Instance2, yet they don't see each other).

--raid/pvp style where entry into a particular instance is allowed/disallowed based on the current participants in that particular instance.

I completely agree with the needs of the first description (load balancing), but when you start adding in things like the second two, that's where you and I differ strongly.

As an example, if you have SuperStrongGuildA with 100 members, and they all want to attack BrandNewGuildB with 10 members, I agree that you need to give the fight itself a separate resource set from the rest of the game world, but I do NOT believe that you should also limit the number of members of GuildA that can participate in that siege simply because GuildB is weaker.  Balance is critically important, and you don't want the rich getting richer, but I do not agree that forced balancing in fights via controlled access to instances is the way to do that.

I also do not believe that RandomPlayerX should be able to visit where the siege is happening, and NOT participate in the siege itself.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 03, 2005, 03:00:56 PM
Good luck getting that load balancing thing working. You are aware that the exact same mechanic you describe is currently in ever MMOG in one form or another?


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Hoax on March 03, 2005, 03:21:10 PM
I'm going to add some non techno babble in here...     :-D

I think you can force players to spread their forces out during siege combat.  You make it a bad tactical choice, sure people will bring the max amount of forces you let them bring.  But if you put enough things into a game that do heavy AoE damage, or spells jump from target to target, or plagues that spread from npc to all nearby npc's ect ect ect, siege weapons with heavy blast damage, cannonballs that will hit one person and roll into others, archers who are inaccurate but who have a chance of missing into nearby targets ect ect ect.

Make it tactically completely fucking unsound to not maintain a good spread between forces.

Make a siege practically require you to surround the fortress/town/village/castle via some kind of mechanic, and make them take up allot of geographical space, thereby spreading out forces to several battle points.

Make flanking, and attacking from the rear effective against npc troops to encourage/force players to have skirmishers/vangaurds to protect against such attacks.  Further spreading forces out on the battlefield.

I believe one can through gameplay prevent just sticking as much firepower in one place the most effective tactic.  We've all agreed (its seems) that you wont prevent having more forces from being more effective so it seems logical the solution is to make spreading those forces out by far and away more effective then getting them all packed in one point, or you just arbitrarily tell people they can't participate ala Haem's instancing...


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 03, 2005, 03:23:45 PM
I'm going to add some non techno babble in here...

I think you can force players to not gather too much in one spot.  You make it a bad tactical choice, sure people will bring the max amount of forces you let them bring.  But if you put enough things into a game that do heavy AoE damage, or jump from target to target, or plagues that spread from npc to all nearby npc's ect ect ect.

Make it tactically completely fucking unsound to not maintain a good spread between forces.

Make a siege practically require you to surround the fortress/town/village/castle, and make them take up allot of geographical space, thereby spreading out forces to several battle points.

Make flanking, and attacking from the rear effective against npc troops to encourage/force players to have skirmishers/vangaurds to protect against such attacks.  Further spreading forces out on the battlefield.

I believe one can through gameplay prevent just sticking as much firepower in one place the most effective tactic.  We've all agreed (its seems) that you wont prevent having more forces from being more effective so it seems logical the solution is to make spreading those forces out by far and away more effective then getting them all packed in one point.

Nail on head man, that is exactly what I mean!


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 03, 2005, 03:27:31 PM
Good luck getting that load balancing thing working. You are aware that the exact same mechanic you describe is currently in ever MMOG in one form or another?

You could also say that every Windows game ever made has persistent storage--because Windows pages out memory to disk as required. Doesn't mean this "persistent store" actually accomplishes what it should.

In other words, there is a big difference between static load balancing (everyone in one zone that doesn't change dimensions is on one resource set), server load balancing (everyone on one game world uses a separate resource set), and dynamic load balancing.

Is it going to be difficult to implement? Hell yes--it's one of the hardest things around. Can it be implemented well? Absolutely--AC did it already. Can we do it? Guess we'll see!


