Title: Vanguard chatter Post by: shiznitz on June 01, 2007, 01:43:23 PM So the first statement from SOE, via Gilbertson as Producer, asserts that server mergers are coming. This, of course, is being met with suspicion by all house owners.
The latest Test Server patch notes (5/31) has nothing major, but mentions that the cash value for vendor loot is changing. Not clear which direction, but it has to be up since it cannot go much lower than a dozen copper for most items. Title: Re: Vanguard chatter Post by: Venkman on June 01, 2007, 01:46:40 PM Ouch. Server merges with houses in a persistent public space. I can't imagine how they'd resolve those overlaps.
Title: Re: Vanguard chatter Post by: Nebu on June 01, 2007, 01:49:11 PM Ouch. Server merges with houses in a persistent public space. I can't imagine how they'd resolve those overlaps. Condos? Title: Re: Vanguard chatter Post by: Hutch on June 01, 2007, 02:00:46 PM Ouch. Server merges with houses in a persistent public space. I can't imagine how they'd resolve those overlaps. Condos? Instancing! Title: Re: Vanguard chatter Post by: Numtini on June 01, 2007, 04:40:19 PM First come, first served. Anyone who loses a space goes to the top of the queue for another one. A lot of programming though.
Title: Re: Vanguard chatter Post by: Count Nerfedalot on June 01, 2007, 05:03:55 PM Ouch. Server merges with houses in a persistent public space. I can't imagine how they'd resolve those overlaps. Condos? Just stack them. Title: Re: Vanguard chatter Post by: NiX on June 01, 2007, 05:38:57 PM Is this the fastest a MMO has merged servers?
Title: Re: Vanguard chatter Post by: Trippy on June 01, 2007, 06:02:12 PM AA merged servers pretty fast too. Vanguard still may be the quickest, though. Would have to do some Googling to know for sure.
Title: Re: Vanguard chatter Post by: Numtini on June 01, 2007, 06:16:51 PM I think things have shown you're a lot better off merging than not. I know Turbine took a load of grief on the boards for not opening up a ton of servers for LOTRO, but in the end it'll turn out ot be a very wise decision.
Title: Re: Vanguard chatter Post by: Venkman on June 01, 2007, 09:13:07 PM Well, there's a difference between merging servers on a list and merging actual hardware. I have no idea what the corrolation is. I do remember some conversation about how LoTRO had "less" servers than others and therefore showed Turbine was predicting a more modest success. The point raised in response was that LoTRO servers are capable of hosting a lot more concurrent avatars than, say, WoW or EQ1, so there didn't need to be as many servers in the displayed list because each one could handle, say, the equivalent or four or five from WoW.
Not sure about the numbers since I've never been able to verify, but it's a point to discuss. I think AA was quicker to merge servers, but VG was quicker to announce pending merges. Title: Re: Vanguard chatter Post by: Strazos on June 02, 2007, 08:48:47 AM DDO merged fairly quickly as well, yes?
Title: Re: Vanguard chatter Post by: eldaec on June 02, 2007, 12:35:17 PM I think Planetside might have beaten all of them - though for different reasons. PS found they needed more ppl per server than they originally thought in order to keep the action going.
Title: Re: Vanguard chatter Post by: caladein on June 02, 2007, 12:50:09 PM AA merged servers pretty fast too. Vanguard still may be the quickest, though. Would have to do some Googling to know for sure. AA launched mid-April 06 and the earliest news I see of a server merge (http://www.gamespot.com/pc/rpg/autoassault/news.html?sid=6153737) puts it at mid-July 06. So... (a few days short of) three months for AA. Title: Re: Vanguard chatter Post by: CharlieMopps on June 03, 2007, 06:36:55 AM Well, with Vanguard I think they actually wanted to merge the servers a long time ago but put it off due to all the other issues with the game.
What will happen to the home owners? Who cares, most prolly got their homes with duped money anyways. How is SOE going to fix the duping issues? hmm... Character whipes? Or at least, whipe property and money? As far as LOTRO goes... the servers are already pretty over populated. I'd actually like to see some more servers added. Maybe the big patch coming this month will include a new town so Bree won't be so over crowded? Title: Re: Vanguard chatter Post by: Venkman on June 03, 2007, 08:28:45 AM I think Planetside might have beaten all of them - though for different reasons. PS found they needed more ppl per server than they originally thought in order to keep the action going. The PS server merges were announced in December '03, seven months after it's May launch. Not sure when they were actually done, but VG has only been live three months by comparison. I can't find exactly when North American DDO servers merged (which makes me wonder if they did?), but the European ones did so this past February, a full year after the game launched.Title: Re: Vanguard chatter Post by: Azazel on June 04, 2007, 04:01:20 AM Woot~!
Vanguard comes first at something~!! Title: Re: Vanguard chatter Post by: shiznitz on June 14, 2007, 10:36:12 AM Server merger plan announced, but no date set. 13 servers down to 5, assuming Florendyl (RP server) elects to stay as is.
http://forums.station.sony.com/vg/posts/list.m?topic_id=11599 Quote Servers There will be 2 US PVE, 1 EU PVE, and 1 US PVP server. Thunderaxe, Woefeather, and Gulgrethor would merge into server A PVE Targonor, Hilsbury, Flamehammer and Shidreth would merge into sever B PVE Tharridon, Varking, and Frengrot would merge into sever C PVP FFA Gelenia and Infineum would merge into server D EU PVE For Florendyl we will be soliciting feedback via a poll and discussion as to whether or not the players think it should be merged. We are open to considering the option of leaving it up with the understanding that the population is way under what it needs to be to be healthy but we wouldn't recommend it. All existing servers will go away and everyone will be moved to new servers. We will post a poll so you can vote on the new server names. PVP players will be able to move to PVP OR PVE servers. PVE players will only be able to move to PVE servers. PVP rule set will be FFA. Each character will get one free server move after the merge. Character Naming Characters name priority is based on First created, if also played within the last 30 days Last Played Those characters that have name collisions will be marked, and upon next login will have to choose a new name before that character can log in. Housing The price for the player's plot is refunded to the player in coin. The resources used to generate the house are refunded to the player via the housing resource escrow. The current upkeep balance will be refunded to the character Fixtures and items in the house will be placed in the escrow. Boats Boats will be marked as needing to be named. VGPlayers issues We are still working out the specifics on this. Corpses left in the world All corpses will go away. Any items left on corpses will go to your escrow account. Exp on the corpse will be returned to you. Any pending mail will be returned to sender. Friends list We are still working out the specifics on this. Guild names We are still working out the specifics on this. Market items Items in the market will be returned via mail. Title: Re: Vanguard chatter Post by: NiX on June 14, 2007, 11:32:12 AM Well, at least they're giving stuff back. I like the way they're handling the corpse issue especially with the XP. Someone keep us updated on how the actual merges end up. It's all nice and pretty in writing, but it may flop hard when it comes down to implementation.
Title: Re: Vanguard chatter Post by: Miasma on June 14, 2007, 11:40:52 AM The housing thing is pretty interesting, it basically means there is going to be a land rush to get the plots when the new servers come up...
Title: Re: Vanguard chatter Post by: shiznitz on June 14, 2007, 12:20:39 PM The housing thing is pretty interesting, it basically means there is going to be a land rush to get the plots when the new servers come up... No kidding. On Hilsbury, it is already tough to find plots in the more popular areas and that is going to be one of 4 servers mashed together. Title: Re: Vanguard chatter Post by: Oban on June 14, 2007, 12:23:45 PM Was PvP always FFA? Can you attack members of your own "faction" currently?
Title: Re: Vanguard chatter Post by: shiznitz on June 14, 2007, 12:27:19 PM There is at least one non-FFA PvP server now (Shadow vs Order) but it is going bye bye in the server merger as currently planned. FFA will be the only PvP option.
Title: Re: Vanguard chatter Post by: Mrbloodworth on June 14, 2007, 12:34:27 PM Ouch. Server merges with houses in a persistent public space. I can't imagine how they'd resolve those overlaps. I think they are cashing out everyone, on both sides of the server merge. Then its first come first serve. Title: Re: Vanguard chatter Post by: Yegolev on June 14, 2007, 01:02:38 PM Reminds me of Horizons.
Title: Re: Vanguard chatter Post by: El Gallo on June 14, 2007, 01:25:54 PM I remember reading blow-by-blow accounts of the UO land rush when T2A came out back when I started reading Lum's site regularly. Oh the tension!
Title: Re: Vanguard chatter Post by: shiznitz on June 14, 2007, 02:58:37 PM Land rushes are kind of fun actually. I tend to lose out since I have a day job, but it definitely creates buzz in the community. VG still has no mechanism to transfer a plot to another player - which is a good thing for a land rush but not a good thing later on. Anyone still playing VG is pretty diehard so I doubt there will be many "IDOC" opportunities.
Also, since each continent has different house components, one cannot take Thestran-materials and use them in Qalia (ASFAIK.) Title: Re: Vanguard chatter Post by: Azazel on June 17, 2007, 10:50:15 PM Well, at least they're giving stuff back. I like the way they're handling the corpse issue especially with the XP. Someone keep us updated on how the actual merges end up. It's all nice and pretty in writing, but it may flop hard when it comes down to implementation. You can already see the non-Sigil-Brad-vision--ness of it all... Title: Re: Vanguard chatter Post by: schild on June 17, 2007, 11:08:19 PM Reminds me of Horizons. You just made me look like your avatar. Title: Re: Vanguard chatter Post by: Muggi on June 18, 2007, 10:51:23 AM I'm still ::gulp:: playing VG, on Florendyl so.. the changes should be interesting. No one in my guild really cares if they merge or not, as we're xenophobes and hardly ever group outside of guild. The merge would bring in some new classes we're short on for raids but..whatever
Title: Re: Vanguard chatter Post by: Morfiend on June 18, 2007, 12:15:32 PM I'm still ::gulp:: playing VG, = Is that like playing L2 "where the hardcore sons of emo bitches play"? Title: Re: Vanguard chatter Post by: Muggi on June 18, 2007, 04:54:29 PM Is that like playing L2 "where the hardcore sons of emo bitches play"? Heh maybe..for me its just playing with a group I've been with for a decent amount of time so, the guild is really the fun part. Also, the game isn't nearly as bad as people make it out to be, but the ::gulp:: was there because I knew there were good possibility of flames inc. There's such a stigma attached to the game now.. I still enjoy it, don't have nearly the problems I hear reported with bugs/hardware issues, and the ludicrous amount of content under 30 has made playing alts up a good holdover til raiding. Title: Re: Vanguard chatter Post by: Secundo on June 20, 2007, 07:51:10 AM Yeah it really isnt that bad if you have a nice rig and a few regular friends to play with.
Or maybe it was tolerable because there was almost no people left on my server(Frengrot)... Anyway, I was on a team pvp server and that option is no more after the server merges. I don't do ffa pvp and pure pve isnt what I want either so VG has no place for me. Too bad since it was starting to grow on me just like swg once did. Maybe I'm just a sucker for trainwrecks :P Title: Re: Vanguard chatter Post by: schild on June 20, 2007, 07:52:58 AM Nearly anything is tolerable when others are suffering with you.
That doesn't mean it's a Good Way to waste time. Title: Re: Vanguard chatter Post by: shiznitz on June 20, 2007, 08:51:50 AM VG remains the game it is. It doesn't excite me, but I do pop in now and then. I am curious how the player dynamics will change post-server merge. I won't be logging in until then, probably. VG is a lot of fun when grouped. We will see if merging servers makes grouping viable.
Title: Re: Vanguard chatter Post by: Hlk on June 22, 2007, 12:51:33 AM All VG these days .. is stange, I don't know where they heading.
If you look at "news" at VanguardSOH.com, you really must laugh, what sort of news/ propaganda is that. I have not played it for months, but certainly I would be more interested in game development, rather then screenshots contests(http://vgplayers.station.sony.com/newsArchive.vm?id=144§ion=News), or "new" team management and bug teams (that article is a laugh http://vgplayers.station.sony.com/newsArchive.vm?id=142§ion=News) or interviews with players about their characters (http://vgplayers.station.sony.com/newsArchive.vm?id=143§ion=News, very exciting). Looks to me they are deciding what to do next with this "healthy game" , as one manager said, and feed peple with this childly bullshit. Title: Re: Vanguard chatter Post by: Venkman on June 23, 2007, 10:34:52 AM I couldn't be bothered to find that multi-page VG thread, so decided to bring this hear. Read the below and tell me what game you think it's about.
Quote The first clue I had that something was wrong was that nobody was working. Everyone was standing around talking. It seems that all the Maya and Max dongles were missing, so none of the artists could work. Someone had come in over the weekend and taken them all. The internet connection was also down, along with the email server. No one from IT could be found, which wasn’t entirely unheard of since IT support at Yosemite Entertainment was typically pretty bad, but not being able to find any of them when all the important servers where down was strange. ... He was down from corporate, but not directly in the chain of command. He pretty much cut to the chase and said that they were closing the studio and that some of the people in the meeting would now go upstairs for a separate meeting Then click this link (http://tinyurl.com/3329eb)* The more things change... * I used TinyURL to keep the mystery alive ;). It's a safe link. Title: Re: Vanguard chatter Post by: Trouble on June 24, 2007, 11:23:20 AM Quote Bill something or other was laid off two weeks later when XXXXX corporate decided they didn’t need that much middle management now that there was nobody left to manage. That's great. Title: Re: Vanguard chatter Post by: Venkman on June 24, 2007, 01:15:24 PM Yea, deep irony there. I just hope Bill saw that coming. When you're put in the role of "efficiency expert", you're at as much risk as those being efficientized.
Title: Re: Vanguard chatter Post by: Baldrake on June 24, 2007, 02:45:30 PM Admittedly, I only read part 1, but this doesn't seem comparable at all to the Vanguard situation. Assuming we accept that sometimes you have to shut down a whole studio, didn't they do it about as well as possible? They got the news out quickly and they offered good severance and relocation packages. It sucks to have someone stand in front of a whole studio and read out a list of names, but when it's a large group, I can't think how else to do it better -- I'm sure most people would rather know right away than, say, sit at home waiting for a phone call or letter. What do you think? Was management particularly insensitive given the job that had to be done?
Title: Re: Vanguard chatter Post by: UnSub on June 24, 2007, 08:10:34 PM Admittedly, I only read part 1, but this doesn't seem comparable at all to the Vanguard situation. Assuming we accept that sometimes you have to shut down a whole studio, didn't they do it about as well as possible? They got the news out quickly and they offered good severance and relocation packages. It sucks to have someone stand in front of a whole studio and read out a list of names, but when it's a large group, I can't think how else to do it better -- I'm sure most people would rather know right away than, say, sit at home waiting for a phone call or letter. What do you think? Was management particularly insensitive given the job that had to be done? Mass layoffs are never easy to do, but perhaps it could be better handled than reading names out on a list of people who get to stay. Also, sending in someone who has never been seen before as a chainsaw consultant is a bit iffy - it would be nicer for a recognisable face to be the one pulling the trigger and being sympathetic about it. The second part of the story talks about the game's mismanagement that no doubt helped its cancellation (definite Sigil link there), while the third part is about a licensing contract and how Sierra tried to get around it. Title: Re: Vanguard chatter Post by: Lantyssa on June 26, 2007, 09:52:08 AM Mass layoffs are never easy to do, but perhaps it could be better handled than reading names out on a list of people who get to stay. It is difficult to get the proper information to a bunch of people fast enough that speculation and worry doesn't devolve the situation into a worse nightmare. I don't think there is a non-sucky way to do a mass lay-off.Title: Re: Vanguard chatter Post by: Merusk on June 26, 2007, 02:43:09 PM Mass layoffs are never easy to do, but perhaps it could be better handled than reading names out on a list of people who get to stay. It is difficult to get the proper information to a bunch of people fast enough that speculation and worry doesn't devolve the situation into a worse nightmare. I don't think there is a non-sucky way to do a mass lay-off.Last Lay-off I was a part of they pulled us all in for the mass-meeting, told us when and why we'd be shutting down, and that they'd be having short one-on-one meetings to go over our severance packages etc throughout the day and that after the meetings we'd be free to leave for the day if we felt we needed to. It was the President of the Division having this conversation with us, not some moke in from main-office corporate. The one-on-ones were had with the Division President and our immediate supervisor and lasted from 10-25 minutes each. Pre-arranged relocation offers were made in those meetings if they were made at all. We were also given written recommendations and explanations of why we were seeking a job, signed by our Supervisor and the DP with their contact information. Company fax/ copiers were made available to us for resumes as well as pointing us at several places within the company that needed our skills if we were willing to relocate there. It still sucked pretty hard, but it was professional and well-ordered. If I had to go through it again, I'd rather it went that way. Title: Re: Vanguard chatter Post by: Chimpy on June 26, 2007, 03:11:24 PM Last Lay-off I was a part of they pulled us all in for the mass-meeting, told us when and why we'd be shutting down, and that they'd be having short one-on-one meetings to go over our severance packages etc throughout the day and that after the meetings we'd be free to leave for the day if we felt we needed to. It was the President of the Division having this conversation with us, not some moke in from main-office corporate. The one-on-ones were had with the Division President and our immediate supervisor and lasted from 10-25 minutes each. Pre-arranged relocation offers were made in those meetings if they were made at all. We were also given written recommendations and explanations of why we were seeking a job, signed by our Supervisor and the DP with their contact information. Company fax/ copiers were made available to us for resumes as well as pointing us at several places within the company that needed our skills if we were willing to relocate there. It still sucked pretty hard, but it was professional and well-ordered. If I had to go through it again, I'd rather it went that way. That is your standard, well-run, fortune500 kind of layoff though. The video game industry seems to operate a lot more like the entertainment industry where people with 'creativity' and little real business acumen are in charge of running the ship than your traditional businesses. Creative businesses tend to have their largest failings in how to deal with difficult people issues. Every company in the entertainment business I have worked with has had some form of major problem when there are 'un-fun' personnel issues. If one of them closed I am sure the layoffs would have been equally, if not moreso, insane as the Sigil firing was. Hell, one place I am certain the owner would have done it smack dab in the middle of the company christmas party and grinned while seeing the reactions of people. Title: Re: Vanguard chatter Post by: Merusk on June 26, 2007, 03:16:08 PM Agreed.. but that wasn't the position put-forward to which I was responding. :-)
Title: Re: Vanguard chatter Post by: Lantyssa on June 26, 2007, 04:15:05 PM It still sucked pretty hard, but it was professional and well-ordered. If I had to go through it again, I'd rather it went that way. I guess I didn't give any company enough credit to handle it that well.Title: Re: Vanguard chatter Post by: Muggi on July 03, 2007, 07:22:00 AM Sad to say, but I've pretty much given up on VG myself. I tried the vanboi thing, stick it out til raids, etc etc but..I started working up an alt 2-box, got to the mid-20's and remembered I had nothing but faction grinding and hours of killing for that one rare quest item to look forward to..ugh
Loaded up DDO and having fun again, while I wait for an AoC or WAR Beta invite. Most of my guild is playing DDO or WoW as well. I'd forgotten what fun a game with at least primitive mob AI can be! Title: Re: Vanguard chatter Post by: shiznitz on July 03, 2007, 10:04:43 AM I did log into VG again last week for an hour. Jesus, my server (Hilsbury) was D-E-A-D. Took almost 10 minutes for a global chat to scroll out of the chat window. There are only 10 lines of text in my chat box. Ghost town. My sub expires today.
Title: Re: Vanguard chatter Post by: Bill on July 06, 2007, 06:41:56 PM Well, I played VG since launch and took a two month break after burning out from two intense months of play. I've recently resubbed and personally the population problems don't affect me, I have a solid guild on Gelenia (which is the biggest server) and play with friends mostly.
The latest patch (1849) has really improved performance and crashes for most people so it's going the right direction. Title: Re: Vanguard chatter Post by: Azazel on July 07, 2007, 04:16:29 AM Sounds like the direction it's already gone in is down the toilet...
Title: Re: Vanguard chatter Post by: rk47 on July 07, 2007, 05:34:34 AM Well, I played VG since launch and took a two month break after burning out from two intense months of play. I've recently resubbed and personally the population problems don't affect me, I have a solid guild on Gelenia (which is the biggest server) and play with friends mostly. (http://i100.photobucket.com/albums/m20/r3dknight/Snap135.jpg)The latest patch (1849) has really improved performance and crashes for most people so it's going the right direction. Title: Re: Vanguard chatter Post by: WindupAtheist on July 08, 2007, 12:43:09 AM Huh?
Title: Re: Vanguard chatter Post by: Lt.Dan on July 08, 2007, 02:32:10 AM Huh? It's the latest in mole technology - laser-eyed ring tailed bandicootTitle: Re: Vanguard chatter Post by: shiznitz on July 13, 2007, 12:51:41 PM From the official boards, the server merger is about two weeks away. They have even decided to merge Florendyl, the RP server, after peak activity has fallen to 400-450 players, down about 30% in the last month, according to the dev. If that 400-450 is average activity across all 13 servers, then the game is probably hovering around the 50k subscriber level.
The last patch did noticeably improve performance, incidentally. I tried it out for about 10 minutes earlier this week. That said, I don't knoiw how this game comes back without a major promotional effort paired with an expansion, something the current subscirber level probably doesn't warrant investing in. EQ2's RoK expansion will get the Christmas season marketing budget, for sure. Title: Re: Vanguard chatter Post by: Sky on July 13, 2007, 12:59:38 PM Any money taken away from EQ2 and put into Vanguard makes baby jesus poop his loincloth.
Title: Re: Vanguard chatter Post by: Kageru on July 13, 2007, 07:32:18 PM From the official boards, the server merger is about two weeks away. They have even decided to merge Florendyl, the RP server, after peak activity has fallen to 400-450 players, down about 30% in the last month, according to the dev. If that 400-450 is average activity across all 13 servers, then the game is probably hovering around the 50k subscriber level. That calculation seems inaccurate. They are reducing the game to 4 servers, which they would not be doing if they had 50K subscribers. I've also heard the heuristic 4 x peak equals current subscriber base, so that looks like about 24K. Which also matches Brads earlier statement that the servers were designed for 5-6k, assuming he meant subscribers not concurrently online. They are also neatly caught in their own incompetence because a lack of high end content combined with no instancing means a likely train wreck at the high end for any population large enough to support new players. Nor do I believe they have the subscriber base to fund developing a raid game from scratch. I find it very hard to believe this game will not be closed or abandoned in the next 3-6 months. Title: Re: Vanguard chatter Post by: Tale on July 14, 2007, 02:56:36 AM Vanguard is in the "50% off" bin at my local EB's sale.
Title: Re: Vanguard chatter Post by: Azazel on July 14, 2007, 12:15:37 PM I saw that too. To be fair, though, EB also has some decent stuff in those sales.
Title: Re: Vanguard chatter Post by: Tale on July 14, 2007, 12:31:50 PM Generally the decent stuff is 10-20% off though :)
Title: Re: Vanguard chatter Post by: sam, an eggplant on July 14, 2007, 04:31:02 PM Until a couple of weeks ago I would have believed that 25k subscribers would be enough to keep a MMO on life support. After auto assault, though, I'm not so sure. SOE may kill it yet.
Title: Re: Vanguard chatter Post by: Oban on July 14, 2007, 07:02:24 PM They kept MXO with less...
Title: Re: Vanguard chatter Post by: Azazel on July 15, 2007, 12:37:00 AM Generally the decent stuff is 10-20% off though :) I've picked up FEAR and it's expansion, HoMMV, Company of Heroes, Rome Gold & Alexander, Star Wars Empire at War, Titan Quest, Prey, Guild Wars & Factions and plenty of others from their 50% off and 2-for-$50 sales. I do admit that all of the above stuff hasn't been in "new release" status when I've gotten them via sale, but hey. Not to mention any number of older, cheaper $10-20 titles I may have played (or not bothered to) in the past on backups and now have legit copies of. It really depends on the store though. Two of the EBs near me dont have much at all, while there's one in town on Elizabeth Street which seems to always have tons of worthwhile PC stuff when it's sale time. Of course, they also have large amounts of non-selling shit though in those sales. I imagine Vanguard is in the latter. Like the odd copy of Auto Assault I still see on shelves. Title: Re: Vanguard chatter Post by: Oban on July 15, 2007, 02:01:37 AM ... Like the odd copy of Auto Assault I still see on shelves. Don't forget to pick up a time card (http://cgi.ebay.com/Auto-Assault-Game-Time-Card-60-Days-NEW-PC_W0QQitemZ300130388251QQihZ020QQcategoryZ62053QQrdZ1QQcmdZViewItem) Title: Re: Vanguard chatter Post by: Venkman on July 15, 2007, 04:53:36 AM They kept MXO with less... Important because SOE keeping an MMO alive is different from NC doing so. The former can afford to look at things differently because they're all extensions of a common infrastructure and have the virtue of having a separate development team focused on that as both a resource and business need. NC seems to leave more autonomy with the developers whereas all games SOE picks up are assumed to be part of their All Access Pass. I don't know how much of AA has been internalized. If enough, it makes sense to cancel. If not enough then cancelling it was NetDevil's call, for the same reason. Which is odd considering Jumpgate is still going. Title: Re: Vanguard chatter Post by: Trippy on July 15, 2007, 05:32:35 AM NCsoft owns AA outright so they can do whatever they want with it.
Title: Re: Vanguard chatter Post by: CharlieMopps on July 15, 2007, 06:19:31 AM I think SOE can fix it. I hate smeadly and all but SOE has some good coders despite him. They are probobly huridly trying to get the engine stable now and will later build the scripting tools they need to create content. Then they will release some expansion and treat it like its a new release. My bet is on: "Vanguard: A Brave New World"
Title: Re: Vanguard chatter Post by: Simond on July 15, 2007, 12:01:06 PM They kept MXO with less... MXO wasn't in direct competition with at least one of SOE's own games, though.Title: Re: Vanguard chatter Post by: Engels on July 15, 2007, 12:03:27 PM Not to mention that the personel and infrastructure needed to keep VG alive has to be at least double what MXO takes. Just a hunch.
Title: Re: Vanguard chatter Post by: Numtini on July 20, 2007, 09:08:29 AM This is interesting. Apparently SOE is targetting Vanguard subs who used to be EQ2 subs and offering them free EQ2 until September.
While this is great for EQ2, I can't come up with any way in which this is good for Vanguard. Title: Re: Vanguard chatter Post by: Slayerik on July 20, 2007, 09:28:40 AM This is interesting. Apparently SOE is targetting Vanguard subs who used to be EQ2 subs and offering them free EQ2 until September. While this is great for EQ2, I can't come up with any way in which this is good for Vanguard. So THIS is why they acquired VG? :) Title: Re: Vanguard chatter Post by: Venkman on July 20, 2007, 09:30:21 AM I thought that had been established: more development team, maybe more players. I doubt that they expect some huge boost to EQ2 from whoever they get from VG though.
Title: Re: Vanguard chatter Post by: Slayerik on July 20, 2007, 09:40:11 AM I thought that had been established: more development team, maybe more players. I doubt that they expect some huge boost to EQ2 from whoever they get from VG though. I would think if you had any hopes for your game, you wouldn't try to get them to play another one of your own games. Unless, that is, the game you are stealing them from sucks so bad that they are better off sniped by your company before someone else gets em. Title: Re: Vanguard chatter Post by: Engels on July 20, 2007, 09:45:52 AM Smells to me like they're thinking about shutting down VG for good. If they can get metrics showing that current VG players are now playing EQ2, they can shut VG down without a big kerfuffle.
Title: Re: Vanguard chatter Post by: Numtini on July 20, 2007, 09:56:12 AM That's the only thing I can see being logical about that. Either they've decided to shut down or it's a fishing expedition to get data on how many subs they might be able to convert if they do.
But when I hear about VG, the thing I hear repeatedly is that there still isn't enough population to be viable for grouping. If that's the case, it seems like a really bad move to get people to move, even within your own company's offerings. Title: Re: Vanguard chatter Post by: SnakeCharmer on July 20, 2007, 10:04:37 AM They're just trying to squeeze as many games as they possibly can under the Station Pass - whether or not the games are competitive with each other. It's like they're becoming the Wal Mart of MMOs.
Seems like I remember SOE trying to come up with one launch pad to rule them all a la NC Soft? Title: Re: Vanguard chatter Post by: Engels on July 20, 2007, 10:12:03 AM Its not a Station Pass thing. If you have subscribed to Vanguard, you get access to EQ2.
Title: Re: Vanguard chatter Post by: Numtini on July 20, 2007, 10:39:05 AM It's also not a short trial, it's apparently until September.
Title: Re: Vanguard chatter Post by: WindupAtheist on July 20, 2007, 07:11:11 PM This game has been targeted for termination.
(http://img2.timeinc.net/ew/img/review/011012/terminator_l.jpg) Title: Re: Vanguard chatter Post by: Trippy on July 20, 2007, 08:47:02 PM If they are going to terminate it this soon why would they have bought it from Sigil?
Title: Re: Vanguard chatter Post by: Numtini on July 20, 2007, 09:05:26 PM I wonder if they didn't realize how bad things were. Or if after SOE bought it there was a higher attrition than they thought. There are a lot of people who really hate SOE and won't play anything they do and I suspect they were disproportionately represented in VG. (After all, SOE was the evil company that killed the misery of the vision.)
Title: Re: Vanguard chatter Post by: Mandrel on July 20, 2007, 09:28:14 PM ... Like the odd copy of Auto Assault I still see on shelves. Don't forget to pick up a time card (http://cgi.ebay.com/Auto-Assault-Game-Time-Card-60-Days-NEW-PC_W0QQitemZ300130388251QQihZ020QQcategoryZ62053QQrdZ1QQcmdZViewItem) "Collector's item"? Title: Re: Vanguard chatter Post by: UnSub on July 21, 2007, 02:45:37 AM If they are going to terminate it this soon why would they have bought it from Sigil? It sort of feels that SOE picked up Vangard as a 'wait and see' thing - if Vangard had launched and done well, hey, they've bought a good deal from Microsoft and have another MMO out there that people want to play. If it bombed, well, they can buy it out (which they did) and try to either keep it going on a skeleton crew or just dump it, streaming those who are still in Vangard (hopefully) to another SOE game. They bought out a competitor to EQ / EQ2. If it had been successful, they would have been a plus. As is, they might slash and burn the game engine and use it in future projects. Title: Re: Vanguard chatter Post by: WindupAtheist on July 21, 2007, 04:53:01 AM They probably bought it for seven bucks worth of quarters and a six-pack of beer, and don't give a shit.
Title: Re: Vanguard chatter Post by: Surlyboi on July 21, 2007, 06:18:03 AM They probably bought it for seven bucks worth of quarters and a six-pack of beer, and don't give a shit. You forgot the bag of Munchos. (http://en.wikipedia.org/wiki/Munchos) Title: Re: Vanguard chatter Post by: Azazel on July 22, 2007, 04:58:59 AM I wonder if things like some of VG's art assets might not be transferrable over to EQ2 (models, skins, etc).
Title: Re: Vanguard chatter Post by: Surlyboi on July 22, 2007, 09:01:25 AM Hell, give me that town with the big, sunken shipyard (Khal, I think it was) and the surrounding environments and populate it with decent shit and I'll explore it. Vanguard sucks balls, but the scenery was pretty goddamn awesome at times.
Title: Re: Vanguard chatter Post by: CharlieMopps on July 22, 2007, 10:05:47 AM Well, I remember reading that the next EQ2 expansion is supposed to have large zone-less open areas... or at least Zones like what vanguard has. Now, if they are able to roll large chunks of Vanguard assets into EQ2... and Vanguard had no real storyline that anyone would miss... that could be worth hundreds of thousands of Dollars to SOE. Think of the shear number of weapons models they could add alone? Or the ship models? Terrain... everything... And they were basically leasing the engine, so if they got that monkey off their back the purchase could end up being very very profitable. If I were one of the Sigil employees that still had a job right now, I'd be getting my resume together.
Title: Re: Vanguard chatter Post by: BigBlack on July 22, 2007, 02:34:02 PM I wonder if things like some of VG's art assets might not be transferrable over to EQ2 (models, skins, etc). They'd have to be transferable - the issue is just how much work it'd take, which would vary depending upon individual tools used and whatnot. Given the huge mass of art assets in Vanguard, I'd have to guess that the cost/benefit of putting some Vanguard and EQ2 programmers/artists together in a room for a month or two to write conversion tools is far better than what it would cost to churn out new, original art. The bit about the next EQ2 expansion having some "Vanguard-like" features (large, open terrain) sure sounds like the writing on the wall to me. I wouldn't be surprised if the timing of that expansion coincides with announcements about Vanguard's fate. Title: Re: Vanguard chatter Post by: Azazel on July 22, 2007, 03:13:33 PM Well thinking back to when I last played EQ1 a year or two ago.. by that time, every new expansion only seemed to have about 6 new non-boss mob models and a couple of skins for them. I have no idea if EQ2 follows the same ...cost effective model but if they do, then the VG art assets alone would be stringable-out for some time..
Title: Re: Vanguard chatter Post by: CharlieMopps on July 22, 2007, 04:11:45 PM I wonder if things like some of VG's art assets might not be transferrable over to EQ2 (models, skins, etc). They'd have to be transferable - the issue is just how much work it'd take, which would vary depending upon individual tools used and whatnot. Given the huge mass of art assets in Vanguard, I'd have to guess that the cost/benefit of putting some Vanguard and EQ2 programmers/artists together in a room for a month or two to write conversion tools is far better than what it would cost to churn out new, original art. The bit about the next EQ2 expansion having some "Vanguard-like" features (large, open terrain) sure sounds like the writing on the wall to me. I wouldn't be surprised if the timing of that expansion coincides with announcements about Vanguard's fate. Well, I've done some limited work with modeling inside user made content for mostly FPS games (Quake maps, etc...) and based on my very limited understanding of it, it works like this: You create the models and textures in universal tools like photoshop, 3D studio max, Maya, etc... and then you import those using whatever tools the engine developers gave you. The vast majority of the work is in photoshop, 3D studio max, etc... so if got copies of all Vanguards Art Assets still in their raw form as part of the deal, I see no reason why SOE couldn't just pop them right into their engine. That of course is assuming EQ2 isn't upgrading its engine with the next expansion. If you hear any announcements about EQ2 getting the Unreal 3 engine you'll know for a fact what's going on. I personally would think that would be awsome. I just don't see how Vanguard could be saved. But if EQ2 gets a new engine, based loosely on Vanguards... and a sudden infusion of totally new content... wow... that would be a great game. Title: Re: Vanguard chatter Post by: shiznitz on July 22, 2007, 04:47:51 PM The problem is that the VG mob models aren't all that great, at least what I saw for the 18 levels I played.
Title: Re: Vanguard chatter Post by: Lantyssa on July 22, 2007, 06:28:32 PM The real question is SOE able to take the 20 gigs of Vanguard and turn those assests into a few gigs of EQ2 expansion.
Title: Re: Vanguard chatter Post by: Numtini on July 22, 2007, 07:38:13 PM Honestly, Vanguard graphics would be a downgrade from EQ2. That was what I could never "get" about Vanguard and how poorly it ran. You just weren't getting very much for all that computer effort.
Title: Re: Vanguard chatter Post by: Stephen Zepp on July 23, 2007, 07:48:06 AM I wonder if things like some of VG's art assets might not be transferrable over to EQ2 (models, skins, etc). They'd have to be transferable - the issue is just how much work it'd take, which would vary depending upon individual tools used and whatnot. Given the huge mass of art assets in Vanguard, I'd have to guess that the cost/benefit of putting some Vanguard and EQ2 programmers/artists together in a room for a month or two to write conversion tools is far better than what it would cost to churn out new, original art. The bit about the next EQ2 expansion having some "Vanguard-like" features (large, open terrain) sure sounds like the writing on the wall to me. I wouldn't be surprised if the timing of that expansion coincides with announcements about Vanguard's fate. Well, I've done some limited work with modeling inside user made content for mostly FPS games (Quake maps, etc...) and based on my very limited understanding of it, it works like this: You create the models and textures in universal tools like photoshop, 3D studio max, Maya, etc... and then you import those using whatever tools the engine developers gave you. The vast majority of the work is in photoshop, 3D studio max, etc... so if got copies of all Vanguards Art Assets still in their raw form as part of the deal, I see no reason why SOE couldn't just pop them right into their engine. That of course is assuming EQ2 isn't upgrading its engine with the next expansion. If you hear any announcements about EQ2 getting the Unreal 3 engine you'll know for a fact what's going on. I personally would think that would be awsome. I just don't see how Vanguard could be saved. But if EQ2 gets a new engine, based loosely on Vanguards... and a sudden infusion of totally new content... wow... that would be a great game. In theory, you are correct. However, other than raw geometry and textures, the animations, rigging, and in many cases engine specific "node information" within those raw models may be entirely different. The spectrum can go all the way from "drop in and play" to "better to just start over" for models, depending on engine differences. It's almost certain that unless both engines picked the same general node structure and rigging expectations, it is more work than just dropping them into EQ2's engine. Title: Re: Vanguard chatter Post by: Sky on July 23, 2007, 12:24:00 PM This game has been targeted for termination. No! It's been targeted for BACONATION! (http://www.wendys.com/food/Product.jsp?family=1&product=4)Title: Re: Vanguard chatter Post by: bhodi on July 23, 2007, 01:12:56 PM with the right fixins?
http://www.baconsalt.com/ Title: Re: Vanguard chatter Post by: CharlieMopps on July 23, 2007, 03:03:31 PM In theory, you are correct. However, other than raw geometry and textures, the animations, rigging, and in many cases engine specific "node information" within those raw models may be entirely different. The spectrum can go all the way from "drop in and play" to "better to just start over" for models, depending on engine differences. It's almost certain that unless both engines picked the same general node structure and rigging expectations, it is more work than just dropping them into EQ2's engine. Come on... don't ruin my conspiracy theory! Title: Re: Vanguard chatter Post by: Stephen Zepp on July 23, 2007, 07:04:50 PM In theory, you are correct. However, other than raw geometry and textures, the animations, rigging, and in many cases engine specific "node information" within those raw models may be entirely different. The spectrum can go all the way from "drop in and play" to "better to just start over" for models, depending on engine differences. It's almost certain that unless both engines picked the same general node structure and rigging expectations, it is more work than just dropping them into EQ2's engine. Come on... don't ruin my conspiracy theory! Well, the upside is, if you assume the Vanguard models are of good to high artistic quality, that the re-rigging and such don't necessarily require pure talent...so that part could still work :) Personally, I think they were simply purchasing the user base myself, and removing a competitor in the bargain, but that's pure un-educated opinion on my part. Title: Re: Vanguard chatter Post by: Venkman on July 24, 2007, 06:10:53 AM Heh, I just made that exact argument in the other (http://forums.f13.net/index.php?topic=10465.0) thread. :)
Title: Re: Vanguard chatter Post by: CharlieMopps on July 24, 2007, 07:11:31 AM Yea... but they are only getting about $300K per month from those people. ($15.99 X 20k Subs) and the Subs are disapearing fast. I think the key is finding out how much they paid for Vanguard. Anyone know?
Title: Re: Vanguard chatter Post by: grunk on August 01, 2007, 08:57:57 AM The problem is that the VG mob models aren't all that great, at least what I saw for the 18 levels I played. yeah but EQ2 char models are horid. I could never play the game past lvl30 because of how bad my toon looked. Then i saw some end game spells, and just fell out of my chair how bad they looked. End game armor sets also look like complete shat. IDK, EQ2 art is just piss poor. it is sad when you consider how nice the anmiations are during combat... i think those are mocaped? IMO, EQ2 has a happy medium. Its not so easy to the point of wow yet its not as "hard" as games like L2/FFXI and early EQ (imo early EQ was easy) If they would fix the models, heck id even give the game another try. Title: Re: Vanguard chatter Post by: cmlancas on August 01, 2007, 09:04:28 AM Uhm. What? The EQ2 models look a little like clay, but when they first came out they sure as hell beat anything else that was on the market.
And early EQ was easy? Did you not wipe fifteen times while breaking into hate in Crafted armor? Or was that just because we sucked so badly that we had no idea what we were doing. Later EQ was much, much easier than the earlier versions. I remember when people thought Bronze or Banded Armor and Fine Steel Longswords were something to be had. Title: Re: Vanguard chatter Post by: schild on August 01, 2007, 09:05:39 AM Quote Uhm. What? The EQ2 models look a little like clay, but when they first came out they sure as hell beat anything else that was on the market. Naeg. EQ2 was Oblivion Bad. Nay, worse, at launch. The world however, was very easy. Title: Re: Vanguard chatter Post by: grunk on August 01, 2007, 09:29:34 AM Uhm. What? The EQ2 models look a little like clay, but when they first came out they sure as hell beat anything else that was on the market. And early EQ was easy? Did you not wipe fifteen times while breaking into hate in Crafted armor? Or was that just because we sucked so badly that we had no idea what we were doing. Later EQ was much, much easier than the earlier versions. I remember when people thought Bronze or Banded Armor and Fine Steel Longswords were something to be had. I said, IMO it wasnt hard. There are things in L2 and FFXI that i consider hard, as in, even if you have a static, you still need to get lucky. EQ was a very relaxed game, there was nothing that stopped you from going ahead. I also, played in a static in EQ (3 man) so yeah, that was a huge help (and in FFXI i never had a static). I loved EQ. Frankly, Diablo 2 has better spell animations then EQ2, sure the animations dont scale to the mob like EQ2 but EQ2 should not have such piss poor spell animations. FFXI has been out for 5+ years and the blm spells put EQ2 spells to complete shame. EQ2 has always had piss poor art. Vanguard imo has better char models then EQ2 so if they started using SoH character models, imo thats an upgrade. Title: Re: Vanguard chatter Post by: Slayerik on August 01, 2007, 11:04:54 AM Uhm. What? The EQ2 models look a little like clay, but when they first came out they sure as hell beat anything else that was on the market. And early EQ was easy? Did you not wipe fifteen times while breaking into hate in Crafted armor? Or was that just because we sucked so badly that we had no idea what we were doing. Later EQ was much, much easier than the earlier versions. I remember when people thought Bronze or Banded Armor and Fine Steel Longswords were something to be had. I said, IMO it wasnt hard. There are things in L2 and FFXI that i consider hard, as in, even if you have a static, you still need to get lucky. EQ was a very relaxed game, there was nothing that stopped you from going ahead. I also, played in a static in EQ (3 man) so yeah, that was a huge help (and in FFXI i never had a static). I loved EQ. Frankly, Diablo 2 has better spell animations then EQ2, sure the animations dont scale to the mob like EQ2 but EQ2 should not have such piss poor spell animations. FFXI has been out for 5+ years and the blm spells put EQ2 spells to complete shame. EQ2 has always had piss poor art. Vanguard imo has better char models then EQ2 so if they started using SoH character models, imo thats an upgrade. Whatever a static is, I want one. Title: Re: Vanguard chatter Post by: grunk on August 01, 2007, 11:22:31 AM Uhm. What? The EQ2 models look a little like clay, but when they first came out they sure as hell beat anything else that was on the market. And early EQ was easy? Did you not wipe fifteen times while breaking into hate in Crafted armor? Or was that just because we sucked so badly that we had no idea what we were doing. Later EQ was much, much easier than the earlier versions. I remember when people thought Bronze or Banded Armor and Fine Steel Longswords were something to be had. I said, IMO it wasnt hard. There are things in L2 and FFXI that i consider hard, as in, even if you have a static, you still need to get lucky. EQ was a very relaxed game, there was nothing that stopped you from going ahead. I also, played in a static in EQ (3 man) so yeah, that was a huge help (and in FFXI i never had a static). I loved EQ. Frankly, Diablo 2 has better spell animations then EQ2, sure the animations dont scale to the mob like EQ2 but EQ2 should not have such piss poor spell animations. FFXI has been out for 5+ years and the blm spells put EQ2 spells to complete shame. EQ2 has always had piss poor art. Vanguard imo has better char models then EQ2 so if they started using SoH character models, imo thats an upgrade. Whatever a static is, I want one. a static is a set party. (eh, idk if that was a joke or not lol) Title: Re: Vanguard chatter Post by: Slayerik on August 01, 2007, 12:54:48 PM a static is a set party. (eh, idk if that was a joke or not lol) Thats what makes it teh funneh! Title: Re: Vanguard chatter Post by: Tale on August 24, 2007, 12:59:57 AM Is this the place to post the email where they merge 13 servers into 4 (http://newsletters.station.sony.com/images/vanguard/082207_background.jpg)? Also that they have a server called Farking, I mean Varking.