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Hoax on March 03, 2005, 04:58:07 PM
Let me add what I consider a complicated to balance and implement but eligant in effect method to accomplish what I was saying in my last post.   (perhaps I'm on a roll?)

Reduce the effectiveness of npc troops the more any one player tries to control.

i.e.  If playerA is controlling 15 scouts they respond instantly to his orders and move quickly and effectively like rts units.

PlayerB on the other hand has 100 units, it takes a variable amount of time perhaps up to 1 minute for them to fully respond to his orders, they move slower to a point, and take awhile to switch targets or break off attacks.

Not only does this encourage people to use only the forces they need, and punish zergs but its realistic as giving orders to a handfull of men is easier then commanding an army I'd wager.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Evangolis on March 03, 2005, 05:37:22 PM

If the primary siege event(s) and the "rest of the world" all share the same server resource set, absolutely. That's the purpose of the dynamic load balancing. For example, in SB, what happened on the War server didn't have any (well, much anyway) "lag effect" for the players on Corruption (except for the common tie points we can assume: databases and total network hardware). In EQ, it was very rare for 3 huge raids in ToV to affect players fighting gnolls in other zones.


To quote a favorite phrase from Larry Niven, "That turns out not to be the case."  At the end of beta Shadowbane brought multiple servers on line for the first time, and hideous lag and server crashes followed, owing to something in the way networking had to be done.  I heard several sides of it, and couldn't claim to have understood it all then, although everybody sounded very knowledgable about it.  The problems persisted into launch, and I think still do, and as I understand it, this was a primary cause of the guy responsible for the hardware choices leaving the company a few months later.

It is going to be very hard to test this stuff short of full beta, and even then, things always seem to be more complicated in Live.  I would suggest that there might be a possible mockup test you could do with a mockup set of servers and something like the SETI-at-home screen saver, using unused bandwidth to run a mock client.  I also saw a Realm Wars game on the Garage Games site, and that might be an even better test of the networking code.  You'd know better than I.  In any event, nothing ever seems to fully replicate what happens in Live.

I like what you are trying to do with your project, by the way.  I don't think it will work, not even one in a million, but it's your time, and who knows?  I'll try to remember to check your next couple .plans, as I'm curious what you've experienced.

I have to bow out of this discussion now, as I have to run toi the Hinterlands for a couple of days.  Talk among yourselves.  :-D


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 03, 2005, 05:51:15 PM
Interesting to hear, because from a black box perspective, SB was one of the ones that (appeared, obviously) to not use load balancing within a server...the fact that you could lag standing completely alone in a city while a very large siege was happening on the other side of the world. Guess they tried it, but had network backbone issues--only thing I can think of to cause the cross-over lag if they were on different resource sets.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Alkiera on March 04, 2005, 06:36:55 AM
Interesting to hear, because from a black box perspective, SB was one of the ones that (appeared, obviously) to not use load balancing within a server...the fact that you could lag standing completely alone in a city while a very large siege was happening on the other side of the world. Guess they tried it, but had network backbone issues--only thing I can think of to cause the cross-over lag if they were on different resource sets.

As far as I know, SB servers were NOT run on multiple machines like every other MMO, but were on single monolithic machines.  Several references to 'big iron', etc.  IMO, this would be the cause of most of the server-side lag in that game.  They didn't seem to have any load balancing at all, tho I recall them claiming they would.  I don't think it ever happened.

As far as EQ, they did have static load balancing, as each game server was multiple machines, each machine ran a handfull of zones.  Occasionally you could feel it when your current zone was on the same box as ToV during raid time, or other major zones.  But only occasionally...  You also tended to feel it when they managed to crash that zone, as it frequently took down the whole machine, or forced them to reboot it, or some such... which would affect a couple other zones as well as the problem zone.  Early on, this kinda stuff was noticable with zones sharing boxes with East Commonlands or Greater Faydark, both being heavy player-congregation zones pre-Luclin.

I think dynamic load balancing is almost a 'holy grail' of MMO Gaming.  Having a setup that allowed a machine to scale the amount of territory that it had to manage by the number of players within that territory, so that as more people arrived, the machine had less space to manage, is ideal.  Getting it to work well...  is apparently not easy.