Title: Re: Vanguard chatter Post by: Simond on August 24, 2007, 07:02:04 AM Anyone seen Geldon recently? :dead_horse:
Title: Re: Vanguard chatter Post by: Nebu on August 24, 2007, 11:45:38 AM Merging 13 servers into 4... that's a sure sign of success. AMIRITE?
Title: Re: Vanguard chatter Post by: HaemishM on August 24, 2007, 12:14:40 PM Merging 13 servers into 4... that's a sure sign of success. AMIRITE? It means they are CONCENTRATING the success. Kind of like dehydrating soup. Title: Re: Vanguard chatter Post by: Tale on August 24, 2007, 04:19:42 PM "Please note that all existing servers will be removed from the game and all characters will be moved onto one of the new servers."
I wonder. Is that simply a PR move to avoid anyone feeling there was favouritism towards a particular server, or are they being moved to lesser hardware as well as being merged? If you're going to free up 9 servers of a type and repurpose them, it might make sense to free up all 13 at once. Title: Re: Vanguard chatter Post by: Stephen Zepp on August 24, 2007, 07:15:55 PM "Please note that all existing servers will be removed from the game and all characters will be moved onto one of the new servers." I wonder. Is that simply a PR move to avoid anyone feeling there was favouritism towards a particular server, or are they being moved to lesser hardware as well as being merged? If you're going to free up 9 servers of a type and repurpose them, it might make sense to free up all 13 at once. Honestly, I'd suggest the opposite: it would be more cost effective to move them to better hardware, so if hell freezes over and subscriptions increase, you can ride out the profit for as long as possible without a hardware change. Title: Re: Vanguard chatter Post by: Trippy on August 25, 2007, 12:49:35 AM That hardware will be better used in Free Realms and The Agency.
Title: Re: Vanguard chatter Post by: Abelian75 on August 25, 2007, 07:16:35 AM "Please note that all existing servers will be removed from the game and all characters will be moved onto one of the new servers." I wonder. Is that simply a PR move to avoid anyone feeling there was favouritism towards a particular server, or are they being moved to lesser hardware as well as being merged? If you're going to free up 9 servers of a type and repurpose them, it might make sense to free up all 13 at once. The name is just cosmetic... just because it's a new name doesn't mean it isn't using the same hardware as previous servers. Title: Re: Vanguard chatter Post by: Yegolev on August 25, 2007, 07:46:49 AM "Please note that all existing servers will be removed from the game and all characters will be moved onto one of the new servers." I wonder. Is that simply a PR move to avoid anyone feeling there was favouritism towards a particular server, or are they being moved to lesser hardware as well as being merged? If you're going to free up 9 servers of a type and repurpose them, it might make sense to free up all 13 at once. Honestly, I'd suggest the opposite: it would be more cost effective to move them to better hardware, so if hell freezes over and subscriptions increase, you can ride out the profit for as long as possible without a hardware change. I would say new hardware, for two possible reasons. If it is Sigil hardware, they are probably being moved into a SOE datacenter. If SOE bought the hardware, they could be writing it off, replacing with cheaper hardware from their preferred vendor, covered by the same service contract in all likelyhood... and moving into a SOE datacenter. Both of these mean savings. Neither one necessarily means better hardware, in fact if SOE is smart then they are using virtualization anyway so the new VG servers might be running in a VMWare partition. Who knows? Title: Re: Vanguard chatter Post by: sam, an eggplant on August 25, 2007, 12:03:20 PM That's an interesting point. Are MMOs really moving into virtualization? I could see it being useful for load balancing and fault tolerance, but as far as I've seen, everybody uses tons of little dell PE1950 1U linux boxes for the app/world servers with distributed db backends on higher-end but still cheap linux clusters segmented for persistence and billing. And they don't really care about fault tolerance for anything but billing.
Title: Re: Vanguard chatter Post by: bhodi on August 26, 2007, 08:21:43 AM That's an interesting point. Are MMOs really moving into virtualization? I could see it being useful for load balancing and fault tolerance, but as far as I've seen, everybody uses tons of little dell PE1950 1U linux boxes for the app/world servers with distributed db backends on higher-end but still cheap linux clusters segmented for persistence and billing. And they don't really care about fault tolerance for anything but billing. In very high performance tight tolerance applications like MMO clusters and database servers, VMs generally aren't a good choice except as a development environment. It's hard to tweak and troubleshoot performance on VMs since there's an additional layer of 'stuff' between the hardware and the application. Also, the licenses involved cost almost the same as the additional hardware itself, so you don't really save any money going the VM route either.Title: Re: Vanguard chatter Post by: shiznitz on August 26, 2007, 09:23:23 AM I logged into VG last night for 10 minutes and performance was not noticeably different.
Title: Re: Vanguard chatter Post by: HaemishM on August 27, 2007, 01:02:02 PM I bet the sky outside was still blue as well.
Title: Re: Vanguard chatter Post by: Sky on August 27, 2007, 01:23:40 PM I bet the sky outside was still blue as well. Just can't quit these blues.Also, LEMME IN! ;) Title: Re: Vanguard chatter Post by: WindupAtheist on August 28, 2007, 05:16:47 AM I have to ask, why does anyone still play Vanguard? Why did anyone ever play it?
Yeah, yeah, I'm that fucking crazy guy who still plays UO, but come on. At least UO does some things which, for better or worse, all the other games aren't too interested in doing. But there are a million games out there that are just like Vanguard, only better. If you want to group up with a tank, and a nuker, and a healer, and a crowd control guy, and go farm some mobs to level up, why aren't you doing it in WoW? Or EQ2? Or EQ1, or DAoC, or anything that isn't fucking Vanguard? Title: Re: Vanguard chatter Post by: Numtini on August 28, 2007, 05:57:23 AM Quote In very high performance tight tolerance applications like MMO clusters and database servers, VMs generally aren't a good choice except as a development environment. I seem to remember that Linden is using it because their infrastructure is one sim per server. (Which validates your point) Title: Re: Vanguard chatter Post by: Modern Angel on August 28, 2007, 06:14:16 AM I have to ask, why does anyone still play Vanguard? Why did anyone ever play it? Yeah, yeah, I'm that fucking crazy guy who still plays UO, but come on. At least UO does some things which, for better or worse, all the other games aren't too interested in doing. But there are a million games out there that are just like Vanguard, only better. If you want to group up with a tank, and a nuker, and a healer, and a crowd control guy, and go farm some mobs to level up, why aren't you doing it in WoW? Or EQ2? Or EQ1, or DAoC, or anything that isn't fucking Vanguard? Because MMO fandom somehow has become a point of pride where Game A is not only great but all other games suck. And that morphs into the fact that a lot of people play Game B meaning Game A MUST be better because instead of pointless but quick crafting it has pointless and SLOW crafting. You could write a book on internet tribalism in MMOs. Title: Re: Vanguard chatter Post by: schild on August 28, 2007, 06:17:58 AM Quote You could write a book on internet tribalism in MMOs. No one wants to read a book that's 50 pages of MUD/P&P RPG mechanics and a thousand pages consisting of nothing but various synonyms for shit. Title: Re: Vanguard chatter Post by: Modern Angel on August 28, 2007, 06:27:01 AM Maybe. But you COULD write one. :D
Title: Re: Vanguard chatter Post by: schild on August 28, 2007, 06:56:09 AM Let's put it this way: Something not worth reading is definitely not worth writing.
Title: Re: Vanguard chatter Post by: Nyght on August 28, 2007, 07:05:33 AM Let's put it this way: Something not worth reading is definitely not worth writing. Certainly true but where would the intraweb be if people paid attention to that? Title: Re: Vanguard chatter Post by: Nonentity on August 28, 2007, 07:09:22 AM Let's put it this way: Something not worth reading is definitely not worth writing. SCHILD I... I WANT YOU TO READ THIS BUT I HAD TO SPEND TIME WRITING IT THERE IS NO POINT TO THIS AND YOU ARE NOT ENRICHED IN ANY WAY Title: Re: Vanguard chatter Post by: Engels on August 28, 2007, 07:14:58 AM Actually, VG wasn't so bad if you had a top of the line machine that managed to circumvent the horrid coding through sheer cpu/memory power. So the few folks staying in VG probably are a special class of player; those with catass written all over them and the hardware to match, which ironically, is exactly the player base Brad was aiming for.
Title: Re: Vanguard chatter Post by: schild on August 28, 2007, 07:23:09 AM Quote Certainly true but where would the intraweb be if people paid attention to that? The internet is already 7 layers of awesome. I can't imagine how much more awesome it would be if everything was worth reading. Title: Re: Vanguard chatter Post by: Modern Angel on August 28, 2007, 07:25:14 AM I don't know. I'd read a research paper on how people who will readily get drinks at a bar with people they don't know or get a facial massage from someone who might be a face stabbing serial killer won't spend an iota of time in a game with a non guild member. I dig that sort of internet social construct stuff though.
Title: Re: Vanguard chatter Post by: JWIV on August 28, 2007, 07:27:37 AM I don't know. I'd read a research paper on how people who will readily get drinks at a bar with people they don't know or get a facial massage from someone who might be a face stabbing serial killer won't spend an iota of time in a game with a non guild member. I dig that sort of internet social construct stuff though. 10 minutes in a bar with sweet, sweet booze > 2+ hrs doing corpse recovery with a pug. Title: Re: Vanguard chatter Post by: Murgos on August 28, 2007, 07:48:25 AM I don't know. I'd read a research paper on how people who will readily get drinks at a bar with people they don't know or get a facial massage from someone who might be a face stabbing serial killer won't spend an iota of time in a game with a non guild member. I dig that sort of internet social construct stuff though. U hava rink? I had a conversation with someone who said it made them feel 'uncomfortable' to group their dark-elf with my Freeport-betrayed high-elf in EQ2. Three years later I am still not sure what I think about that, and no, it wasn't an attempt at RP'ing. Title: Re: Vanguard chatter Post by: Merusk on August 28, 2007, 07:59:06 AM I think the pronunciation of that homograph he's going for is "reed" not "red".
Title: Re: Vanguard chatter Post by: Ironwood on August 28, 2007, 08:19:34 AM Let's put it this way: Something not worth reading is definitely not worth writing. Tell that to Anne Fucking Coulter. Title: Re: Vanguard chatter Post by: shiznitz on August 28, 2007, 08:21:17 AM I have to ask, why does anyone still play Vanguard? Why did anyone ever play it? That is a fair question, actually. Obviously I can only answer for myself. I only play MMOGs. Single player games don't do it for me anymore, or at least they stopped doing it for me some years ago and I haven't been tempted back by anything seriously since (HL2, Railroad Tycoon 2, Civ4 were the last.) I just like the social aura of the games even if I branch away from my MMOG internet family. So when Vanguard came out it was 1) new and 2) part of Station Pass for which I was already paying to play Planetside and EQ2. New is a big reason. New is also the biggest challenge for MMOG designers. A game has to offer something new while not abandoning everything with which I am already familiar. VG offered new races, classes and a new world. The well-documented problem was that experiencing any of this new stuff was a headache due to bugs, system requirement and timesinks. Nothing in the game was worth putting up with the crap. Some will argue that EQ2 had similar issues at launch yet I have stuck with that for almost 4 years now. I disagree that EQ2's issues were as bad but they were there. When EQ2 came out, I was REALLY jonesing for a new MMOG fantasy game and I knew a lot of people in the same boat. Plus, I cannot deny that the "EQ brand" had some power over me after my three year, free-time consuming stint in EQ1. Today, EQ2 is an incredibly robust game that I continue to enjoy so it will take a lot to drag me away for good, but I intend to sample any and every major MMOG release for years to come. Except WoW. I don't know why but I have zero interest in it. Strange. Title: Re: Vanguard chatter Post by: WindupAtheist on August 28, 2007, 08:36:33 AM A perfectly sane answer, but then you're not still playing it now, are you? Poking your nose in because it was the newest thing on the Station Pass you already had is one thing, actually being into the game is another.
Title: Re: Vanguard chatter Post by: sam, an eggplant on August 28, 2007, 08:38:55 AM You play vanguard but not WoW?
Give WoW a shot. Level one character to 70 then immediately quit. Don't start raiding or faction grinding or PvP grinding, just quit. You can do it in around 10 days /played, and you will have a fantastic time. WoW's leveling period is one of the best games, not just MMOs but games, ever made. You're exploring, and questing, and constantly leveling and improving your character, and it's all incredibly seamless and polished. The endgame is pedestrian, so skip it. Title: Re: Vanguard chatter Post by: shiznitz on August 28, 2007, 10:30:10 AM I haven't played VG in two months but I will try it again at some point now that the servers are merged. Maybe.
Your WoW idea intrigues me... Title: Re: Vanguard chatter Post by: Venkman on August 28, 2007, 10:32:15 AM If I had a station pass, I'd have jumped into VG. It wasn't nearly as bad at launch as some of the online vitriol made it out to be. It was a throwback to EQ1 which was my fallback game for three solid years. It was rough, but like mos there, we're used to rough. And I wasn't disappointed because I never believed in the hourly books justifying the design decisions in the first place. If it had come out during my waning days of post pub-19 EQ2, I'd have probably jumped up to Station Pass for some PS action as well.
But it's not worth it's own monthly fee. And right now I'd rather play :nda:, :nda: and occasionally visit WoW. And Shiz, you should at least check out WoW. You might like it's action-y spin over EQ2's combat model. Or it may remind you of why you like EQ2. Title: Re: Vanguard chatter Post by: Nebu on August 28, 2007, 10:33:36 AM WoW's leveling period is one of the best games, not just MMOs but games, ever made. You're exploring, and questing, and constantly leveling and improving your character, and it's all incredibly seamless and polished. The endgame is pedestrian, so skip it. Can I qualify this? WoW is a good game IF you like linear progression and teh shiny. It's a min-maxxer's dream and the hand-holding is top notch. I bored with it by about the mid 30's, but your mileage may vary. Title: Re: Vanguard chatter Post by: sam, an eggplant on August 28, 2007, 10:56:58 AM Progression, yes, but I'm more on the explorer side of the scale and I found WoW's leveling game incredibly satisfying.
Title: Re: Vanguard chatter Post by: Slayerik on August 28, 2007, 01:10:26 PM Can't someone get shiz a trial or something.
The first rock is free. Title: Re: Vanguard chatter Post by: Venkman on August 28, 2007, 01:32:43 PM Nebu and Sam, I think you're both right. WoW is a competitive min-maxers dream. It also holds your hand quite effectively. It's also very satisfying if you like a light RPG with objectives. It also can be satisfying if you actually get into the backstory of Warcraft, read the quest text and follow the storylines (There isn't something for everyone but there is some depth for those who are interested in it). This is potentially a strong point for the Everquests and LoTRO, because the former has some appreicable backstory to it, and the latter is playing with the granddaddy of them all (though less than effectively as yet imho).
Like any MMO, there's the surface game experience and there's stuff for people to dig into. It isn't anywhere near as deep as Eve from an immersion standpoint, and doesn't have the built-in levergable legacy of LoTR. But it's more than just grinding your way to Arena fights if you're someone not looking to do that. Quote from: Slayerik Can't someone get shiz a trial or something. You'd have to go out of your way to not find one. It's becoming like AOL from the 90s ;). In any case, here's a good place to start (http://www.worldofwarcraft.com/burningcrusade/trial/index.html?referrer=WORLDOFWARCRAFT).Title: Re: Vanguard chatter Post by: shiznitz on August 28, 2007, 01:44:28 PM Can't someone get shiz a trial or something. It is not a question of execution, but one of motivation. Title: Re: Vanguard chatter Post by: Rhonstet on August 28, 2007, 02:26:28 PM I only play MMOGs. Single player games don't do it for me anymore, or at least they stopped doing it for me some years ago and I haven't been tempted back by anything seriously since (HL2, Railroad Tycoon 2, Civ4 were the last.) I just like the social aura of the games even if I branch away from my MMOG internet family. Except WoW. I don't know why but I have zero interest in it. Strange. I don't see how you can consider yourself a fan of MMOs, especially new ones, while deliberately avoiding WoW. It dominates the genre. It's one thing to say, "I played it and it sucks" or "I played it and it had no appeal", but to actually avoid it... Title: Re: Vanguard chatter Post by: Nebu on August 28, 2007, 02:46:13 PM I didn't care much for WoW, but I do recommend that anyone with an interest in MMO's at least give it a shot. It's got a large following for a reason... Blizzard has done many things very well.
Title: Re: Vanguard chatter Post by: Morfiend on August 28, 2007, 03:10:23 PM I only play MMOGs. Except WoW. So... You like eating, but you dont like food? Title: Re: Vanguard chatter Post by: Azazel on August 28, 2007, 04:31:21 PM More like.. he likes eating, but is a Vegan by choice.
I'd also suggest you give WoW a shot, just start and level up through to 70 or even 50-ish. Then bin it by all means. I barely play it anymore, myself. Title: Re: Vanguard chatter Post by: Evildrider on August 28, 2007, 04:58:11 PM I couldn't get past 45 before I became utterly bored with WoW. I like me my DDO... it's lacking in areas, but at least every time I log on I don't just have to go to one area of a map and kill a bunch of spawns.
Title: Re: Vanguard chatter Post by: shiznitz on September 04, 2007, 07:03:32 AM If I implied I am intentionally avoiding WoW out of spite or for some other reason, I did not mean to. The simple answer is that MMOGs are still time hogs and since I only have 10 hours a week to play, starting a new MMOG is tough. Still, I did dabble in VG so that doesn't explain it completely, although the launch of VG coincided with a guild merger.
Title: Re: Vanguard chatter Post by: Jerrith on September 06, 2007, 10:49:41 PM So, in other Vanguard news, Brotherhoods (formerly know as Fellowships) have been enabled on the live servers, and from what I've heard so far, the sky is not falling. ;-) For those who don't know what it is: Brotherhoods let you form a "permanent" group of up to 6 players who share all experience gains (except those used to repay debt generated by dying) evenly between all members, even while offline. There's also a level restriction which (basically) makes it so that all members need to be within 5 levels of each other, and a leave/rejoin timer of 4 hours played time, to keep people from creating and disbanding them all the time.
Disclaimer: I was a big fan of this system back I was at Sigil, and I coded the initial implementation back in Dec '06. I thought I'd ask if anyone had any thoughts on this, and how it compares with mentor/sidekick systems or other systems designed to allow players who are RL friends play together despite different amounts of playtime, or systems that allow a group to keep someone who needs to go away for a little bit caught up with everyone else. I'm sure I haven't thought of every possible system, but I think it fills a role no other system I've seen does, and I'd like to see it show up in other games, in the future. Title: Re: Vanguard chatter Post by: sam, an eggplant on September 06, 2007, 11:23:07 PM I come out against any mechanic that permits power gain without involvement, because it deemphasizes actually playing the game. In dikus where character advancement is incremented by time /played it makes time another commodity that could be traded for gold, items, real money, favors, etc. More importantly, when core advancement is dependent upon time /played, devaluing players' time short-circuits the operant conditioning patterns that are supposed to addict your customers and keep them paying their $15/month to subsidize your Porsche performance upgrades.
Mentoring systems have the opposite effect, encouraging more advanced characters to drop back and (re)experience content that they may have otherwise outleveled. They make sense. Of course I'm vehemently against standard diku time /played advancement mechanics in the first place; skinner boxes are effective at retaining customers because they're dangerously addictive, but they don't actually produce fun games. I'm a major proponent of strictly limited advancement based upon alternate paths like player skill, community respect (popularity contests), etc, with retention covered by levereging players to create massive quantities of compelling high quality content on a regular basis. Title: Re: Vanguard chatter Post by: Lt.Dan on September 06, 2007, 11:31:41 PM I prefer the mentoring systems.
I would find it hard to split XP with people not there helping me. Basically the person still online is handicapping themselves and getting no reward. At least in a mentoring system everyone benefits from grouping (faster kills, higher level mobs, better loot, working off debt, playing with buddies). Brotherhoods seem to provide none of these benefits, although it would be a nice way for max level characters to level up their buddies on the home stretch. A brotherhood would also be good if you had a regular play group - then if you missed a session here or there you would lose group effectiveness. Title: Re: Vanguard chatter Post by: Merusk on September 07, 2007, 04:12:54 AM Quote community respect (popularity contests) So you're against time /played because it's "too addictive and time consuming" but you're for popularity contests... that require even more time and personal investment than the /played mechanic. You've got a bit of a disconnect there, sam. As to 'brotherhoods' or whatever, yeah it's an easy way to level-up alts or to leech xp off your hardcore friends. It's also a fantastic way to create multiple accounts for resale at once. Whoops. Title: Re: Vanguard chatter Post by: Arthur_Parker on September 07, 2007, 05:21:56 AM Although this is a nice feature to use with people you really trust, I'm certain it's going to be more trouble than it's worth. In addition to what Merusk said about character selling. An out of game, unenforceable, agreement to trade something of value (leveling time) between anonymous people on the internet involving trust is going to leave a lot of people shafted.
Person A, I'm on holiday for a month, when I get back I'll level you up for a month. Person B, k *Month of leveling* Person A, Back, later sucka. *leaves Brotherhood* The drama should be good though. If the aim is to allow RL friends to always be able to play together (which would obviously help retention) then I much prefer Eve's real time advancement & advanced skills system. Edit to add, AC1 had a good low-mid level mentoring system before the phrase was even invented. A high level character could buff a low level character and imperil mobs to level them up insanely fast. Also I hope the days of thinking "twinking is bad" are gone, you can't be anti twinking and pro faster low level advancement (with help) at the same time. Twinking helps alts and also aids retention, WoW is pretty twink friendly which might help to explain, in part, the large number of alts people have. Title: Re: Vanguard chatter Post by: sam, an eggplant on September 07, 2007, 07:08:28 AM So you're against time /played because it's "too addictive and time consuming" but you're for popularity contests... that require even more time and personal investment than the /played mechanic. You've got a bit of a disconnect there, sam. Personal investment perhaps, time no. You want players to be invested in your game. That's never a bad thing.Popularity could be something as simple as easily finding a group, or how many people added you as their friend, or highly rated your kurt cobain tribute poem, or saved that awkwardly angled cameraphone photo of your tits. It's the ideal advancement mechanism for social networking myspace/facebook type MUSHes. Title: Re: Vanguard chatter Post by: shiznitz on September 07, 2007, 07:17:21 AM I prefer the mentoring systems. I would find it hard to split XP with people not there helping me. Basically the person still online is handicapping themselves and getting no reward. At least in a mentoring system everyone benefits from grouping (faster kills, higher level mobs, better loot, working off debt, playing with buddies). Brotherhoods seem to provide none of these benefits, although it would be a nice way for max level characters to level up their buddies on the home stretch. A brotherhood would also be good if you had a regular play group - then if you missed a session here or there you would lose group effectiveness. Agreed. The offline person is gaining exp at the online person's expense. The online person gets nothing in return. This system will be used sparingly. Title: Re: Vanguard chatter Post by: Mrbloodworth on September 07, 2007, 07:34:47 AM So, in other Vanguard news, Brotherhoods (formerly know as Fellowships) have been enabled on the live servers, and from what I've heard so far, the sky is not falling. ;-) For those who don't know what it is: Brotherhoods let you form a "permanent" group of up to 6 players who share all experience gains (except those used to repay debt generated by dying) evenly between all members, even while offline. There's also a level restriction which (basically) makes it so that all members need to be within 5 levels of each other, and a leave/rejoin timer of 4 hours played time, to keep people from creating and disbanding them all the time. Disclaimer: I was a big fan of this system back I was at Sigil, and I coded the initial implementation back in Dec '06. I thought I'd ask if anyone had any thoughts on this, and how it compares with mentor/sidekick systems or other systems designed to allow players who are RL friends play together despite different amounts of playtime, or systems that allow a group to keep someone who needs to go away for a little bit caught up with everyone else. I'm sure I haven't thought of every possible system, but I think it fills a role no other system I've seen does, and I'd like to see it show up in other games, in the future. I think all moos should have a system of this type, i play MMO's to play with my friends (Real, and online)...i really couldn't care abut the "Joneses" (And i am REALLY not sure why others in this thread are so concerned with others. I understand the "Exploit" arguments however).. I just want to play with my friends, and i find it horrible to be gated from doing so. Like, my girl friend, she will NEVER have as mutch time to play as i do..so in most MMO's, we cant play together. However, as many cool things as VG has, idea wise, it not for modern peoples. Title: Re: Vanguard chatter Post by: Merusk on September 07, 2007, 04:53:28 PM So you're against time /played because it's "too addictive and time consuming" but you're for popularity contests... that require even more time and personal investment than the /played mechanic. You've got a bit of a disconnect there, sam. Personal investment perhaps, time no. You want players to be invested in your game. That's never a bad thing.Popularity could be something as simple as easily finding a group, or how many people added you as their friend, or highly rated your kurt cobain tribute poem, or saved that awkwardly angled cameraphone photo of your tits. It's the ideal advancement mechanism for social networking myspace/facebook type MUSHes. Well then say you're talking about attention whoring and My Space and whatever Raph's latest project that's "Not for YOU GUYS" is, not MMOs. And everything you list? I'd rather see korean-type timesinks implemented before anything vaguely related to that kind of asshattery. Title: Re: Vanguard chatter Post by: Jerrith on September 07, 2007, 06:54:16 PM As to 'brotherhoods' or whatever, yeah it's an easy way to level-up alts or to leech xp off your hardcore friends. It's also a fantastic way to create multiple accounts for resale at once. Whoops. I don't really think this is an issue. The reason being, you could always just spend the time playing each account, and you'd be in better shape than if you spent 2x the time on one character (because the second wouldn't have gotten skills or loot, etc, and advancement is likely slower because you're only doing quests once, not twice). The one thing in this regard that it does do (a little) is even out the advancement rate for different classes. If you take a class that solos really well, and one that doesn't, and fellowship them, you end up with a situation where you can advance them both at the "solos really well" rate (cut in half because you're applying it to two characters, but if you were going to level up both classes anyways, that's no loss). Title: Re: Vanguard chatter Post by: Yegolev on September 07, 2007, 08:58:38 PM As someone that plays all games at a slower rate than anyone else I know, the Brotherhood idea has merit for me. Could I convince the one guy I would play a MOG with to let me eat half his XP? Probably, given that he gets all the loot and doesn't have to worry that I will inevitably lose relevancy due to being outleveled. Also, if it's optional, how can anyone complain about it?
Title: Re: Vanguard chatter Post by: Venkman on September 07, 2007, 09:44:48 PM Quote from: Jerrith I thought I'd ask if anyone had any thoughts on this, and how it compares with mentor/sidekick systems or other systems designed to allow players who are RL friends play together despite different amounts of playtime, or systems that allow a group to keep someone who needs to go away for a little bit caught up with everyone else. Who does this benefit? Many people in group-centric games already have dedicated groups they play these games with, probably even more so in VG given the tightness of the community. As such, they're already either coordinating their activities as a mini-economy unto themselves or off hunting and leveling together. It's a good way to ensure someone away for a week doesn't get ditched, but social groups have long adapted to that too. As you note, it does help for classes that can't solo as well. But then, chances are someone playing that class is already grouping often anyway because they realized the issues of soloing or chose the class specifically because they don't plan to solo it. I also don't think it relates to mentoring/sidekicking much. Those are designed to erase the penalties of disparate time investment amongst more casually-linked friends at that moment The above system rewards the type of personalities that wouldn't gain much benefit from mentoring/sidekicking because of their playstyle, and it doesn't benefit the casual dabbler anywhere near as much as sidekicking does.. To me, Brotherhoods could be improved if they emulated more closely AC1's experience-sharing Allegiances system, or straight-up sidekicking ala CoX (which is both ways) or EQ2 (which only does leveling-down). Title: Re: Vanguard chatter Post by: Jerrith on September 08, 2007, 10:50:50 AM Quote from: Jerrith I thought I'd ask if anyone had any thoughts on this, and how it compares with mentor/sidekick systems or other systems designed to allow players who are RL friends play together despite different amounts of playtime, or systems that allow a group to keep someone who needs to go away for a little bit caught up with everyone else. Who does this benefit? Many people in group-centric games already have dedicated groups they play these games with, probably even more so in VG given the tightness of the community. As such, they're already either coordinating their activities as a mini-economy unto themselves or off hunting and leveling together. It's a good way to ensure someone away for a week doesn't get ditched, but social groups have long adapted to that too. Quote from: Darniaq As you note, it does help for classes that can't solo as well. But then, chances are someone playing that class is already grouping often anyway because they realized the issues of soloing or chose the class specifically because they don't plan to solo it. I agree, it's not a frequent situation.Quote from: Darniaq I also don't think it relates to mentoring/sidekicking much. Those are designed to erase the penalties of disparate time investment amongst more casually-linked friends at that moment The above system rewards the type of personalities that wouldn't gain much benefit from mentoring/sidekicking because of their playstyle, and it doesn't benefit the casual dabbler anywhere near as much as sidekicking does.. I think you've brought out a really good point there. Mentoring/Sidekicking is better for more casually-linked friends, while Brotherhoods benefit those with stronger links. There's also a subtle point in that those stronger links are not necessarily "hardcore" players. A good example would be the husband and wife with different amounts of playtime that want to advance at the same rate.Quote from: Darniaq To me, Brotherhoods could be improved if they emulated more closely AC1's experience-sharing Allegiances system, or straight-up sidekicking ala CoX (which is both ways) or EQ2 (which only does leveling-down). I disagree, I think they're different systems that serve different purposes. AC1's Allegiances is interesting to bring up. How does it fit in? At least partially, it's a tool to help improve newbie retention, right? Experienced players are encouraged to help new ones in exchange for their allegiance. What are the benefits of Allegiances between two experienced players? I played some AC1, but not enough to have experienced that. Title: Re: Vanguard chatter Post by: Venkman on September 08, 2007, 04:06:11 PM The Allegiance system was basically a link between every player in it. There could be (and were) thousands of characters in that chain. Iirc, upper-level players would donate some of their XP to people who've declared allegiance to them. In turn, the person who declared also dedicates some of their XP to that upper-level player. This link was a subset of the AC1 guilds, an XP-sharing benefit based somewhat on a pyramid scheme, though in a good way. And much more casual because it rewarded for any activity at all, regardless of level, location in world, time online, etc.
I'd need someone like Grimwell to clarify though. He was pretty into AC1. Quote from: Jerrith Without a brotherhood-like system, they are forced to either adapt, advancing no faster than the slowest / least playtime member, or break up once the level difference becomes too large. I agree. That was part of my point though. Groups such that would benefit least from this system are those that come to VG already socially-grouped, from other MMORPGs like, or even just the usual game-night thing (DnD, RTS, board, whatever). There's a long history of gaming groups and they've all adapted in some way to the vageries of the medium/experience. In a sense, Brotherhoods feel like a GM-rule for DnD to account for someone who can't play that week, but here again they already would sometimes do that.And just to clarify, I'm not ripping on Brotherhoods. That anything is done to remove the time segregation in any game should be embraced. I just wonder on this particular implementation. Quote There's also a subtle point in that those stronger links are not necessarily "hardcore" players. That is a good point. I generally catch myself when using "hardcore", replacing it with the more appropriate "dedicated". You can be dedicated without being hardcore, dedicated to a group/partnering, dedicated to a goal, dedicated to an element of an experience. But you don't need to be hardcore Achiever forget-the-world focused on that to the expense of everything else. For this type of player, I agree Brotherhoods would be a good thing.Title: Re: Vanguard chatter Post by: Rasix on September 08, 2007, 04:11:03 PM Quote Iirc, upper-level players would donate some of their XP to people who've declared allegiance to them. Wrong. It all went uphill. Getting at the top of some of those XP chains was quite lucrative. In AC2, which also had a monarchy system, we used to shuffle the monarchy dependent on who we were pushing towards 50. Title: Re: Vanguard chatter Post by: Venkman on September 08, 2007, 06:41:51 PM Ok, that brings me back, thanks. Think I last thought about AC1 when I left seven years ago :)
So the benefits to the serfs was the usual twinkage and money then right? Title: Re: Vanguard chatter Post by: sam, an eggplant on September 08, 2007, 10:03:43 PM Well then say you're talking about attention whoring and My Space and whatever Raph's latest project that's "Not for YOU GUYS" is, not MMOs. Social girly K-games with dancing pink teddy bears giggling and talking about cute boys are MMOs too. Instead of charged terms like attention whoring or ambiguous ones like community respect, what if I used the word "leadership"? You lead a team, you get shit done faster and better with less casualties because you're a badass leader of men, a supreme tactician, and your standing improves. Is that sufficiently masculine so you don't dismiss it without consideration? But anyway, popularity was just one example of an advancement mechanism not strictly tied to time /played. I tend to gravitate towards some combination of popularity and player skill, either twitch or non. Preferably non. Title: Re: Vanguard chatter Post by: Rasix on September 09, 2007, 09:30:13 AM Ok, that brings me back, thanks. Think I last thought about AC1 when I left seven years ago :) So the benefits to the serfs was the usual twinkage and money then right? Yep, it's all about getting yourself a sugar daddy as a vassal. The protection aspect might be part of it on a Darktide (only played AC2 Darktide) server, although every monarchy comes complete with its own set of enemies. Title: Re: Vanguard chatter Post by: BigBlack on September 09, 2007, 12:04:44 PM Edit to add, AC1 had a good low-mid level mentoring system before the phrase was even invented. AC1 did a lot of things well before the industry collectively got to understand what those things were. A fair number of them were done well unintentionally. I can only imagine that when the industry finally decides to break out of the Diku box and is looking for new things to try, AC1 is going to get heavily mined for ideas at last. Then again, I though that five years ago too, so perhaps not so much. Title: Re: Vanguard chatter Post by: Rasix on September 09, 2007, 12:39:43 PM Let's not try to make it too obvious who you are. Getting around bans is a banable offense, ya know?
Title: Re: Vanguard chatter Post by: cmlancas on September 09, 2007, 02:16:08 PM Edit to add, AC1 had a good low-mid level mentoring system before the phrase was even invented. AC1 did a lot of things well before the industry collectively got to understand what those things were. A fair number of them were done well unintentionally. I can only imagine that when the industry finally decides to break out of the Diku box and is looking for new things to try, AC1 is going to get heavily mined for ideas at last. Then again, I though that five years ago too, so perhaps not so much. Fixed it. Title: Re: Vanguard chatter Post by: Merusk on September 09, 2007, 02:30:14 PM No you didn't. It's the other one.
Title: Re: Vanguard chatter Post by: cmlancas on September 09, 2007, 02:43:01 PM You missed my joke. Sorry, I can't embed green in a quote :/
Title: Re: Vanguard chatter Post by: Merusk on September 09, 2007, 08:15:48 PM You missed my joke. Sorry, I can't embed green in a quote :/ That? Nope, saw that. Like I said, tis the other one. Title: Re: Vanguard chatter Post by: cmlancas on September 09, 2007, 08:31:14 PM You still are missing it. :) I know who it is too, sir.
Title: Re: Vanguard chatter Post by: Ixxit on October 17, 2007, 11:42:37 AM From the Vanguard forums:
Quote The Vanguard development team is relocating its offices to SOE's San Diego campus effective Monday, October 15, 2007. As part of the integration into the SOE family, the developers will benefit from having access to shared resources and the combined experience of SOE's other game development teams. As a result, not every Carlsbad employee has been invited to stay with the development team. Under the new leadership of Thom Terrazas, an eight-year SOE veteran, SOE will continue its commitment to Vanguard and its players. The remaining Vanguard team members are going to continue to deliver on an exceptional product. They are a creative force in the online games space and we look forward to continuing the vision for Vanguard and to continue to deliver groundbreaking game play. SOE remains committed to seeing Vanguard grow and prosper. I guess "not every Carlsbad employee has been invited to stay" is a new euphimism for 'laid off'. Title: Re: Vanguard chatter Post by: Baldrake on October 17, 2007, 11:43:40 AM I guess "not every....invited to say" is a euphimism for 'laid off'. Which in turn is a euphemism for "fired".Title: Re: Vanguard chatter Post by: cmlancas on October 17, 2007, 11:45:03 AM This thread should have died long ago. Which is a euphemism for nothing at all.
Title: Re: Vanguard chatter Post by: Ixxit on October 17, 2007, 11:50:31 AM This thread should have died long ago. Which is a euphemism for nothing at all. Heh, I agree but I see on September 09, 2007, 08:31:14 PM you weren't willing to call the time of death and applied the paddles one more time :-D Title: Re: Vanguard chatter Post by: shiznitz on October 17, 2007, 12:05:15 PM No patch since September 12th. My admittedly small guild merged with two other guilds. I haven't logged in since June but it costs me nothing (Station Pass.)
Title: Re: Vanguard chatter Post by: Cadaverine on October 17, 2007, 12:28:24 PM GU 3 pt 1 went live yesterday. Fixed some things, supposedly. Broke some things as well.
Only real change I saw out of the whole deal was that I no longer get spammed to hell and back by the gaggle of gold sellers. Oddly, my performance seems worse now, than it did back in April. My guild on Xeth got invited to help test the new raid content, which should be... interesting. More so, since we're the only non-Hardcore type guild to get an invite. Title: Re: Vanguard chatter Post by: Venkman on October 17, 2007, 03:57:29 PM There were gold sellers there!?
Title: Re: Vanguard chatter Post by: Kageru on October 17, 2007, 05:38:19 PM A plague of gold sellers strangely, possibly because they're desperate to offload all the duped gold that is distorting the in-game economy. The new patch has noticeably improved performance, but not without introducing a number of exciting new bugs. It does make it clear that the original engine was so demanding mostly because of poor implementation / testing. They've started doing some nerfing / balancing for the raid game, which may lose them some subscribers if they are not extremely careful. The vast majority of people are casual raiders at best, and aren't interested in being nerfed to improve someone elses fun. There's still no actual raid content though... that comes later. And at this point anyone who believes Vanguard is not headed for a spot next to Matrix-Online in the mothball cupboard is rather hopelessly optimistic. Title: Re: Vanguard chatter Post by: xRand0mx on October 18, 2007, 05:31:29 PM A plague of gold sellers strangely, possibly because they're desperate to offload all the duped gold that is distorting the in-game economy. The new patch has noticeably improved performance, but not without introducing a number of exciting new bugs. It does make it clear that the original engine was so demanding mostly because of poor implementation / testing. They've started doing some nerfing / balancing for the raid game, which may lose them some subscribers if they are not extremely careful. The vast majority of people are casual raiders at best, and aren't interested in being nerfed to improve someone elses fun. There's still no actual raid content though... that comes later. And at this point anyone who believes Vanguard is not headed for a spot next to Matrix-Online in the mothball cupboard is rather hopelessly optimistic. Thats a shame. The once titled "WoW killer" is still nothing more than a shoddy game. Title: Re: Vanguard chatter Post by: Lt.Dan on October 18, 2007, 06:16:15 PM The new patch has noticeably improved performance, but not without introducing a number of exciting new bugs. It does make it clear that the original engine was so demanding mostly because of poor implementation / testing. I logged in last night and it was basically unplayable. I used to be able to eek out 20fps in most situations but now anytime there's a structure within rendering distance to game grinds down to 6fps and lags to the point of a half second delay on key presses. I'll have another poke around and see if there's some new setting which fixes it (tree rendering distance did it for me last time - evidently the engine renders trees to leaf level at distances where you shouldn't see a leaf). Title: Re: Vanguard chatter Post by: AngryGumball on October 18, 2007, 10:41:43 PM A plague of gold sellers strangely, possibly because they're desperate to offload all the duped gold that is distorting the in-game economy. The new patch has noticeably improved performance, but not without introducing a number of exciting new bugs. It does make it clear that the original engine was so demanding mostly because of poor implementation / testing. They've started doing some nerfing / balancing for the raid game, which may lose them some subscribers if they are not extremely careful. The vast majority of people are casual raiders at best, and aren't interested in being nerfed to improve someone elses fun. There's still no actual raid content though... that comes later. And at this point anyone who believes Vanguard is not headed for a spot next to Matrix-Online in the mothball cupboard is rather hopelessly optimistic. IF any MMO were able to find MMO devs that actually cared and wanted to change public image of all game MMO developers this one had a chance if what you say about gold duping is true, simply be honest and upfront and ask the public on the vanguard forums and take a proactive role by telling your customers your going to do a gold wipe on every server because of this problem and start over. Stop fighting to keep the scraps you have now and try something different, you know your MMO is fucked up so do some rather unpractical moves to combat things to actualy show an attempt at making things different rather than simply staying the course with simple fare as always. I always applauded Planetside for merging servers back in 2003 or 2004 I even liked the idea of them appending the -J or whatever at the end of yoru name to prevent duplicates and to show which server you came from. That form of a server merge didn't offend me or change my opnion of the game (such how people think zomg servers merging game dying). I had actual fun after that server merge! with Full enough population servers for me at the time that I played back then. I quit Planetside for other reasons, lack of developer support. The minute World of Warcraft says they are merging servers, Onyxia(lvl34 horde rogue), Anu'brak(Lvl 50 Alliance Rogue), Coilfang(Lvl 67 Human Paladin), Darrowmere(lvl32 Night ElfDruid), means I will open my account back up otherwise its simply playing on dead servers with no population because Blizzard isn't proactive enough to show they care more about betting gaming enviroments than $25 transfer fees, which I fully realize they have earned more from transfer fees than people like me who quit wow because of their inaction. Its been 6 weeks for me since my account was turned off for the third time, I'm have been feeling the itch to resub to WoW all along but have resisted well. I quit WoW had my remaining time on my account transffered to a friend of mine, his account and they promply locked my account for that remaining time existing on my paid month. Its been about 2 weeks since I could resub to wow but have not. Title: Re: Vanguard chatter Post by: HaemishM on October 19, 2007, 08:42:14 AM Fof fuck's sake, please review the Bad Boys of Punctuation (http://www.penny-arcade.com/comic/2003/07/07) again. Your post made my lab rats sterile.