Alkiera


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 04, 2005, 07:12:50 AM
Interesting to hear, because from a black box perspective, SB was one of the ones that (appeared, obviously) to not use load balancing within a server...the fact that you could lag standing completely alone in a city while a very large siege was happening on the other side of the world. Guess they tried it, but had network backbone issues--only thing I can think of to cause the cross-over lag if they were on different resource sets.

As far as I know, SB servers were NOT run on multiple machines like every other MMO, but were on single monolithic machines.  Several references to 'big iron', etc.  IMO, this would be the cause of most of the server-side lag in that game.  They didn't seem to have any load balancing at all, tho I recall them claiming they would.  I don't think it ever happened.

As far as EQ, they did have static load balancing, as each game server was multiple machines, each machine ran a handfull of zones.  Occasionally you could feel it when your current zone was on the same box as ToV during raid time, or other major zones.  But only occasionally...  You also tended to feel it when they managed to crash that zone, as it frequently took down the whole machine, or forced them to reboot it, or some such... which would affect a couple other zones as well as the problem zone.  Early on, this kinda stuff was noticable with zones sharing boxes with East Commonlands or Greater Faydark, both being heavy player-congregation zones pre-Luclin.

I think dynamic load balancing is almost a 'holy grail' of MMO Gaming.  Having a setup that allowed a machine to scale the amount of territory that it had to manage by the number of players within that territory, so that as more people arrived, the machine had less space to manage, is ideal.  Getting it to work well...  is apparently not easy.

Alkiera

The biggest stumbling block I'm having in designing a strong dynamic load balancing scheme is the action locii merges/splits. They require transferring all of your client connections to the new resource set, and this simply takes time to negotate all the connection remaps and ensuring the data is loaded well--time which is going to be noticed by the players. Boundary handling is a big issue as well, although not quite as difficult as the first.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 04, 2005, 09:54:36 AM
So you plan to literally almost physically transfer all the characters, terrain information, NPC's, etc. to an entirely other piece of macchinery when there get to be too many people there, and you plan on doing this without them noticing, as the entire server architecture starts tossing around hundreds of concurrent connections and do it all seamlessly, transparently to the user?

Yeah, good luck with that negative ping code too.

I do not see why you are bothering trying to do something like that. With that kind of idea, you are going 3/4 of the way to instancing the siege anyway. If it works, you could potentially sell that tech to anyone for asstons of dollars. But if it doesn't, and I'm inclined to believe that without MAJOR financial backing and more patience than any VC/Publisher has shown in MMOG history ever, you're going to have a long cluster fuck of a beta ending up like Wish in a cancelled game.

Instancing is a better technical solution because it takes into account the limitations of today's hardware and Internet infastructure. Add in the fact that with instancing, you can more easily adjust things like balance, numbers, terrain placement, and additional siege-specific scripting features to make the experience much more dynamic than anything that's been seen on the PVP front. And you're only real argument against instancing is it "removes the virtual worldness." Which it doesn't, because you still have a world, that can be changed, and there are still thousands of others in the world, they just aren't all banging up against the siege's front door.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: sinij on March 04, 2005, 10:07:46 AM
Quote
So you plan to literally almost physically transfer all the characters, terrain information, NPC's, etc. to an entirely other piece of macchinery when there get to be too many people there, and you plan on doing this without them noticing, as the entire server architecture starts tossing around hundreds of concurrent connections and do it all seamlessly, transparently to the user?

This does sound too ambitious to me, but without ambition there would be no innovation. What I keep wondering is why not use distributed processing with dynamical recourse allocation instead of copying process information around? You can much easier transfer calculation_a to another machine/processor than a process requiring calculation_a performed.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 04, 2005, 10:13:30 AM
So you plan to literally almost physically transfer all the characters, terrain information, NPC's, etc. to an entirely other piece of macchinery when there get to be too many people there, and you plan on doing this without them noticing, as the entire server architecture starts tossing around hundreds of concurrent connections and do it all seamlessly, transparently to the user?

Yeah, good luck with that negative ping code too.

I do not see why you are bothering trying to do something like that. With that kind of idea, you are going 3/4 of the way to instancing the siege anyway. If it works, you could potentially sell that tech to anyone for asstons of dollars. But if it doesn't, and I'm inclined to believe that without MAJOR financial backing and more patience than any VC/Publisher has shown in MMOG history ever, you're going to have a long cluster fuck of a beta ending up like Wish in a cancelled game.

Instancing is a better technical solution because it takes into account the limitations of today's hardware and Internet infastructure. Add in the fact that with instancing, you can more easily adjust things like balance, numbers, terrain placement, and additional siege-specific scripting features to make the experience much more dynamic than anything that's been seen on the PVP front. And you're only real argument against instancing is it "removes the virtual worldness." Which it doesn't, because you still have a world, that can be changed, and there are still thousands of others in the world, they just aren't all banging up against the siege's front door.

Once again, AC/AC2 already does this. They have a main action locii of the entire game world, and then break off additional locii as needed, and re-merge them as required.

How do you think "instancing" works? Exactly what I said. It creates a new "instance" of your content, duplicating everything (in the case of EQ's "many copies of same content") and then ports over the characters as required. Drive mirroring handles the raw "transfer" of data automatically, as would shared memory if it's actually on the same physical server (bad assumption, not scalable). The only difference between dynamic and static load balancing in this particular case is that there is no merge/split functionality to handle shifting performance hits.

Dynamic load balancing is in no way "new/unproven" technology. Kernel schedulers for multi-cpu systems already do it. Hell, single cpu kernel schedulers do it--check out the "nice" command in any *nix flavor. High volume traffic web servers do it. Shit, even elevators do it (of course, it's much easier since there is a lot less data :P).

If a siege is occuring, and player Z cannot login, walk for 2 minutes and be at the siege, that's immersion breaking, at least for our project. I would argue that the same is the case for many persistent world games.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 04, 2005, 10:24:30 AM
Quote
So you plan to literally almost physically transfer all the characters, terrain information, NPC's, etc. to an entirely other piece of macchinery when there get to be too many people there, and you plan on doing this without them noticing, as the entire server architecture starts tossing around hundreds of concurrent connections and do it all seamlessly, transparently to the user?

This does sound too ambitious to me, but without ambition there would be no innovation. What I keep wondering is why not use distributed processing with dynamical recourse allocation instead of copying process information around? You can much easier transfer calculation_a to another machine/processor than a process requiring calculation_a performed.

Haemish was using an implementation mechanism (and not a particularly good one, you wouldn't "move" everything all at once, nor would you initialize a new resource set only as it becomes needed, that is way too much delay) to invalidate a design. Two completely different things. Your implementation suggestion is a much better one, although it would actually involve a lot more when you have to factor in cross-boundary functionality.

For example, say Player Z is in the action locus "Main". A siege is going on at City ABC, and has it's own action locii defined, call it "Siege10". As the player approaches the boundary, a reference object representing Player Z has to be entered into "Siege10", so anyone near his boundary crossing point would be able to observe him. As he crosses the boundary (using a hysteresis(sp?) algorithm to avoid thrashing across the boundary) the reference in object in Siege10 becomes the primary control object, and the "old" control object in "Main" becomes a reference object (reference object meaning that everything that happens to the control object is mirrored in the reference object). Once he moves away from the boundary (out of the max observable range of anyone back in action locii "Main"), the reference object in "Main" is removed.

Again, the critical performance issues are not with the concept of the action locii themselves, nor is it in the boundary crossing (although there is a tiny bit of increase here as the reference objects must be maintained)--the primary issues are in the management of the action locii themselves, specifically any merge/splits as the allocation metrics demand new action locii to be formed to handle high demand (large sieges). Predictive scheduling (lots of units are convering on a particular locale, so predict that a high level resource set is needed, and kick it off, including the reference object management ahead of time) will probably be the primary solution, but it needs more research.