Title: Re: Vanguard chatter Post by: Grand Design on October 19, 2007, 09:05:19 AM Its been about 2 weeks since I could resub to wow but have not. I think you should. Title: Re: Vanguard chatter Post by: CharlieMopps on October 19, 2007, 10:37:17 AM Will you people quit playing this game already? Are you proud that you rode the Titanic all the way to the bottom or something? Now you're just lurking around the wreck like Ghost pirates or something... There's nothing they can do to resurrect this game.
Title: Re: Vanguard chatter Post by: Muggi on October 19, 2007, 11:22:35 AM From the Vanguard forums: Quote The Vanguard development team is relocating its offices to SOE's San Diego campus effective Monday, October 15, 2007. As part of the integration into the SOE family, the developers will benefit from having access to shared resources and the combined experience of SOE's other game development teams. As a result, not every Carlsbad employee has been invited to stay with the development team. Under the new leadership of Thom Terrazas, an eight-year SOE veteran, SOE will continue its commitment to Vanguard and its players. The remaining Vanguard team members are going to continue to deliver on an exceptional product. They are a creative force in the online games space and we look forward to continuing the vision for Vanguard and to continue to deliver groundbreaking game play. SOE remains committed to seeing Vanguard grow and prosper. I guess "not every Carlsbad employee has been invited to stay" is a new euphimism for 'laid off'. Apparently Aruspex, designer of the Diplomacy system, was one of they guys who got the boot. One of the last Devs who really worked with the fanbase and communicated well.. That poor guy damn near killed himself for that PoS game. The decision to tank VG for DDO/WoW just keeps looking better and better. Jerrith, Faelor says hey (the vanguardranger.com guy) Title: Re: Vanguard chatter Post by: Mrbloodworth on October 19, 2007, 11:29:30 AM You guys know who Thom Terrazas is right?
Hes the last lead Dev for Planetside. He is quite an active (at least in PS) dev, as well as most of the more recent burst of development was him. Title: Re: Vanguard chatter Post by: Raguel on October 19, 2007, 04:05:18 PM They've started doing some nerfing / balancing for the raid game...There's still no actual raid content though... that comes later. I've got nothing of substance to add, only that I think this bit was amusing. Title: Re: Vanguard chatter Post by: Jerrith on October 20, 2007, 10:29:32 PM Jerrith, Faelor says hey (the vanguardranger.com guy) Hi Faelor. :) I haven't talked to anyone still there about it, but it sounds like this change makes sense. While not close, the main SOE offices aren't that far away, and keeping a big office (remember, Sigil was 100+ pre-release) open for a small number of people (I heard it was ~37 before this change, ~23 after), isn't really reasonable. Still, it's disappointing to hear the office I spent so much time in is now closed. :( Title: Re: Vanguard chatter Post by: taolurker on October 21, 2007, 01:58:52 AM You guys know who Thom Terrazas is right? Hes the last lead Dev for Planetside. He is quite an active (at least in PS) dev, as well as most of the more recent burst of development was him. Heh, Thom Terrazas.. He started as a CS person in the first gasps of breath for the original Everquest (and someplace I might still have the email I got from him about a CS issue). Him being a lead dev for Planetside wasn't what I considered a promising development, excepting his background in having reasonable CS skills. Leading the Vanguard team? I'm not impressed. Then again Smed (EQ1's CS lead) is leading the whole of SOE now, and we all can see the obvious benefits of that. Title: Re: Vanguard chatter Post by: Engels on October 21, 2007, 08:35:37 AM Oooooh, Customer Service. I thought you meant Counter Strike. I was like, wtf is that idiot talking about, having been a Counter Strike dev would be the best choice for a Planet Side position. Took me a while.
But look at it this way, V:SoH has been reduced to 300 people screaming on a board. If that's the sum total of your game, customer service is your main thrust :-D Title: Re: Vanguard chatter Post by: sam, an eggplant on October 21, 2007, 07:12:00 PM What are you talking about? Smed entered the industry as a developer twenty years ago and was an executive at 989 for a couple of years before EQ1's release. He isn't a hanger-on, he's a real guy.
Title: Re: Vanguard chatter Post by: Muggi on October 22, 2007, 08:39:32 AM Jerrith, Faelor says hey (the vanguardranger.com guy) Hi Faelor. :) I haven't talked to anyone still there about it, but it sounds like this change makes sense. While not close, the main SOE offices aren't that far away, and keeping a big office (remember, Sigil was 100+ pre-release) open for a small number of people (I heard it was ~37 before this change, ~23 after), isn't really reasonable. Still, it's disappointing to hear the office I spent so much time in is now closed. :( I'll pass the Hi along to him :D I would have sworn I read somewhere that the crew post-move and layoffs was ~14...damn wish I could find that link. Title: Re: Vanguard chatter Post by: Mrbloodworth on October 22, 2007, 08:46:56 AM You guys know who Thom Terrazas is right? Hes the last lead Dev for Planetside. He is quite an active (at least in PS) dev, as well as most of the more recent burst of development was him. Heh, Thom Terrazas.. He started as a CS person in the first gasps of breath for the original Everquest (and someplace I might still have the email I got from him about a CS issue). Him being a lead dev for Planetside wasn't what I considered a promising development, excepting his background in having reasonable CS skills. Leading the Vanguard team? I'm not impressed. Then again Smed (EQ1's CS lead) is leading the whole of SOE now, and we all can see the obvious benefits of that. Consider my point of reference. The two years before him the game had NO updates. So, in that perspective, hes a god. That, and if he can be LIKED by the planet side community, he will have no trouble dealing with the Vanguard forums. He is interactive, straight froward, and does get stuff done, and is battle tested. Title: Re: Vanguard chatter Post by: CharlieMopps on October 22, 2007, 09:29:21 AM oops, quoted the wrong quote... ignore my post. lol
Title: Re: Vanguard chatter Post by: WindupAtheist on October 23, 2007, 01:05:25 AM Is there still an active public Vanguard board around anywhere? I used to anoint myself with fanboy tears as the game was crashing and burning. I'd like to go peer at the ashes and see what the mood is like among those still clinging to the corpse.
Title: Re: Vanguard chatter Post by: Muggi on October 23, 2007, 01:18:07 AM There's still some activity at SOE's boards, and www.silkyvenom.com still has VG forums..but there's not many fanboi's left there.
Title: Re: Vanguard chatter Post by: WindupAtheist on October 23, 2007, 02:05:07 AM Thanks for the link, I had forgotten about Silkyvenom. The Vanguard forum there has gone positively sane, what with reality having crashed home and everything.
Title: Re: Vanguard chatter Post by: Falconeer on November 09, 2007, 02:37:57 AM Oh, I can't believe they used the word vision, again.
Especially when the new producer letter (http://vgplayers.station.sony.com/newsArchive.vm?id=317§ion=News) promises just more WoWiness everywhere. Quote Vanguard Producer’s Letter Let Yourself Free and Make This Game Great! These are pretty exciting times for Vanguard right now. The team is currently putting the finishing touches on Phase 2 and 3 of Update 3 after having launched an astounding performance update in Phase 1. We received a lot of great feedback from you on Phase 1, and we're going to continue our focus in delivering consistently high quality, engaging and in-demand content in each update. I'd like to introduce myself to many of you that do not know me. My name is Thom Terrazas, Producer for Vanguard. In a few words, I've been with Sony Online Entertainment over 9 years (unofficially). During that time, I have and still do work, with some of the greatest people in the MMO world of whom I intend to solicit feedback from and use to my advantage. One of the best things that I have learned in this industry is to work closely with your team, while at the same time allow them to do their jobs and show off their talents – and we have some amazingly passionate and talented developers working on Vanguard. I give them a lot of credit for launching an MMO of this caliber, and you'll continue to see their talents shining through in our future updates. The Team's Current Focus In the past few weeks, the team has been examining all of the fundamental game mechanics and discussing what we think it is fun to play and what is not. The great thing is we are not holding anything back – everything is fair game!. So something that may have been perceived as off limits in the past, is now an open for debate and is able to be measured on the fun-factor-scale. At the end of the day, we all want to say we created a great game that is fun to play – and of course, we want you to be the measuring stick of whether or not and to what extent we meet that goal. Without you, we wouldn't be here. One of our current priority tasks is setting the Vision for Vanguard. We've come up with dozens upon dozens of elements that we believe will factor into determining the future path of Vanguard but it will take a few more weeks of fine tuning within our internal departments before we distill it down to the vision and have an agreed on list of critical success factors by which to measure all new development against. I'm not able to share the details at the moment but what I can say is that the desired end result of this exercise is to ensure that we produce high-quality game content and features that first and foremost fun to play. Areas that we're going to make changes to Optimizations; stability; optimizations; stability; optimizations; stability. I may be wrong but I think I see a pattern here. J Hey let's face it, Vanguard had some performance issues but we've made huge leaps since launch. If you've played since beta, you'll know what I'm talking about. If you had problems at launch and you haven't been back recently, you've got to give Vanguard another try. See for yourself how much has improved. This bone is connected to that bone…Well, not any more! Future optimization work you'll be seeing from us is focused on enhancing and optimizing our Player Character models. If you have a weak stomach, you may want to look away for a minute if you are closely attached to your character. (just kidding J ) Seriously though, we're going through our first phase of character model improvements that will eliminate unnecessary bones. What does this mean for you? This means that your computer will not have to work as hard to render each character which means faster performance all around. We're bringing sexy back… After phase one is complete, we'll be moving onto phase two where we'll be increasing the visual quality of our character models. Not only will we be delivering you a character that is more appealing to the eye, but we'll also be delivering a model that utilizes less resources and is easier on your computer. Again, win-win for everyone! A brief update on this is that we're almost complete on our visual improvements with human characters and we'll be moving onto adjustments to animations and to the different body types. Grouping! Traveling! "Dude, where's my car mount?" Holy smokes ~ the world of Telon is huge! And we recognize this. There are some fundamental challenges with a world of this size. It's difficult to meet up with other players on opposite sides of the world (especially if you haven't been there before); there are large areas between points of interest; the Riftway system doesn't display where and how you can use it ahead of time and you have to have a mount fairly early in order to explore and travel, etc… If you and your buddy log in to play together and you find yourselves spending more time trying to connect with each other than actually playing, there is something missing. It should be easy to group up in Vanguard. We know there are problems and we're discussing how to fix them right now. (Details coming soon!) Feel rewarded We're looking into the loot drop percentages and realize we've been a little cheap when it comes to loot rewards. We're going to tune this upward particularly at the lower levels and examine the mid and higher levels as well. At the end of your play session, we want you to feel like you accomplished something and were rewarded for the time you invested while playing. Feel accomplished Whether you log in and play for 30 minutes or for 3 hours, you should see and feel that you advanced your character. Now don't get me wrong. We don't want to create an "easy button" when it comes to leveling up but we definitely need to expedite the experience gain cycle to increase fun factor. We've made some steps already by adding Rest Experience and the ability to share experience within your Brotherhood, so we'll keep those in mind when discussing the percentage increase that we should take it up to in the near future. Tactics Vanguard doesn't have enough tactics. We want to make changes in our combat tactics and one tactic or ability that comes to mind is Stun. Stunning an NPC while they are in the middle of casting a spell needs to be available during battle. This is an essential part of warfare tactics and we're going to fix items similar to this. Death Penalties, do we need them to be so severe? We're talking about this now and we think that there are enough penalties to dieing that we don't need to sock it to you with a loss of experience. I know there may be some purists or hard-core gamers out there that may disagree, but we think that we can offset the experience loss with item degradation combined with the hurdles of traveling back to the location where you died. What else is coming? In no particular order, here are a number of topics we are evaluating for change and improvement: * Additional player housing * Improved map; map icons that distinctly show points of interest * City and Dungeon maps * Readily available information showing you where you can adventure at your level * Factions in towns * Consistency - Streamlining hand off quests that lead you in the proper direction for character progression * Changing some buff spells to group based * Combat Visual Timing – Improve the timing on combat responsiveness (when you click on an ability, the action performed is in sync) * Player power curve versus NPC power curve * The ease of obtaining bags (especially at lower levels) * Additional high-end content – Raid and Non-Raid content * Increasing the Quest Journal size – Also adding organizational tabs to distinguish Adventuring quests from Diplomacy and Crafting quests * Regional banks – remove them! * UI improvements * Alternate form of currency – Special "coins" to redeem at certain Vendors for obtaining items such as adventuring, diplomacy cards, titles, potions, etc. * Alternate advancement or specialization for your character How do you get a say in all of this? I think I've exposed many topics that we'll be working on in the near future. I hope that you will find some of these issues at the top of your list of desired changes as well. However, if they are not at the top of your list, please feel free to post your comments regarding this newsletter in the discussion thread on our Vanguard forums. Also, we're going to be posting more frequently on the forums to keep you informed and to answer questions that are on topic with our development focus. We understand that you have valuable feedback and when you do not hear a response back on a topic, it can be very frustrating. We're responsible for keeping you informed and we'll make changes in that area. If I was in charge…. As an added bonus to you, we will be opening up a new Forum that is dedicated to you as a player and as our future developer. Essentially, we want to know what you would do with Vanguard if you were in the driver seat. It will be really cool for us to see the ideas and changes that you would make to the game if given the opportunity. So stay tuned to a Vanguard Forum near you! As always, thank you for your continued support. We look forward to providing you with our continuing commitment to making this game great! Sincerely, Thom Terrazas -Vanguard Team Title: Re: Vanguard chatter Post by: geldonyetich2 on November 09, 2007, 02:46:19 AM Squee!!! :inluv:
Well, not really. I'll might give it a try when some Ultra-Super-Mega-Patch rolls that I simply have to check out, but right now I'm living vicariously in a castle of Richard Garriott's creation. Title: Re: Vanguard chatter Post by: Simond on November 09, 2007, 04:04:48 AM Thanks for the link, I had forgotten about Silkyvenom. The Vanguard forum there has gone positively sane, what with reality having crashed home and everything. Yep, the fanbois have all moved on to TR/HG:L/AoC/WAR/whatever as their "WoW-killer" of choice now. :grin:Title: Re: Vanguard chatter Post by: Venkman on November 09, 2007, 07:35:19 AM I think "making it more WoW" is a bit of a misnomer. The impression I get is they want to do what any developer should be doing:
This is one of those never-need-to-experience-again titles to me. But, the thing I am interested in about VG at this point is whether, unlike SWG, they create a longterm vision, actually deliver against it, and don't change it 100 times. Title: Re: Vanguard chatter Post by: Signe on November 09, 2007, 07:50:15 AM It does sound more like their EQ2-ifying it, actually. It doesn't make me want to buy it (the beta still has me alienated) but it's a good move, just as it was a good move for EQ2. There are some things, such as meeting up with friends and being able to run the the damn thing, that should be easy.
Title: Re: Vanguard chatter Post by: Simond on November 09, 2007, 07:55:12 AM Well yeah, but the changes to EQ2 were pretty much seen as "WoWifying it" - especially by those people who view that as a bad thing.
Why is WoW successful? Because its fun most of the time to most people, and because it runs on a wide variety of computer specs. Therefore improving game engine performance and removing 'teh suck' from a MMOG is WoWifying it. From a certain point of view. :oh_i_see: Title: Re: Vanguard chatter Post by: geldonyetich2 on November 09, 2007, 01:55:57 PM WoW is successful from a great many perspectives. From my own perspective, WoW was Doomed... but that didn't seem to stop it.
Some day... some day... :heartbreak: These days, I'm learning to accept that tried and true game mechanics modified by people who know how to make games and then branded with the name of The Company That Can Do No Wrong (http://www.blizzard.com/) will sell, and sell well, largely to an audience that would otherwise have never have tried an MMORPG in their lives. Title: Re: Vanguard chatter Post by: Kageru on November 09, 2007, 06:55:21 PM The absolutely idiotic vanboys have moved onto the official boards thus making silky venom a ghost town. You can see this by the incredibly long threads in which the gnashed their teeth and burned effigies of Thom over his suggestion that maybe the XP curve could do with a bit of examination. These guys, who are almost certainly level 50 by now, detest the idea of anyone else having it easier.... conveniently ignoring the fact that when they started finding groups was a more realistic expectation, and that soloing in vanguard truly is a tedious grind. I think Thom has an angle they miss, that the game must attract new gamers. He knows that with the lack of development resources and inherited issues the game will continue to lose people at the high end. Sure, they'll eventually release the raid content they've been working on which may help but raiders have always been a subset of the community. And given how they have to make the raid content fairly brutal, to keep the powergamers busy while they work on more content, I don't see it keeping the numbers the game needs. And that's assuming APW is brilliant. If it goes badly then that could kill the game right there. Title: Re: Vanguard chatter Post by: Fabnusen on November 12, 2007, 02:15:44 PM Just a quick question:
Has any of the verifiable train wreaks *ever* attracted new players above their launch numbers? Meaning; once a shitbox of a game is verified to be a shitbox of a game and all but the most diehard of fanbois have left, has an MMO ever been able to re attract pre-shitbox numbers? Further, have any actually grown? How few subs can a game like Vanguard truly have before even SOE (with it's "stable" of really, really bad games) says no more? Is there a case to be made for carefully examining a game after launch and if to be found of the shitbox variety, just kill it? Title: Re: Vanguard chatter Post by: BigBlack on November 12, 2007, 02:16:37 PM Just a quick question: Has any of the verifiable train wreaks *ever* attracted new players above their launch numbers? Meaning; once a shitbox of a game is verified to be a shitbox of a game and all but the most diehard of fanbois have left, has an MMO ever been able to re attract pre-shitbox numbers? Further, have any actually grown? AO is the prime (only?) example that pops to mind. Title: Re: Vanguard chatter Post by: Fordel on November 12, 2007, 02:20:22 PM EVE started off pretty abysmal.
Title: Re: Vanguard chatter Post by: shiznitz on November 12, 2007, 02:37:08 PM I believe that EQ2 is above launch levels. It is definitely above where it was 1 year after launch. It clearly went down before it went up. I have no hard numbers, though.
Title: Re: Vanguard chatter Post by: Venkman on November 12, 2007, 03:11:12 PM Extending the question further, I can't think of any MMO that has enjoyed a peak, lost it significantly and then regained it, much less surpassed it. The cycle seems to either be a bell curve to some post-launch plateau where you can't kick the players off, or a peak-at-launch followed by a steady decline to plateau or closure.
Title: Re: Vanguard chatter Post by: UnSub on November 12, 2007, 08:11:04 PM MMOGData.com has picked up where MMOGchart.com left off.
EVE is the best example of a game that launched weakly but has grown over time. Title: Re: Vanguard chatter Post by: Nebu on November 13, 2007, 08:13:38 AM MMOGData.com has picked up where MMOGchart.com left off. This line should generate some fun conversation. Title: Re: Vanguard chatter Post by: HaemishM on November 13, 2007, 01:26:04 PM MMOGData.com has picked up where MMOGchart.com left off. They've gone farther up SirBruce's ass than a proctologist dressed as a giant-cocked squirrel? Title: Re: Vanguard chatter Post by: geldonyetich2 on November 13, 2007, 01:37:09 PM SirBruce is apparently not returning his calls (http://mmogdata.voig.com/Home.html).
I get the feeling that MMOGdata doesn't have any new numbers, he just transposed what they found on MMOGchart and are suddenly confronted with the stark reality that they have no idea where he got those numbers in the first place. Title: Re: Vanguard chatter Post by: Afropuff on November 13, 2007, 03:19:49 PM That, and the fact that they were word for word plagiarizing huge volumes of SirBruce text should have been a giveaway.