EDIT: I hesitate to mention this due to this community's general perception of the game, but either Darkfall Online, or Dark and Light (can't remember which, and don't have the research links on this computer) are using this design concept as well. I have no reports whatsoever on how their implementation worked, but the public mention of the implementation (by the dev's) is positive.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: MaceVanHoffen on March 04, 2005, 10:24:39 AM
If your design is not going to factor in the fact that there WILL BE an assload more units than you want into it, you have failed at the design stage. ...

Again, if it goes to 11, MMOG players will not be satisified with 10. ...

How exactly does your design intend to keep every single member of a guild out of a siege?  ...

As I've mentioned elsewhere in the thread, if your game design allows for 200 directly client controlled and fully update needed player objects in a close-in situation, then it's the game design that should be adjusted.

While it is possible for 200 player avatars to be in the same geographical space as 200 npc ... and good design makes it an extremely rare occurence. Of course, players could do it intentionally ...

This is a fundamentally unsolvable problem because of the emphasis on combat.  Emphasis, or perhaps even total focus to the exclusion of anything else.  Combat by its very nature tends to make players want to cluster together, especially in an RTS-like game.  I think you have to try something else.

The only reliable way I see to encourage players along different lines is to give them non-combat ways to interact with the world that are every bit as compelling as combat.  As long as the only or most compelling option players have is combat, then that's all they'll do, increasing the risk of breaking the overly-elaborate system described above.  Give players crafting systems that aren't file download bars with a sound at the end.  Give players rewards for exploring.  Give players intricate missions that are more than just kill-this-foozle-and-bring-back-an-item.  Give players things that make them want to spread out over the game world because it has direct benefit to do so.    Do those things, and a smaller percentage of your concurrent players will be involved in combat at any given time.  This reduces the risk of player clustering and, in turn, the need for so much developer time spent on solving what amount to glorified network problems instead of putting in compelling game content.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: MaceVanHoffen on March 04, 2005, 10:32:09 AM
Haemish was using an implementation mechanism (and not a particularly good one, you wouldn't "move" everything all at once, nor would you initialize a new resource set only as it becomes needed, that is way too much delay) to invalidate a design. Two completely different things.

No they aren't two completely different things.  They may not be identical, but they very much related.

I hear this all the time in the industry, glorified visions of whatever is a common buzzword of the moment.  If you cannot come up with a concrete implementation of a design that works, then the design is flawed or untenable.  You can and should do this prior to the start of the major coding effort.

Using one or more implementations to prove or disprove a design is the only acceptable way to engineer any system, be it software or other.  Design in the real world, or doom your software to Shadowbane-esque glory.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 04, 2005, 10:38:33 AM

This is a fundamentally unsolvable problem because of the emphasis on combat.  Emphasis, or perhaps even total focus to the exlusion of anything else.  Combat by its very nature tends to make players want to cluster together, especially in an RTS-like game.  I think you have to try something else.

The only reliable way I see to encourage players along different lines is to give them non-combat ways to interact with the world that are every bit as compelling as combat.  As long as the only or most compelling option players have is combat, then that's all they'll do, increasing the risk of breaking the overly-elaborate system described above.  Give players crafting systems that aren't file download bars with a sound at the end.  Give players rewards for exploring.  Give players intricate missions that are more than just kill-this-foozle-and-bring-back-an-item.  Give players things that make them want to spread out over the game world because it has direct benefit to do so.    Do those things, and a smaller percentage of your concurrent players will be involved in combat at any given time.  This reduces the risk of player clustering and, in turn, the need for so much developer time spent on solving what amount to glorified network problems instead of putting in compelling game content.


I agree--this discussion has been focusing specifically on the infrastructure architecture, but there are dozens of other, higher level, game design mechanisms to avoid "everyone on the server is here" combats as well. The primary one for our particular project is the removal of the "god control" layer over npc troops. Instead of directly forcing their movement, actions, attacks, etc., you issue orders, and the npcs evaluate those orders based on loyalty, casus belli (reasons for war), discipline, etc. Just because a guild consisting of a chaos-earth faction wants to go 3/4 of the way across the game world to jump in on a siege between an order-spirit faction and a order-death faction doesn't mean that their forces can be mobilized to actually contribute in any way to that particular siege, nor does it mean the troops will fight who you want them to fight once you get there. And yes, what I am implying here is mechanics enforced "lore".


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 04, 2005, 10:39:27 AM
Haemish was using an implementation mechanism (and not a particularly good one, you wouldn't "move" everything all at once, nor would you initialize a new resource set only as it becomes needed, that is way too much delay) to invalidate a design. Two completely different things.

No they aren't two completely different things.  They may not be identical, but they very much related.

I hear this all the time in the industry, glorified visions of whatever is a common buzzword of the moment.  If you cannot come up with a concrete implementation of a design that works, then the design is flawed or untenable.  You can and should do this prior to the start of the major coding effort.

Using one or more implementations to prove or disprove a design is the only acceptable way to engineer any system, be it software or other.  Design in the real world, or doom your software to Shadowbane-esque glory.


The purist in me would argue otherwise, but your point is well taken. It doesn't matter what you design if you can't implement it.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: sinij on March 04, 2005, 11:06:38 AM
I agree--this discussion has been focusing specifically on the infrastructure architecture, but there are dozens of other, higher level, game design mechanisms to avoid "everyone on the server is here" combats as well.

This is where IMO "instancing"* falls short. You have to put artificial rules and constrain that break immersion and limit ways players can interact. In non-instancing siege you can give number of alternative activities, like counter-attacking, scouting, attacking supply lines and such, that would entice players from participating at 'the main fight'.


* Lets stick to non-technical definition of instancing that everyone understands and uses. Instancing is creating non-interacting copies of the same content for individual & small group of players. It is non-interacting aspect that defines instancing.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Hoax on March 04, 2005, 11:35:11 AM
Ok so I'm not smart enough to know exactly what your saying but it sounds like the problem is this in layman terms:

A small battle starts, both sides call for reinforcements from nearby areas who converge upon the area.  When those reinforcements arrive you want the system to allocate more resources to the battle area so that everyone doesn't just lag to hell.  The concern is how do you move all that world information onto new server resources w/out their being big framerate/lag hiccups when those new forces arrive?

If that is the gist of it I have a thought on the matter but I can't be sure I'm understanding correctly.

*Edit*  Actually, I dont like my idea much I was thinking of how there was a brief pause when new troops entered an area in Dynasty Warriors and thinking that you might be better off having there be a designed pause w/ some message saying: "new forces have arrived" so that you dont have to worry as much about some people being slower to recieve the new locii information or worse crashing when new troops arrive.  But thats something that works well in single player games and I'm not sure I like it in a mmog so nevermind.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 04, 2005, 12:31:38 PM
Instancing is a better technical solution because it takes into account the limitations of today's hardware and Internet infastructure. Add in the fact that with instancing, you can more easily adjust things like balance, numbers, terrain placement, and additional siege-specific scripting features to make the experience much more dynamic than anything that's been seen on the PVP front. And you're only real argument against instancing is it "removes the virtual worldness." Which it doesn't, because you still have a world, that can be changed, and there are still thousands of others in the world, they just aren't all banging up against the siege's front door.

Once again, AC/AC2 already does this. They have a main action locii of the entire game world, and then break off additional locii as needed, and re-merge them as required.

Yay for them? AC2 sucked ass, and both had lag bubbles issues for a long while after release.