Pulled out the ass indeed. Title: Re: Vanguard chatter Post by: UnSub on November 13, 2007, 05:42:45 PM MMOGData.com has picked up where MMOGchart.com left off. This line should generate some fun conversation. I aim to please. Title: Re: Vanguard chatter Post by: Venkman on November 13, 2007, 08:48:07 PM MMOGData.com has picked up where MMOGchart.com left off. Actually, no. They took SB's data, created prettier new charts for it, and managed to get some at-least-2007 numbers. And they "launched" this site seemingly to be picked up by VOIG. This is just the last gasp of an old reporting model. Most don't publish their numbers anymore, because they realized there was no benefit to themselves for doing so. Title: Re: Vanguard chatter Post by: geldonyetich2 on November 13, 2007, 09:13:31 PM I'm not entirely sure the numbers reported were ever particularly accurate.
:tinfoil: At the very least, they don't tell the whole story. World of Warcraft, the super success story of MMORPGs, has 8M subscribers and that's a pretty big deal. Well, I've read some things (http://www.gamespot.com/news/6164082.html) that establish that less than half are Western (US and Europe rolled together) and most of the subscribers pay something like six cents an hour (http://games.ign.com/articles/622/622943p1.html) for access. Then we hear about awful games (http://en.wikipedia.org/wiki/Ragnarok_Online) that apparently have 25 million subscribers. Bottom line: Popularity does not breed quality. Title: Re: Vanguard chatter Post by: Fordel on November 14, 2007, 01:37:16 AM Quality often causes popularity though.
Title: Re: Vanguard chatter Post by: geldonyetich2 on November 14, 2007, 11:05:28 AM You must have missed that line about awful games with 25 million subscribers.
I'll go so far as to say that if a game is genuinely painful or unfun to play it'll repel people. However, the truly discerning gamer remains in the minority. Title: Re: Vanguard chatter Post by: Abelian75 on November 14, 2007, 11:19:31 AM Quality often causes popularity though. You must have missed that line about awful games with 25 million subscribers. learn2logic, yo. Title: Re: Vanguard chatter Post by: BigBlack on November 15, 2007, 07:20:47 AM Quality often causes popularity though. Truth! (http://www.youtube.com/watch?v=amW7_qBRC6U) Title: Re: Vanguard chatter Post by: CharlieMopps on November 15, 2007, 09:41:30 AM er... eve didn't cost $30 million to make niether.
Title: Re: Vanguard chatter Post by: geldonyetich2 on November 15, 2007, 01:49:03 PM Infinite plausibility of the "often" clause beside, I'm just not nearly as confident that quality has nearly as much correlation with popularity as logic dictates it should. There's just too many examples to the contrary.
Title: Re: Vanguard chatter Post by: Valmorian on November 15, 2007, 01:54:01 PM Infinite plausibility of the "often" clause beside, I'm just not nearly as confident that quality has nearly as much correlation with popularity as logic dictates it should. There's just too many examples to the contrary. The other possibility is that in many cases the "popularity" side of the report may be somewhat overstated. Title: Re: Vanguard chatter Post by: Abelian75 on November 16, 2007, 06:59:29 AM My learn2logic statement had nothing to do with the "often" part of his statement. Even if he said quality always causes popularity, that does not in any way imply that there would not be popular things out there with shitty quality, because the statement does not imply that popularity REQUIRES quality (or put another way, that popularity causes quality).
That said, I am admittedly in the camp that believes there's no real reason to come up with a definition of quality for entertainment products other than potential for popularity. There can still be some dissonance with their eventual, actual popularity for reasons like atrocious box art, or some random meme that makes your terrible product somehow popular, but in the end entertainment is meant to entertain, so it's sort of nonsense in my opinion to judge something's quality in any other way than determining how many people it will entertain, for how long, and how much. Title: Re: Vanguard chatter Post by: Joey on November 16, 2007, 08:02:18 AM All VG these days .. is stange, I don't know where they heading. If you look at "news" at VanguardSOH.com, you really must laugh, what sort of news/ propaganda is that. I have not played it for months, but certainly I would be more interested in game development, rather then screenshots contests(http://vgplayers.station.sony.com/newsArchive.vm?id=144§ion=News), or "new" team management and bug teams (that article is a laugh http://vgplayers.station.sony.com/newsArchive.vm?id=142§ion=News) or interviews with players about their characters (http://vgplayers.station.sony.com/newsArchive.vm?id=143§ion=News, very exciting). Looks to me they are deciding what to do next with this "healthy game" , as one manager said, and feed peple with this childly bullshit. All your links now direct to a page on the Vanguard site that mentions nothing but the Pirates of the Burning Sea stress test -- complete with a link to discuss PotBS on the Vanguard forums. (Obviously Vanguard is so shitty that it can't even produce its own news.) Title: Re: Vanguard chatter Post by: shiznitz on November 16, 2007, 11:02:33 AM To be fair, VG isn't shitty any more. The game is definitely playable on lower end rigs than it was at launch. It is still a "solo to 20 then group" game as far as I can tell, though. It is good enough to have a stable customer base but who is going to go back and check it out at this point? That's their problem.
I last played the game in June (Station Pass) and when I logged in last week on my new PC, the game view was now defaulted to first person and it took me 10 minutes to figure out how to get out of it. Rolling the mouse wheel did nothing. Strike 1. Then after asking some questions in the general channel I got a tell from an old guildmate. I could not answer him. /r and /t were not working. I was stuck in the general channel somehow. Strike 2. I walked before the next pitch. Title: Re: Vanguard chatter Post by: Venkman on November 16, 2007, 12:50:08 PM There's a lot of games that aren't shitty anymore. But they were shitty for just long enough to ensure their place in the also-ran side of the genre. As long as the companies are making money, great! There's just no comeback trail for these games though. They merely persist, and because of that, whatever good ideas get added to the game go largely unnoticed by people making the next wave of them.
Title: Re: Vanguard chatter Post by: Azazel on November 16, 2007, 04:44:21 PM Despite never having played it, I'm going to call shenanigans on that statement.
I am 100% sure that Vanguard is indeed still really really shitty shitty shit shit. "Slightly less shitty" doesn't = not shitty anymore. Title: Re: Vanguard chatter Post by: geldonyetich2 on November 16, 2007, 04:57:49 PM What's shit remains ever in the bowels of the beholder.
Title: Re: Vanguard chatter Post by: Venkman on November 16, 2007, 06:49:50 PM I am 100% sure that Vanguard is indeed still really really shitty shitty shit shit. People are paying for it. Someone therefore thinks they're doing something right. That it's survived and is generating some amount of revenue is a shocker of course, but there it is. Title: Re: Vanguard chatter Post by: geldonyetich2 on November 16, 2007, 07:15:12 PM It seeks my meek 100k subscription prediction proved too bold for the harsh realities of life, but there you have it: Vanguard is being played by people who can still stomach what amounts to a meatier EverQuest.
Title: Re: Vanguard chatter Post by: Azazel on November 17, 2007, 02:42:20 PM I am 100% sure that Vanguard is indeed still really really shitty shitty shit shit. People are paying for it. Someone therefore thinks they're doing something right. That it's survived and is generating some amount of revenue is a shocker of course, but there it is.People pay for all kinds of things. Someone else's poor taste doesn't pre-empt a product or concept from being shit. To Wit: (http://imagecache2.allposters.com/images/pic/adc/10227315A~Jar-Jar-Binks-Posters.jpg) Title: Re: Vanguard chatter Post by: Oban on November 17, 2007, 03:09:53 PM I'll see your CGI Jar Jar and raise you:
(http://www.clisham.com-a.googlepages.com/EP1_JarJar.jpg) (http://www.clisham.com-a.googlepages.com/EP1_JarJarSwimming.jpg) (http://www.clisham.com-a.googlepages.com/pezhanderjarjarL.jpg) (http://www.clisham.com-a.googlepages.com/POTJ_JarJarTatooine.jpg) Title: Re: Vanguard chatter Post by: cmlancas on November 17, 2007, 04:49:52 PM If there were enough people to readily play with me, I'd probably still be subbed to VG because I liked their priest/sk combo. We were broken, and it played more like a Diablo type game because of it.
They had some good ideas; diplomacy really made me care about the lore of VG. Unfortunately, quite a bit of the rest was :uhrr: Title: Re: Vanguard chatter Post by: Strazos on November 17, 2007, 05:15:37 PM I have 2 RL friends who actually play this.
I don't understand them sometimes. They actually think all of the stuff in this game is actually awesome. Is someone able to explain this shitpile to me? Oooo, healers can also do damage, big deal. Title: Re: Vanguard chatter Post by: Venkman on November 17, 2007, 07:08:03 PM I've got a buddy who went from FFXI to Lineage 2 and considered them both Robot Jesus, going to so far as to rant about the rest of the genre. That he's never played anything but these two titles just means he fits right in.
It's all a frame of reference. There are people laughing at our contemporary enjoyments because they were board of this shit before they got all graphical. Title: Re: Vanguard chatter Post by: Tale on November 17, 2007, 08:01:33 PM I don't understand them sometimes. They actually think all of the stuff in this game is actually awesome. Vanguard boxes are back on the shelves at full price in my local EB. Earlier this year, they were trying to flog them off at half-price. Quote Is someone able to explain this shitpile to me? Oooo, healers can also do damage, big deal. It's high fantasy (AD&D nerdity as opposed to WoW's pulp fiction), with an ambitious attempt at "next generation" systems. You don't just talk to quest NPCs, you manipulate their reactions in a subgame. You don't just do special moves, you do combos that can lead to other combos. You don't just craft, you chop down trees, work the wood, make the glue, and your chair assembly fails. The chair was for the house you crafted on the land you bought on the island you sailed to in your crafted boat. It was all done in an expensively licensed, modded Unreal engine from a couple of generations ago, which wasn't really suited to the purpose. They manually built an immense world, with the largest cities ever, bigger than anyone could ever hope to populate. Then they tried to manually populate every corner. Most of the original ideas ended up flawed/broken, so beta was a constant series of revamps - mainly in a WoW direction. It was dropped by Microsoft and picked up by SOE in the final year of beta. There were fractures in the team. The art director died IRL. Then somehow it became a game. Title: Re: Vanguard chatter Post by: CharlieMopps on November 18, 2007, 07:37:05 AM People are paying for it. Someone therefore thinks they're doing something right. That it's survived and is generating some amount of revenue is a shocker of course, but there it is. Some people still buy Micheal Jackson albumbs. Title: Re: Vanguard chatter Post by: Strazos on November 22, 2007, 12:29:58 AM At least from what I saw, you don't Actually manipulate NPC reactions using Diplomacy. From what I could tell, you have to play a contrived card game to complete the Diplomacy quests; the cards did not seem to have an actual effect on the dialogue. Rather, "winning" the game simply advanced the chatter in the right direction.
Also, housing and crafting shit for houses, and by extension boats....never understood the point, unless these things serve an actual purpose besides item storage. Title: Re: Vanguard chatter Post by: Kageru on November 22, 2007, 05:35:00 AM Agree, the only point of housing is another recall point... but I'm not into paying virtual rent. The requirements for the guild hall meanwhile are a staggering orgy of grinding such that it horrifies me people have done it. And from memory diplomacy stories will follow the same sequence regardless of the state of the gameplay... they just end a lot earlier if you lose. So at a certain point you generally stop reading them and just play the silly little card game. Title: Re: Vanguard chatter Post by: Simond on November 22, 2007, 08:00:57 AM I don't understand them sometimes. They actually think all of the stuff in this game is actually awesome. Vanguard boxes are back on the shelves at full price in my local EB. Earlier this year, they were trying to flog them off at half-price. Quote Is someone able to explain this shitpile to me? Oooo, healers can also do damage, big deal. It's high fantasy (AD&D nerdity as opposed to WoW's pulp fiction), with an ambitious attempt at "next generation" systems. You don't just talk to quest NPCs, you manipulate their reactions in a subgame. You don't just do special moves, you do combos that can lead to other combos. You don't just craft, you chop down trees, work the wood, make the glue, and your chair assembly fails. The chair was for the house you crafted on the land you bought on the island you sailed to in your crafted boat. Honestly, the first time I heard someone describe the VG tradeskill system my response was "Isn't this the exact same thing as the original EQ2 crafting system which SOE just overhauled because it was brainmeltingly tedious and also sucked?" Quote The art director died IRL. That is the real tragedy of Vanguard - the final work of Keith Parkinson (who did so much :awesome_for_real: fantasy art in his lifetime) is such a crappy, soulless game full of bad art. It'd be like a good actor having his last film be "Streetfighter" or something. No, hang on....Quote Then somehow it became a game. Only in the broadest possible sense of the word. :grin:Title: Re: Vanguard chatter Post by: Lucas on November 22, 2007, 08:29:56 AM Sorry if I stray a little off-topic, but regarding the subscription numbers, I noticed the bad mouthing, usually consisting of deep anal remarks involving proctologists, which that Sir Bruce fella is constantly getting. I know him because of the infamous mmogchart website I visited from time to time, but I was wondering if he has ever been at the center of some typical Intarweb DRAMA or what...
In other words, please don't let me waste precious minutes of my useless life to dig up something from google :ye_gods: :ye_gods: Please? :pedobear: :pedobear: :hello_kitty: :heart: :heart: Title: Re: Vanguard chatter Post by: bhodi on November 22, 2007, 08:36:11 AM That's a door you really don't want to open. Maybe I should post an old irc log I have of him back in the #p2p.net days. Nah. Best to forget. I'll just comment without citing examples, since I don't really want to remember again.
He has (had?) a habit of being an annoying shitcock on boards by pointless argument, poor reasoning and a creepy, stalker-like mentality. He used to quote people's posts and do a sentence-by-sentence commentary, so you will from time to time see people accuse others of "SirBrucing" posts -- that is, 4 or 5 quote tags within one post. He had (has?) no social skills or etiquette, so he felt it was perfectly alright to comment about things such as, for example, the size of his cock. Because of all this, he's pretty much been banned from major boards, this one included. Funny enough, he's got a wiki page, but all of this vital data is mysteriously absent. Title: Re: Vanguard chatter Post by: Modern Angel on November 22, 2007, 10:53:23 AM Don't forget his investment in WWII Online.
Title: Re: Vanguard chatter Post by: stray on November 22, 2007, 06:57:40 PM Actually, he was tolerated for all of the above until he admitted to screwing his dog. Or wanting to. Or something.
Title: Re: Vanguard chatter Post by: tkinnun0 on November 23, 2007, 01:01:27 AM Actually, he was tolerated for all of the above until he admitted to screwing his dog. Or wanting to. Or something. The problem was always of ends and means. Do you ban an asshole who is right or do you ban 10 fuckers who are wrong but can't help themselves in the presence of an asshole? Title: Re: Vanguard chatter Post by: Simond on November 23, 2007, 01:12:51 AM Brad McQuaid vs SirBruce on the Vanguard beta boards was highly entertaining, though.
Title: Re: Vanguard chatter Post by: Mandrel on November 23, 2007, 08:25:44 AM Brad McQuaid vs SirBruce on the Vanguard beta boards was highly entertaining, though. A++++++++++ Would buy again. Great with :popcorn:Title: Re: Vanguard chatter Post by: cmlancas on November 23, 2007, 08:28:09 AM GREAT SUCCESS! :awesome_for_real:
Title: Re: Vanguard chatter Post by: Ratman_tf on November 25, 2007, 02:19:42 PM That is the real tragedy of Vanguard - the final work of Keith Parkinson (who did so much :awesome_for_real: fantasy art in his lifetime) is such a crappy, soulless game full of bad art. It'd be like a good actor having his last film be "Streetfighter" or something. No, hang on.... I was doing QA on Vanguard (BACK VAMPIRES!) and was at work when we heard that Keith Parkinson died. I was super-sad because of all the nerdy memories of the art he did for TSR. And all the posters that were on the walls with his art... :cry: Title: Re: Vanguard chatter Post by: WindupAtheist on November 25, 2007, 03:16:05 PM I think Schild should unban Bruce, just for the LOLs.
(http://i38.photobucket.com/albums/e121/GrimDysart/BruceMumia.jpg) Title: Re: Vanguard chatter Post by: cmlancas on November 25, 2007, 03:47:19 PM I hope that becomes your new avatar. :uhrr:
Title: Re: Vanguard chatter Post by: schild on November 25, 2007, 03:51:25 PM Quote I was doing QA on Vanguard (BACK VAMPIRES!) YOU WERE THE ONE! Or did they ramp up? Was your nickname Neo? What was the gimp mask like? Did they feed you every time you found a bug? I HAVE SO MANY QUESTIONS. Title: Re: Vanguard chatter Post by: UnSub on November 25, 2007, 05:31:25 PM Quote I was doing QA on Vanguard (BACK VAMPIRES!) YOU WERE THE ONE! Or did they ramp up? Was your nickname Neo? What was the gimp mask like? Did they feed you every time you found a bug? I HAVE SO MANY QUESTIONS. If Ratman was fed every time he found a bug in Vanguard, they must have been stuffing him like he was a pate goose. Title: Re: Vanguard chatter Post by: Ratman_tf on November 25, 2007, 08:52:08 PM I HAVE SO MANY QUESTIONS. It was a temp assignment with Microsoft Game Studios, before the SOE deal. So you all probably know more of the gossip than I do. I will say that it was fun to work on a MMOG, and I wouldn't mind doing it again someday. :awesome_for_real: Title: Re: Vanguard chatter Post by: CharlieMopps on November 26, 2007, 09:44:30 AM I HAVE SO MANY QUESTIONS. It was a temp assignment with Microsoft Game Studios, before the SOE deal. So you all probably know more of the gossip than I do. I will say that it was fun to work on a MMOG, and I wouldn't mind doing it again someday. :awesome_for_real: Title: Re: Vanguard chatter Post by: Morat20 on November 26, 2007, 09:53:04 AM I HAVE SO MANY QUESTIONS. It was a temp assignment with Microsoft Game Studios, before the SOE deal. So you all probably know more of the gossip than I do. I will say that it was fun to work on a MMOG, and I wouldn't mind doing it again someday. :awesome_for_real: Title: Re: Vanguard chatter Post by: shiznitz on November 26, 2007, 11:16:31 AM An OS is important. They use 3 for those.
Title: Re: Vanguard chatter Post by: Simond on November 30, 2007, 11:43:29 AM Daisy chain of links time: Here's an old, old Slow News Day post, via The Safehouse (http://www.thesafehouse.org/forums/showpost.php?p=75868&postcount=23) and the latest 'lol, Vanguard' thread on FoH. Still :awesome_for_real:, though:
Quote OK, here's the story I heard, from someone still working at SOE SD. I'll start from a couple of years ago. Kelly Flock spins off redeye/verant basically to give Smedley an object lesson-- surrounding yourself with talentless friends leads to ruin. Brad McQuaid was, and is, one of Smedley's talentless friends. Smedley is a stand-up guy. He'll always protect his friends... especially when he thinks they're directly responsible for making him a millionaire! Verant, the company, was just enough rope for Smed to hang himself. Kelly Flock assumed Verant would fail and Smed would learn his lesson. It didn't. Brad McQuaid got lucky. Prior to 1996, he had developed a shareware RPG in his spare time, and he played the hell out of a popular DIKUmud set in D&D's Forgotten Realms called Sojourn. In 1996, he was in the right place at the right time, and seized the oppurtunity to create a graphical version of his favorite MUD. After years of work with a huge team, with a huge budget, with a huge fanfare, Everquest was released in 1998. It made a gazillion dollars and is still raking in the cash hand over fist this very day. Things weren't coming up roses at 989/redeye/verant. Brad himself had basically done no work whatsoever since Everquest's release, and many (including Kelly Flock) think he didn't do anything *before* its release. Brad thought of himself as infallible, and Everquest's incredible success, his millions, and his ferrari were all proof of his greatness. Being crowned a "Game @#%$" by PC Gamer didn't help either. His self-aggrandizement cannibalized Verant's customer relations for its entire existance. He insisted on being the sole point of contact with the public to promote his own name, and he did a miserable job. Just this past week, he released Luclin screenshots without authorization and got incredibly defensive when SOE PR got upset. He sent out an email with a smarmy "I've been doing this for years, and the fact is that the screenshots were fine, people just hate change." His first hire for player relations, Gordon Wrinn, was, unbelievably enough, worse. But people don't, as a rule, get fired from Verant. They quit. Like the lead graphics programmer, who quit a week after Everquest shipped. And his replacement, Brian Hook, who quit in disgust mere months after being hired. Then another EQ programmer left. And another. Then many others asked to be moved off the team. (edit: as of today, SOE is beginning a round of layoffs. SOE is losing money. This is probably due more to the advertising crash than the pushed-back release dates, though.) Smedley thinks everybody's happy because Verant had a low turnover. Even though everybody there is miserable, even the staff artists are making $125k/year and can't find a better job elsewhere. Some were "promoted" off the team. Like Brad McQuaid. He was moved because they were "borderline ready to revolt". They "hated Brad so much they wanted to puke and constantly bitched about him." Now the EQ Live team is "busy hating Jeff Butler with a passion". Butler is a "major Brad lackey". The factions are split "more like 90:10 on the hate Brad/Jeff vs. like Brad/Jeff side. It was BAD." He is "so hated at Verant that out of a team of 60 people less than 10 would go with him. Probably closer to 5." Note the quotemarks. So anyway, Everquest made money like crazy, and Flock admitted his mistake. SOE bought out Verant for a tidy sum and Flock accepted Brad because he thought he was "part of the magic". Today he admitted his mistake. Sony Pictures (SOE's parent company) looked at the balance sheet, and Brad's salary, and the fact that titles kept getting pushed back. They essentially accused Smedley and Brad of lying to them about Verant's condition before the purchase, mainly the ship dates for Sovereign, EQ2, SWG, and Planetside. None of these games will ship before 2003, mostly through gross mismanagement. Sovereign, for example, is Smed's baby. Smedley is Executive Producer on the project, and the producer is his lackey. The producer has absolutely no experience whatsoever in management. He's a former QA tester, 22 years old. The lead programmer is talented but anal and non-decisive. They already sacked the former lead programmer and two designers. The problem is really Smed, but he'll never admit it. Anyway, Sony Pictures @#%$ itself, and Kelly Flock, who never liked Brad, feels the heat. In the meeting yesterday, Kelly says "Okay guys, this is @#%$, what the @#%$ are you doing?!" Brad and Smed get flustered, some words are thrown around, accusations are made of Brad being a no-talent weenie, and Brad decides on the spot to leave. When SOE bought Verant, they gave both Smed and Brad three year contracts. Sony Pictures and Kelly Flock were *so* incensed at the cluster!$!% that is Verant that they basically said "@#%$ it guys, you wanna leave, fine, we need to clean up this mess and you're not going to be much help." Verant as an entity, much like Origin, no longer exists. It's been disassembled and absorbed into Sony Online Entertainment. The EQ live and EQ2 teams are in shock. Nobody knew that Brad was going to leave. They heard about it the same time you did. And that's it. Title: Re: Vanguard chatter Post by: geldonyetich2 on November 30, 2007, 02:34:08 PM Gossip is fun.