EDIT: And just because you instance a siege, that does not preclude having actions like scout battles, attacking supply lines, etc. I believe using instancing, you could actually make them MORE involving than they are in games where you have this stuff without instancing. Making instances little boutique type areas allows you an assload more server resources to do things like deformable terrain, terrain effects, hand-crafted design of zones, etc.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 04, 2005, 02:32:04 PM
Instancing is a better technical solution because it takes into account the limitations of today's hardware and Internet infastructure. Add in the fact that with instancing, you can more easily adjust things like balance, numbers, terrain placement, and additional siege-specific scripting features to make the experience much more dynamic than anything that's been seen on the PVP front. And you're only real argument against instancing is it "removes the virtual worldness." Which it doesn't, because you still have a world, that can be changed, and there are still thousands of others in the world, they just aren't all banging up against the siege's front door.

Once again, AC/AC2 already does this. They have a main action locii of the entire game world, and then break off additional locii as needed, and re-merge them as required.

Yay for them? AC2 sucked ass, and both had lag bubbles issues for a long while after release.

EDIT: And just because you instance a siege, that does not preclude having actions like scout battles, attacking supply lines, etc. I believe using instancing, you could actually make them MORE involving than they are in games where you have this stuff without instancing. Making instances little boutique type areas allows you an assload more server resources to do things like deformable terrain, terrain effects, hand-crafted design of zones, etc.

Kind of an aside, but that's twice now you've brought up deformable terrain, and I'm kind of curious why...it's quite a coincidence that networked terrain deformation is exactly the implementation I'm finishing up this weekend--been on and off it for a couple of months now.

Regarding the main discussion, I think that implementation wise both of the designs have strengths and weaknesses, and obviously our current design is a lot less in use currently for MMOGs. I also don't think that either of us have come up with any convincing arguments to change the other's mind, so unless others contribute, I'd think it's time for us to agree to disagree! I do like the direction the thread has almost head a couple of times (game design decisions at a higher level than just the siege itself)!


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Strazos on March 04, 2005, 11:50:28 PM
Kind of an aside, but that's twice now you've brought up deformable terrain, and I'm kind of curious why...it's quite a coincidence that networked terrain deformation is exactly the implementation I'm finishing up this weekend--been on and off it for a couple of months now.

He brings it up because it kicks ass. Think of the possibilities: for instance, instead of having to force your way through a gatehouse chokepoint for a castle, you might be able to bust a wall down on way or another. People hiding in a forest? Burn the damn thing down, and now they have no cover/camoflouge. Terrain deformation would be even more useful with modern weaponry. Group holed up in a house? Bust it down. Guy sniping from behind a rock formation? Can't shoot Through it? Blow it the fuck up. Group assaulting from a cave? Make them retreat a bit, then cave the entrance in and trap the bastards inside to suffocate.

Terrain Deformation For Teh Win, etc etc.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: Stephen Zepp on March 05, 2005, 08:24:26 AM
Kind of an aside, but that's twice now you've brought up deformable terrain, and I'm kind of curious why...it's quite a coincidence that networked terrain deformation is exactly the implementation I'm finishing up this weekend--been on and off it for a couple of months now.

He brings it up because it kicks ass. Think of the possibilities: for instance, instead of having to force your way through a gatehouse chokepoint for a castle, you might be able to bust a wall down on way or another. People hiding in a forest? Burn the damn thing down, and now they have no cover/camoflouge. Terrain deformation would be even more useful with modern weaponry. Group holed up in a house? Bust it down. Guy sniping from behind a rock formation? Can't shoot Through it? Blow it the fuck up. Group assaulting from a cave? Make them retreat a bit, then cave the entrance in and trap the bastards inside to suffocate.

Terrain Deformation For Teh Win, etc etc.

Oh, you don't have to convince me how cool it is, I was just wondering if it was a coincidence that he was bringing it up in this thread, or if it was the fact that it's what I'm working on.

For discussion purposes by the way, you actually brought up two different topics: object destruction/deformation, and terrain deformation. Subtle difference honestly, but implementation wise they are two totally different things. Examples in shadowbane: destroying a city wall was object destruction, how the city grid flattened out when you placed a ToL was terrain deformation.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on March 07, 2005, 01:57:24 PM
I bring it up because in previous MMOG's it has either been impossible to do real-time (thus requiring large patches to change the world) or has been a cluster fuck of clipping issues, or boring randomized terrain. Taking the siege or other instance resources out of the server cluster infastructure and dropping them into their own dedicated area should allow you more control over things like terrain deformation, object destruction and specialized creature/enemy AI options. All of these things can be done without junking up server resources for the people not even involved in the action.