Title: Re: Vanguard chatter Post by: Tale on December 02, 2007, 03:32:35 AM But gossip contradicts itself.
Quote Verant, the company, was just enough rope for Smed to hang himself. Kelly Flock assumed Verant would fail and Smed would learn his lesson. It didn't. So "talentless friend" Brad is supposedly being set up to fail and gets "years of work with a huge team, with a huge budget, with a huge fanfare"? The online market was ripe for a high-profile subscription 3D MUD and EQ had games websites salivating. It was the project everyone wanted to succeed, not fail. Quote Even though everybody there is miserable, even the staff artists are making $125k/year and can't find a better job elsewhere. Some were "promoted" off the team. Like Brad McQuaid. He was moved because they were "borderline ready to revolt". They "hated Brad so much they wanted to puke and constantly bitched about him." Now the EQ Live team is "busy hating Jeff Butler with a passion". Butler is a "major Brad lackey". The factions are split "more like 90:10 on the hate Brad/Jeff vs. like Brad/Jeff side. It was BAD." He is "so hated at Verant that out of a team of 60 people less than 10 would go with him. Probably closer to 5." Most of the major figures from those Verant days keenly followed Brad to Sigil, including said artists. Title: Re: Vanguard chatter Post by: shiznitz on December 03, 2007, 06:36:05 AM Quote Everquest was released in 1998. Wrong. March 1999. Title: Re: Vanguard chatter Post by: Draegan on December 03, 2007, 10:40:20 AM Ahhh Spring Break freshman year of college. Sad now that I think back on it.
Title: Re: Vanguard chatter Post by: CharlieMopps on December 09, 2007, 07:47:12 AM anyone remember what "Brads" version of EQ1 looked like? It was the worst UI I had ever seen:
(http://blogs.abcnews.com/theblotter/images/everquest_nr.jpg) Title: Re: Vanguard chatter Post by: Signe on December 09, 2007, 07:50:06 AM This game was dead before it was even released. It should have gone to the graveyard when they announced production plans. The thread title should also be changed to "Vanguard Blither."
So there. Title: Re: Vanguard chatter Post by: WindupAtheist on December 09, 2007, 06:04:38 PM I'm glad Schild clamped down on all the UO and SWG noise so that we could focus on "topical" games like this. :oh_i_see:
Title: Re: Vanguard chatter Post by: Draegan on December 10, 2007, 05:14:29 PM anyone remember what "Brads" version of EQ1 looked like? It was the worst UI I had ever seen: (http://blogs.abcnews.com/theblotter/images/everquest_nr.jpg) Brad just ripped the UI from Bard's Tale and gameplay from SojournMUD. The only thing "origonal" about this brain child was the fact it was all 3D. Title: Re: Vanguard chatter Post by: K9 on December 10, 2007, 05:24:02 PM anyone remember what "Brads" version of EQ1 looked like? It was the worst UI I had ever seen: (http://blogs.abcnews.com/theblotter/images/everquest_nr.jpg) I never played EQI, any chance of a screenie that isn't in eye-strain-o-vision please? :) Title: Re: Vanguard chatter Post by: pants on December 10, 2007, 08:21:19 PM Brad just ripped the UI from Bard's Tale and gameplay from SojournMUD. The only thing "origonal" about this brain child was the fact it was all 3D. Did he rip off the 8 spell gems limit? I always thought that brought a useful level of tactics to your gaming, in terms of what spells you would have 'loaded' - especially since these days mmorpgs allow you to have multiple hotbars with every single spell/special attack thingy you want ready to go at the drop of a hat. Edit - Here is a larger piccy of the original UI (http://www.tentonhammer.com/system/files/images/Everquest.preview.jpg) It has to be said, while this UI does suck and only gives you about 60% of the screen actually viewable, there always was an option to go 'fullscreen' which would remove a lot of that crap. Of course, it was surprising the number of people who played for literally years without knowing about the fullscreen option... Title: Re: Vanguard chatter Post by: stu on December 10, 2007, 08:37:46 PM Of course, it was surprising the number of people who played for literally years without knowing about the fullscreen option... That's too funny. Title: Re: Vanguard chatter Post by: Lt.Dan on December 11, 2007, 03:05:02 AM Not entirely surprising considering almost every RPG to that point looked like that. Hello Goldbox.
Title: Re: Vanguard chatter Post by: Simond on December 11, 2007, 03:50:54 AM I'm glad Schild clamped down on all the UO and SWG noise so that we could focus on "topical" games like this. :oh_i_see: Don't forget Hellgate! That one even got a forum of its own!!! :uhrr:Title: Re: Vanguard chatter Post by: Draegan on December 11, 2007, 05:02:05 AM d the UI from Bard's Tale and gameplay from SojournMUD. The only thing "origonal" about this brain child was the fact it was all 3D. Did he rip off the 8 spell gems limit? I always thought that brought a useful level of tactics to your gaming, in terms of what spells you would have 'loaded' - especially since these days mmorpgs allow you to have multiple hotbars with every single spell/special attack thingy you want ready to go at the drop of a hat. [/quote] Yup. It comes from SojournMUD pretty much. Every 6 levels you recieved a new "circle" of spells which means that every new circle you got a bunch of spells that where associated with that circle number. Every level you got a new "slot" for multiple circles where you memorize a spell into. Of course this wasn't original as I was in many table top games. Title: Re: Vanguard chatter Post by: shiznitz on December 11, 2007, 07:24:21 AM anyone remember what "Brads" version of EQ1 looked like? It was the worst UI I had ever seen: (http://blogs.abcnews.com/theblotter/images/everquest_nr.jpg) Brad just ripped the UI from Bard's Tale and gameplay from SojournMUD. The only thing "origonal" about this brain child was the fact it was all 3D. That's a little snarky. The zone design in EQ was excellent, from Kelethin (yes newbies died but it was cool) to Solusek to Kedge Keep to Plane of Sky. There were lots of interesting environments to adventure in. Title: Re: Vanguard chatter Post by: Nebu on December 11, 2007, 07:39:41 AM Loved the environments. Staring at a spell book while medding... not so much.
Title: Re: Vanguard chatter Post by: HaemishM on December 11, 2007, 08:58:24 AM There were fantastic environments and if you looked hard enough, a lot of lore on the EQ world in EQ1. It was a pretty well-fleshed out world narratively, probably because so much of it was cribbed from so many other places like D&D. The UI was shit, even when they upgraded the UI with the Velious expansion.
Most of us played EQ because of the potential that it had, and the fact there was nothing else like it. Title: Re: Vanguard chatter Post by: Draegan on December 11, 2007, 11:19:58 AM I never said the environments weren't well done. They were for the time. C'mon that chessboard area was straight out of CircleMUD Stock zones, pure gold.
The game was good for it's time. But I cringe whenever people mention a broken game and it's potential. Vanguard did that to me. Title: Re: Vanguard chatter Post by: HaemishM on December 11, 2007, 11:37:40 AM Oh yes, EQ's potential was totally pissed away on The Vision (TM) and design for the catass 101.
Title: Re: Vanguard chatter Post by: shiznitz on December 11, 2007, 12:15:24 PM If EQ1 had 3x faster levelling, it would have been fucking huge. Yes, it could have used lots of other things to make it better in hindsight, but that one simple change didn't require anything the game lacked. While a modern diku quest system would have been nice, I think that was well beyond the abilities of the team at that time.
Title: Re: Vanguard chatter Post by: Ratman_tf on December 11, 2007, 02:26:23 PM I broke my "It has potential!" cherry on UO. None of these games have potential. They just have their respective fates.
Title: Re: Vanguard chatter Post by: UnSub on December 11, 2007, 07:08:31 PM I broke my "It has potential!" cherry on UO. UO told all his friends in the locker room how easy you were. That's why all the other MMOs keep calling you, promising to give you a good time if only you'll go out with them for a 'trial'. :grin: Title: Re: Vanguard chatter Post by: Tale on December 16, 2007, 12:55:15 AM On a random visit to FoH or something, I have learned that all VG accounts are to be reactivated free Dec 18 to Jan 3. And, um, Randolph the Reindeer is a 140 speed flying mount you can get in any major city that will last at least those weeks. This information posted for the benefit of someone out there with an actual retail VG account and an urge to explore, or at least entertain us with screenshots of your furry avatar riding Randolph. Cough.
Title: Re: Vanguard chatter Post by: Draegan on December 17, 2007, 07:33:26 AM I was one of the idiots who chose to ignore all the bad press and word of mouth and bought a box. I didn't mind wasting the cash, and I was expecting anything really, but I wanted to see what all the frothing fanboi vs. rational gamers was all about. It didn't disappoint at all. Ha Ha. Maybe I'll go back and fly around on my reindeer while crashing to my desktop.
Title: Re: Vanguard chatter Post by: shiznitz on December 17, 2007, 09:53:05 AM After playing two characters to 20ish, I have seen about 50% of the world and have no desire to see the rest.
Title: Re: Vanguard chatter Post by: Draegan on December 19, 2007, 08:40:08 PM Well if you ever had a sub, its now free to play until the 18th of January. I played a little tonight and i'm actually impressed* with the improvements. If this game had come out in the next few months it would not of been such a laughing stock.
*Impressed on a scale however. Compared to what this game used to be as it is now, I'm very impressed. Title: Re: Vanguard chatter Post by: Abelian75 on December 19, 2007, 08:58:11 PM Well if you ever had a sub, its now free to play until the 18th of January. I played a little tonight and i'm actually impressed* with the improvements. If this game had come out in the next few months it would not of been such a laughing stock. *Impressed on a scale however. Compared to what this game used to be as it is now, I'm very impressed. Eh, I dunno man. I agree that it has improved (particularly performance-wise), and it did manage to hide the fact that it's pretty much a hackjob for a good 30 minutes to an hour for me, but once I hit the second quest hub on my Black Guy rogue (whatever the race is called), the one at the bottom of the big ol' hill right by Khal, I was immediately confronted with four questgivers with a total of 11 quests. That's ridiculously excessive to begin with, but even worse, it was clear from the quest text that there were supposed to be quest chains, but the chaining hadn't been set up yet so they were all just one big mass of quests. One of the quests would send you to cave X and another would tell you to "return" to cave X, but both were immediately available, for instance. This was like ten to fifteen quests into the game. I can't really agree that it's anything but crap until you can at least play without seeing unfinished quests/quest hubs for like a few hours at least. At least get the newbie quest lines done such that the player is guided to their main city smoothly. Geesh. Title: Re: Vanguard chatter Post by: Draegan on December 19, 2007, 09:24:32 PM I never played in that area. But I agree those things were always awful with the game. But I played a few levels of noobdom again on Kojan, I was struck by some decide graphics and combat animation which surprised me since I don't remember it that way. It's the details of this game that make it shoddy.
Title: Re: Vanguard chatter Post by: Nerf on December 20, 2007, 02:25:31 AM Wow, thanks for reminding about one of the things I really despised on vanguard, 15 quests on 4 different mobs.
I would've enjoyed it much more had they condensed many of them into one large "kill shit in the zone quest", instead of 5-9 'kill 5 rabbits/snakes/monkeys/etc', along with a nice arc that had you go deeper and deeper into the area with SOME fucking story. It's easy to ignore the text on one quest, you start giving a shit when it's a 6 quest chain to go into the beehive and retreive a fucking daffodil. A magical daffodil, that summons unicorns with rainbows flying out of its ass, I would've stayed subbed for that. Title: Re: Vanguard chatter Post by: dusematic on December 20, 2007, 08:57:02 AM I hate myself for buying this game and playing it. I think I always will.
Title: Re: Vanguard chatter Post by: CharlieMopps on December 20, 2007, 01:18:35 PM They need to make this game FREE to install but with a normal sub. Their idiots for wants $29.99 for a digital download.
Title: Re: Vanguard chatter Post by: Count Nerfedalot on December 20, 2007, 07:45:46 PM I can't really agree that it's anything but crap until you can at least play without seeing unfinished quests/quest hubs for like a few hours at least. At least get the newbie quest lines done such that the player is guided to their main city smoothly. Geesh. That is pure Vision TM right there. Classic Brad/EQ team crap. I think fully half of the quests/quest chains in EQ at release were either broken or unfinished, and only a fraction of them were ever touched again, much less polished up. In a genre where content is king you'd THINK they would put at least a little effort into polishing up what little content they release with? Or perhaps I'm blaming the wrong folks. SWG had the exact same issue, so maybe it's SOE's upper management? But the pattern doesn't fit EQ2. I don't know what the status of EQ2's content was at release, but at least now it's debugged, complete (at least to the extent that quest chains that have a beginning actually have endings rather than dropping you in the middle of nowhere with no resolution) and even polished. On the other hand, I'm REALLY tired of quest chains that have me running back and forth between the quest giver and the quest destination, first to kill a bunch of flunkies, then back to kill a bunch of sergeants, then back again to kill a several lieutenants, then back yet again to kill a few captains, then back another time to kill a couple of colonels, and oh wait, one more time (10 levels later when everything else there is grey) let's reuse the place one more time, go back there and kill the general! Bleaaarrggh!!!! Title: Re: Vanguard chatter Post by: Venkman on December 20, 2007, 08:11:15 PM EQ2 at release had a buttload of quests (on Qeynos side anyway, never played Freeport), so many in fact that what chains did exist were hard to discern. You had such a good chance of outleveling quests that you could abandom a quest that was a chain, while not missing it because there were so many others.
But I didn't then (nor now) consider that a bad thing. Not everything needs to be spoon-fed, and the type of audience EQ2 was designed for sometimes don't miss it that much. And EQ2's audience was so very not the WoW audience. SOE's idea of casual was EQ1 players who didn't hit the cap. And EQ2 evolved to incorporate the thinking of their earlier testers, who, btw, were predominantly the folks who paid $39.99/mo to play on Stormhammer. "Skewed" doesn't begin to cover it :wink: So content delivered by firehose, contrived isolationist/stupid combat locking, nowadays-hardcore regen rates, and only pretty for adults who had the cash to buy the newest rig they could get, specifically for the purposes of not playing FPS games. Nowadays things are much better. But it's still not as flashy, fast and immediate (tactileness, UI response, rewards, travel, etc) as WoW. So I contend it's still for a different audience (which isn't really a stretch I guess, three years later...) Title: Re: Vanguard chatter Post by: Engels on December 21, 2007, 07:28:42 AM I downloaded this thing night before last and figured I'd give it a spin on my new rig.
My new rig is pretty much cutting edge, and at the time of VG's release, bleeding edge. So I thought that maybe this time, the world would be fluid. Well, it ain't. Its not quite as choppy as it was on my old AMD 64 dual core 939 processor & 7950 vid card, but you'd think with a 6750 C2D and a 8800 GT you'd see vast improvement, such as I've seen in any number of games released in the last 6 months. But nooo. Walking into the gates of Khal still drops my frame rate down to zilch while the textures cache. I have 4 striped drives! Its not as if I have a serious bottleneck anywhere. I was also naively hoping that perhaps a gallop across the plains would now be something a bit more liberating than the stuttering stagger across a on-demand graphics data load, but that wasn't there either. Slightly better than my old system, but still, what should be a liberating gallop of an adventurer thundering across the plain on her steed is still on up there with WWII online shutterframe motion. Furthermore, they've done something funky with character movements during combat. The one thing VG did have going for it was a fluidity of human movements during combat that was, for lack of a better term, immersive. Now, that's been nerfed, probably in the interest of performance. The solid whacks and full spins my SK did with her 2h sword that felt so satisfying to complete in a chain now feel entirely disconnected from the physics of combat. In other words, the whole concept behind VG that machines would eventually catch up to the software and then we'd be plunged into a world of excitement are hard to believe. I don't think there will be a machine in the next five years that will make VG a seamless world. Nothing short of a sold state drive, anyway. Title: Re: Vanguard chatter Post by: Draegan on December 21, 2007, 07:52:43 AM Funny, my computer specs are like your old one, and playing last night for an hour or so, I noticed no graphic hitching and sputtering and the combat animations were pretty good.
Title: Re: Vanguard chatter Post by: Abelian75 on December 21, 2007, 07:57:56 AM Furthermore, they've done something funky with character movements during combat. The one thing VG did have going for it was a fluidity of human movements during combat that was, for lack of a better term, immersive. Now, that's been nerfed, probably in the interest of performance. The solid whacks and full spins my SK did with her 2h sword that felt so satisfying to complete in a chain now feel entirely disconnected from the physics of combat. Huh, I should try a SK again. I know exactly the spinning move you're speaking of... I hated it. It's exactly the move I bring up when talking about what NOT to do for a combat animation in a real-time combat system. My theory was that a lot of those animations were left over from when they had the pseduo-turn-based combat system, where it wasn't important to make the animations feel responsive, rather it was important to make them look dramatic and powerful. IMHO any combat animation in a real-time combat system should have the blade hitting the target ~0.5 seconds from when you hit the button to attack. VG violated that with tons and tons of animations. Not the rogue, though, which is why that was by far the most tolerable class for me. Anyway, I would be interested to see if they've changed that. And not ripping on your tastes or anything. I don't actually think the animations didn't look ok (well, for the most part. The jump animation is terrible, especially mounted), I just didn't think they suited that type of gameplay very well. Title: Re: Vanguard chatter Post by: Engels on December 21, 2007, 08:56:53 AM Funny, my computer specs are like your old one, and playing last night for an hour or so, I noticed no graphic hitching and sputtering and the combat animations were pretty good. You know what, it just occured to me that I didn't add VG.exe as a low-risk process on my McAfee On-Demand scan. I really should do that before passing judgement. That said, the combat animations were changed, regardless. While I can understand Abelain's complaint, I don't mind that triggering a combat action isn't an immediate hit, and that you're actually initiating a series of motions that will end with a hit. Much like when you cast a powerful spell, there's a wind up before the result. That's not a function of a turn-based system, but just an attempt at 'realism' in combat. Title: Re: Vanguard chatter Post by: Nebu on December 21, 2007, 09:49:50 AM After playing two characters to 20ish, I have seen about 50% of the world and have no desire to see the rest. That's exactly how I felt. I'm not sorry that I blew the $50. It was moderately entertaining for a month. The Good: I liked a few of the class concepts (i.e. healers that were effective in combat). I liked running around the world. I like the crafting and the diplomacy until the grind set in. The Bad: No instances, repetitive quests, weak storyline, painful grind after about 20, others. The Ugly: No instancing? You have got to be kidding me. When 250 people of the same level all want to do the same 8 quests in the same single dungeon, you're going to lose subscriptions. I'd think that this would be common sense by now. Title: Re: Vanguard chatter Post by: Simond on December 21, 2007, 10:43:15 AM Instancing isn't immersive, or something. :uhrr:
Title: Re: Vanguard chatter Post by: Count Nerfedalot on December 21, 2007, 03:10:50 PM Instancing isn't immersive, or something. :uhrr: but standing in line to whack the foozle is? :oh_i_see: (I know, it's not your opinion. I'm not ragging you, I'm ragging the devs who spout that tripe) Title: Re: Vanguard chatter Post by: Engels on December 21, 2007, 03:24:35 PM There aren't enough people in VG to stand in line for anything. Place was deserted.
Title: Re: Vanguard chatter Post by: Nebu on December 21, 2007, 04:59:07 PM There aren't enough people in VG to stand in line for anything. Place was deserted. See, I told you they'd leave! Title: Re: Vanguard chatter Post by: Engels on December 21, 2007, 08:44:57 PM Ok, I must retract my prior statement about the game play; I fixed my technical issue with my anti-virus, and the game plays relatively smoothly on my rig. Its not WoW, or LoTR, or even Hellgate London in terms of graphics performance, but its playable. Now, I have no idea how much that has to do with my new hardware, or wether they really have optimised it that much more, but in terms of actual graphical smoothness, its vastly improved since my last experience.