It's pure co-winky-dink that I brought it up while you were working on it.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: sarius on May 17, 2005, 09:53:28 AM

This is a fundamentally unsolvable problem because of the emphasis on combat.  Emphasis, or perhaps even total focus to the exlusion of anything else.  Combat by its very nature tends to make players want to cluster together, especially in an RTS-like game.  I think you have to try something else.

The only reliable way I see to encourage players along different lines is to give them non-combat ways to interact with the world that are every bit as compelling as combat.  As long as the only or most compelling option players have is combat, then that's all they'll do, increasing the risk of breaking the overly-elaborate system described above.  Give players crafting systems that aren't file download bars with a sound at the end.  Give players rewards for exploring.  Give players intricate missions that are more than just kill-this-foozle-and-bring-back-an-item.  Give players things that make them want to spread out over the game world because it has direct benefit to do so.    Do those things, and a smaller percentage of your concurrent players will be involved in combat at any given time.  This reduces the risk of player clustering and, in turn, the need for so much developer time spent on solving what amount to glorified network problems instead of putting in compelling game content.


I agree--this discussion has been focusing specifically on the infrastructure architecture, but there are dozens of other, higher level, game design mechanisms to avoid "everyone on the server is here" combats as well. The primary one for our particular project is the removal of the "god control" layer over npc troops. Instead of directly forcing their movement, actions, attacks, etc., you issue orders, and the npcs evaluate those orders based on loyalty, casus belli (reasons for war), discipline, etc. Just because a guild consisting of a chaos-earth faction wants to go 3/4 of the way across the game world to jump in on a siege between an order-spirit faction and a order-death faction doesn't mean that their forces can be mobilized to actually contribute in any way to that particular siege, nor does it mean the troops will fight who you want them to fight once you get there. And yes, what I am implying here is mechanics enforced "lore".

A specific player (type) that SWG cultivated well has been thrown the sewage pit by their developers, IMO.  Crafting, in the infamous CURB, has been completely capped to where the player can always reach the pinnacle of max stats with the most minor effort.  The Smuggler revamp has lowered the limits of slicing to ridiculously nominal inclusion, and it basically took most of the community threatening a walkout before the devs decided to not invalidate ALL resources collected for Armor and Weaponsmithing professions for the past two years.

SOE devs have a two year history of outright lies to their player base on these professions.  They flew people to Austiin and lied to their faces.  It would be just a funny if they only drove their players away from the game in the thousands once a year, but they've adopted the Capt. Nimo school of customer relations to the point where everyone uses SOE as the poster child for what not to do.

I seriously doubt that most SWG developers know crap about the long term effects of their decisions on their player base.  If they did, they'd be able to actually describe interaction in the crafting professions of SWG with coherent sentences and SOE wouldn't be playing hot potato with their subscriptions numbers for the upcoming quarterlies.

The first game that comes out with a complex crafting system tied to a complex economy beyond SWG's will be the end of SWG's foundational veteran players, and the game itself, IMO.  Sadly, there's been no rise to the occasion I've seen.

Finally, in communications software development I've not once seen where taking something away from a product, in any light, has produced more customers.  How many more MMORPGs need to die before this community understands this simple principle...?


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: HaemishM on May 17, 2005, 12:10:00 PM
How many more MMORPGs need to die before this community understands this simple principle...?

Lots. Lots and lots of lots. I can count on one hand the number of dead MMOG's, and that number is eclipsed by the still-going yet shitty ones.


Title: Re: "The Snowball of Nerf-Hate Effect"
Post by: WindupAtheist on May 20, 2005, 02:53:29 PM
I'm a Star Wars fanboy, and an Ultima Online diehard, and even *I* think SWG looks like ass.  What else need I say?   :-P