That said, why oh why can't they fixed the 'jump up and down in the water' animation while swimming? That's just basic stuff that every MMO EVER has managed to provide some solution to. Title: Re: Vanguard chatter Post by: Tale on December 21, 2007, 10:58:46 PM Edit - Here is a larger piccy of the original UI [EQ1 UI picture] It has to be said, while this UI does suck and only gives you about 60% of the screen actually viewable, there always was an option to go 'fullscreen' which would remove a lot of that crap. Of course, it was surprising the number of people who played for literally years without knowing about the fullscreen option... RPGs in 1999 looked like that. It was a controversial decision for EQ1 to even be developed in 3D with no software mode, because many RPG players only had 2D cards. Also in those days, the accepted API was Glide (3Dfx). Direct3D was new and Verant had to add support. There were still games being released without any 3D. Most people's screen resolutions were still low - running in 1024x768 was relatively high-end. At launch, EQ1's 3D accelerated fullscreen mode was a revelation. The reason some people never found out about fullscreen mode was you only expected that in shooters like Quake, not RPGs. The MMO genre did not properly exist (not as we see it in retrospect today). Nobody talked about UIs. Matter of fact, web messageboard software was in its infancy (mailing lists were still used instead) so there were no ignorant wankers posting their opinions about EQ1's UI. The market consisted of UO and EQ1, with some dying niches like Meridian 59 and The Realm. EQ1's longevity owed a lot to the 3D decision. That's why the same team tried it again with Vanguard, guessing in 2003-05 what the emerging mainstream technologies of 2006-07 would be able to handle. Hence the enormous draw distances and the apparent lack of concern about low framerates in beta. The market at launch was going to have access to Core 2 Duo and 8800. Except that this time, the team didn't work so well, their backers got cold feet and a mess was released. Title: Re: Vanguard chatter Post by: Draegan on January 04, 2008, 07:53:46 AM This was posted over on FOH from one of the designers of VG. I don't know the guy or if this guy actually had a hand in the game, but it was an amusing rant to say the least.
http://www.fohguild.org/forums/mmorpg-general-discussion/31593-vg-producers-letter-49.html#post945201 Quote You know, as much as I hate having to carefully craft (AKA, lie through my teeth) an answer to "What was Vanguard's biggest failing?" in job interviews, I realized after reading that rather disappointing article how proud I am of it. Know why? Because I can honestly say with 100% validity: I'm a big reason for Vanguard's failure. Not Brad Mcquaid - not Microsoft. Me. And Guess what? I'm really kind of proud of it. Brad Mcquaid didn't do shit. (News Flash?) He's had an opiate addiction for years now, which only got progressively worse as the project failed. His cumulative face time with sigil designers in the most crucial final years of development? Approx: 15 minutes. And some of the time was spent begging for legitimately acquired narcotics (Or in times of desperation, jacking them from people's desk). The lead designers didn't do shit. (News Flash?) Sigil fired all of their golden-boy, EQ-Genius designers (Save One) who this board once speculated simply "left." It wasn't even secretive. It all happened on the same day. Sony didn't do shit. The extent of sony's help was 2 designers who ended up writing some diplomacy quests in Tanvu and some adventuring quests in Tursh. I think there was an artist that came in 2 days a week or something for about a month also. Thom Terrasas (sp?) is the only Sony employee that ever directly affected the direction of that game. The only part Sony really played in Vanguard's destiny was to let its life unnaturally and undeserving-ly continue. And apparently, it's simply because they were naive enough to think this project was worth their cash. Hah! Even the staff at sigil was left wondering why the hell Sony would buy us. Dozens of lunch hours were spent trying to figure out why. "What profitable web of intrigue and mystery was big'ol Smed spinning with this crazy move(????)," we'd often cry It was pretty shocking (and just lame) to hear John Smedly actually get angry and complain to people after the layoff's that he, "didn't know what he was buying." He even expressed anger at Jeff and Brad for bamboozlin' him. Poor guy. Maybe next time tough-guy Smed decides to spend several million dollars on something he'll expend some brain power figuring out what it is first. Dave Gilbertson DID do some shit. (News Flash!) But this guy? Man, so much stuff I could say about this guy. He was truly unbelievable. Even when you thought his insanely unprofessional antics couldn't get any more outrageous, he'd go and do something like tell everyone they're getting a raise (to keep crunching) and then one by one call people into his office who WERE actually getting raises (but would never actually get them), how much they were going to get (VERY, soon). Unfortunately he would move through desk rows one by one and simply skip over the unlucky ones. It took a whole 5 minutes for the office to see through his brilliantly laid out scheme. He used the same plan for the lay-offs too. Classy huh? He's literally never played a video game in his life, yet when Brad died off and Dave inherited the position of Vanguard Jesus, he decided he must be the final call on every design decision. I guess if you ride dirt bikes with a gamer god, his genius just wears off on you. Fortunately, sometime this would result in getting played like a fiddle by whoever happened to be lovingly pulling the strings that day. But more often than not, this just meant people had to go around him to get something in, only without the help of (Place whatever department here) that was necessary for a game feature to actually turn out right. Imagine for a second people at Sigil actually knew how to do something right? (Believe it or not, we did on occasion) this guy would become the bottleneck to prevent that from happening. If there was a ceremony for the Gamespy award, Dave would be accepting. For the sake of all our future video game consumer habits, let's hope this guy goes back to the only thing he's qualified to do, whatever that might be. Anyway, enough of my blabbering. The most shocking reality that I don't think anyone really ever understood is that Vanguard was made (exclusively the design staff, I should say) COMPLETELY by amateurs. People who had been hired less than a week with 0 prior experience were tasked with designing entire newbie areas that shipped. People who had never produced a game in their life were asked to fix a 40 million dollar fuck up. People with no experience were asked to fix the item, diplomacy, ability, content, quest and pretty much every system in the game. The game that exists now was designed in a single year by people with 0 experience. If that sounds too vague think of it like this: about 1 year from release we had 0 quests in the DB because the tool didn't exist yet. When I decided to split the team there was over 30,000 quest object entries. Yeah, explains a lot doesn't it? What a huge let down indeed. Oddly enough, the whole situation was probably a bigger let down to the designers than the consumers. I accepted a position thinking I was going to work with a bunch of experts - Masters of their craft - and really learn the ropes of game design. Instead, my fellow design associates and I were unwittingly tasked with trying to fix a failed video game that had literally been canceled twice before any of us were even hired. So in retrospect, despite everything, I guess I'm still pretty proud of vanguard. Every team member should be proud in spite of a truly pitiful and pathetic waste. Title: Re: Vanguard chatter Post by: Jerrith on January 04, 2008, 08:37:22 AM This was posted over on FOH from one of the designers of VG. I don't know the guy or if this guy actually had a hand in the game, but it was an amusing rant to say the least. He worked on Vanguard. Nice guy, a bit of a rant, but understandable. Quote from: Teclisen If that sounds too vague think of it like this: about 1 year from release we had 0 quests in the DB because the tool didn't exist yet. When I decided to split the team there was over 30,000 quest object entries. Yeah, explains a lot doesn't it? This is an interesting point to bring up. There were quests, but they were more like the EQ-style, non-obvious quests and were relatively hard to create with the tools available. The actual quest system, which made the creation of quests much, much, easier with the unified quest object wasn't in until around then. All the old quest content was either converted or removed. Title: Re: Vanguard chatter Post by: shiznitz on January 04, 2008, 10:55:41 AM So I noticed that VG patched in raiding last month. I have no idea how it is going though. I only log into to patch, never to play.
Title: Re: Vanguard chatter Post by: Falconeer on January 04, 2008, 12:00:40 PM If nothing else, this game has incredible meta-lore. I love it.
Title: Re: Vanguard chatter Post by: Mrbloodworth on January 04, 2008, 12:17:11 PM I like the opiate comments :grin:
Title: Re: Vanguard chatter Post by: Simond on January 04, 2008, 12:24:46 PM Damn, couldn't that have been posted before Geldon got rebanned? :grin:
Title: Re: Vanguard chatter Post by: Soukyan on January 04, 2008, 12:33:23 PM But is it fun?
Title: Re: Vanguard chatter Post by: Wershlak on January 04, 2008, 12:35:40 PM I wonder who will play McQuaid in the movie? :popcorn:
Title: Re: Vanguard chatter Post by: shiznitz on January 04, 2008, 12:37:16 PM Rush Limbaugh?
Title: Re: Vanguard chatter Post by: Venkman on January 04, 2008, 02:05:03 PM I thought the drug-addiction thing was a pretty strong accusation. Is that common knowledge? Someone can usually recover from a train-wreck launch and it being common knowledge that you have no managerial skills at all. But a drug thing, wouldn't that be a career killer (except for Hollywood)?
Title: Re: Vanguard chatter Post by: acerogue26 on January 04, 2008, 02:58:39 PM I thought the drug-addiction thing was a pretty strong accusation. Is that common knowledge? Someone can usually recover from a train-wreck launch and it being common knowledge that you have no managerial skills at all. But a drug thing, wouldn't that be a career killer (except for Hollywood)? Speaking of...What's ol' Brad doing these days? I wonder about gaming's Britney Spears from time to time. Title: Re: Vanguard chatter Post by: Trouble on January 04, 2008, 08:45:16 PM A quote from that thread
Quote I guess we now know where Brad McQuaalude got his visions from. That's good stuff. Title: Re: Vanguard chatter Post by: Venkman on January 05, 2008, 01:23:31 PM * Nevermind. Found it * :nda:
Title: Re: Vanguard chatter Post by: CharlieMopps on January 06, 2008, 11:40:55 AM That rant seriously deserved its own thread. "Brad's on drugs" is an entirely newsworthy topic.
Title: Re: Vanguard chatter Post by: d4rkj3di on January 06, 2008, 01:24:35 PM Is that common knowledge? Pretty much. No one talks about it because all it will ever be is an accusation or rumor until there is an admission. Or an autopsy. Title: Re: Vanguard chatter Post by: DarkSign on January 10, 2008, 03:36:32 AM Can someone explain the Diplomacy system to me? Im curious...just not curious enough to buy.play the game :)
Title: Re: Vanguard chatter Post by: Draegan on January 10, 2008, 05:59:44 AM I played it once. It was a card game similar to those Magic games.
Title: Re: Vanguard chatter Post by: shiznitz on January 10, 2008, 07:21:16 AM It was only similar in that it uses cards. There are four colors of cards. When you play a card, you get "points" in that color. Each card requires color points to play. Cards can give you points in other colors. When a card is played, it is timed out for an amount of turns based on the card. Your accumulated color points can be changed by your opponent and vice versa. Playing a card moves your opponent's "health" meter by the number on the card. Take your opponent down to zero to win. You can only bring 5 cards to a challenge. Most of the time, one color is not used and you know which one before the challenge starts.
I don't know if that makes any sense at all to someone who hasn't seen it in action. Title: Re: Vanguard chatter Post by: Venkman on January 10, 2008, 07:23:28 AM Sounds like playing a lightning-fast round of M:TG using only old Red/Blue decks?
Title: Re: Vanguard chatter Post by: shiznitz on January 10, 2008, 07:33:56 AM The color points aren't like land because they get used up when you play a card and you have to rebuild them again. There are no buffs or instants either. All the cards have names like "Soothing Words" or "Furious Gestures".
Title: Re: Vanguard chatter Post by: Venkman on January 10, 2008, 07:35:36 AM Oh, ok, so a Red/Blue deck versus a White deck then. :drill:
(I kid I kid. I've reached my limit of what I know about M:TG and TCGs in general :) ). Title: Re: Vanguard chatter Post by: SnakeCharmer on January 10, 2008, 10:54:24 AM Just a random observation from reading that guys little rant...
Everyone is quick to blame the many headed monster of management for everything that went wrong with VSOH (or SWG, or any other game). Management isn't the one writing the shitty shoddy code that doesn't work. Are none of these devs, programmers, coders, etc going to step forward and say "Yeah, I worked on VSOH. And my code completely sucked. Full of typos, conflicts, all kinds of fun stuff. It's my fault stuff got stuck in terrain because I was high when I coded it. It's my fault quest #23 ends in a dead end because I didn't finish it." Lots of blame to go around from the peons but none of the peons stepping up. All to easy to blame "The Man" than themselves. Title: Re: Vanguard chatter Post by: Morat20 on January 10, 2008, 11:15:47 AM Just a random observation from reading that guys little rant... I don't even know where to begin addressing that. Suffice it to say that the problems with Vanguard, and SWG, and in fact most MMORPGs are entirely on the design and software management side. Individual coding errors are simply bugs, easily correctable with even the most minimum of development standards.Everyone is quick to blame the many headed monster of management for everything that went wrong with VSOH (or SWG, or any other game). Management isn't the one writing the shitty shoddy code that doesn't work. Are none of these devs, programmers, coders, etc going to step forward and say "Yeah, I worked on VSOH. And my code completely sucked. Full of typos, conflicts, all kinds of fun stuff. It's my fault stuff got stuck in terrain because I was high when I coded it. It's my fault quest #23 ends in a dead end because I didn't finish it." Lots of blame to go around from the peons but none of the peons stepping up. All to easy to blame "The Man" than themselves. Those people don't NEED to stand up. They're not the problem. In fact, in any even marginally competent enviroment those people's bugs (and mistakes are inevietable) are caught and corrected early, and people whose work is not up to snuff are either retasked to something they CAN handle or replaced. The coder's aren't to blame. And if they actually HAPPEN to be to blame, the only reason they got the chance to screw up so severely is because their project was designed and managed by flaming morons. Oh -- and no one's blaming management, so much as they're blaming design. Title: Re: Vanguard chatter Post by: SnakeCharmer on January 10, 2008, 11:28:09 AM I can't speak for VSOH, because I lasted all of about 6 hours played. And it's one of those experiences that I've locked away in the corner of my mind trying to forget.
SWG? I can speak pretty fluently on. So, let's take Ranger camo. Never worked. That wasn't a question of design (hide the user from getting agro), it's a question of crappy code. But all this "WAAAHHGGG it's management's fault!!!" by programmers and coders is doing nothing but playing the blame game in many (but not all) instances. Do people really need management to tell you to do your job correctly? Sure. Shit not working 'as intended' may partially be blamed on design (WAAAHGG!! It's too hard!), or management (WAAAHGG!!! They didn't tell me what to do!!) but neglecting to mention shoddy coding isn't telling the whole story. Title: Re: Vanguard chatter Post by: cmlancas on January 10, 2008, 11:29:21 AM In Vanguard's defense, (and it is a very, very small defense), Diplomacy was rather cool. Unfortunately, it was tacked on at the end of the game. I'd say the scaling of equipment and lore related to diplomacy was about 33% done when the game launched.
Title: Re: Vanguard chatter Post by: Venkman on January 10, 2008, 11:37:12 AM It's management's fault. It has to be because they're the ones charting the vision and path to building it. Otherwise, they wouldn't be management.
Individual contributors (artists, coders, QA, etc) can be taught, but you need someone in charge to be willing to do the teaching. That's management. And it's not like it was up to the coders to announce the launch date, due what marketing would get done, handle distribution to various retail channels, and manage the budgets and projects into the mothership. Conversely, it's these very contributors that have a much brighter future ahead of them than the management that bears the full brunt of failure. :-) Title: Re: Vanguard chatter Post by: Morat20 on January 10, 2008, 11:58:42 AM SWG? I can speak pretty fluently on. So, let's take Ranger camo. Never worked. That wasn't a question of design (hide the user from getting agro), it's a question of crappy code. You don't code for a living, do you? Or if you do, it's obviously small jobs where one or two people do the entire damn thing -- from design to testing.But all this "WAAAHHGGG it's management's fault!!!" by programmers and coders is doing nothing but playing the blame game in many (but not all) instances. Do people really need management to tell you to do your job correctly? But to answer your question: YES. WE FUCKING NEED MANAGEMENT TO TELL US HOW TO DO OUR FUCKING JOBS CORRECTLY. Why? Because goddamn correct is defined by the overall system design. Which is defined by management. By the game designers. Individual coder fuckups are minor, easily caught and corrected. Design fuckups kill your product. Fixing a coder error is easy. Fixing a design error, especially in a live product, is like having your nuts yanked out through your throat. If you notice the problem for more than a patch cycle, it is almost certainly a design error. Title: Re: Vanguard chatter Post by: Archimedian on January 10, 2008, 12:03:26 PM Just a random observation from reading that guys little rant... I don't even know where to begin addressing that. Suffice it to say that the problems with Vanguard, and SWG, and in fact most MMORPGs are entirely on the design and software management side. Individual coding errors are simply bugs, easily correctable with even the most minimum of development standards.Everyone is quick to blame the many headed monster of management for everything that went wrong with VSOH (or SWG, or any other game). Management isn't the one writing the shitty shoddy code that doesn't work. Are none of these devs, programmers, coders, etc going to step forward and say "Yeah, I worked on VSOH. And my code completely sucked. Full of typos, conflicts, all kinds of fun stuff. It's my fault stuff got stuck in terrain because I was high when I coded it. It's my fault quest #23 ends in a dead end because I didn't finish it." Lots of blame to go around from the peons but none of the peons stepping up. All to easy to blame "The Man" than themselves. Those people don't NEED to stand up. They're not the problem. In fact, in any even marginally competent enviroment those people's bugs (and mistakes are inevietable) are caught and corrected early, and people whose work is not up to snuff are either retasked to something they CAN handle or replaced. The coder's aren't to blame. And if they actually HAPPEN to be to blame, the only reason they got the chance to screw up so severely is because their project was designed and managed by flaming morons. Oh -- and no one's blaming management, so much as they're blaming design. Some what true, I've never worked in an MMO but I cut my teeth designing client server applications (which everything still is but the definitions have changed). For a standard application of any size (anything above the hacker level type of coding, meaning one guy in his basement just making an appy) most people in this world follow a standard development process. So I would assume you have a high level business document, basically a 30k mile high over view of what you want your application to do. No specifics just bold points so that every one knows what is being made and why. We'll call this the "Vision". From there you'd have business leads (they can be tech leads but in order not to confuse the world I'll call them business leads). That have a vested interest in specific sub systems. They create a business document (usually non technical) of what they want out of a specific set of sub systems. We'll call this designing the "fun" or in business development we'll call it deliverables. Then you have your technical leads create specific design documents as to how each of the sub systems is going to be develop. This is where things get technical per say, depending on the scope of the project this might be a high level over view or get into specifics. Then your design leads actually write their tech documents, with how the minutia of a system will work, with estimated time lines in man hours, budgets (both monitary and technical). You have database reviews with DBAs on proposed concepts and network budgets on bandwidth, art requirements and so on. Mind you for a business application this is what usually occurs before a stitch of code is ever put down. This usually filters back up and redesigns and the like occur at this stage. If you have people who know what they are doing your estimates should be pretty good. From the top down, you fight the scope creep fight the entire time. You know who is off this list? The code monkeys, the guys who usually get paid minimally are some times outsourced out of a job and their job is to translate a spec document into code. Some people judge them on error per 1k likes of code. Most modern tools make it rather difficult to have "typo errors' they wont compile and have a standard "spell check" built in. The harder part is logical errors, like endless loops and impossible statements "world != flat if the world is flat then run something". Usually you pair your developers and have code review. If it's a serious application that is expected to be maintained you have more lines of documentation than code. It makes it so code monkey that follows your footsteps 3 years down the road trying to figure out why the flat world code doesn't work can spot it easily. After all this and many iterations you figure out your platforms, in game terms I guess this would mean server tech, client tech, 3d modeling tech, network layer tech, database tech, source control tech, Q/A tools, Bug tracking software and so on. For business applications this is a bit easier. You usually have some of these desitions made for you based what's in house or current contracts (ie this is an oracle shop! or we use PVCS!) but in virgin development this is pretty open. For a start up you then figure out workstations, local servers, backups and all that jazz with out getting into too much detail. Figure out how much you want your employees to work remotely (i'm a huge fan of remote work, it lets you up your developer productivity by about 30% but it includes the added risk of IP theft). This is pretty standard and tons of books have been written on the subject of proper project management, how to run a start up, development practices. Even some one with minimal experience with about a months worth of reading (depends on how fast you read) could learn and apply all these concepts. My guess is that at sigil they had a high level design doc, skipped the rest of the steps, in order to increase output left out the code documentation (creating what's commonly known as spaghetti code) and did a standard death march project. Where the ends justified the means. Who's fault is that? I would say any one above code monkey would be at fault. From look at the f13 interview and subsequent posts I don't even think they had structures close to resembling a development house. That you could even bypass the process to "sneak" code in, shows just a completely mismanaged product from the top down and I guess also includes the code monkeys as well if this is what they were doing. One thing I've always been curious about MMO projects is what kind of automated testing tools are used. For our web apps we commonly use Astra, for load testing, regression testing and at times for functionality testing. We can reproduce 10k simultaneous connections to any of our applications, which is probably better than any stress test beta I've ever seen an MMO do and it requires 2 Q/A guys to run (one to set up and one to review). Is there any applications out there being used? Title: Re: Vanguard chatter Post by: Morat20 on January 10, 2008, 12:16:45 PM That you could even bypass the process to "sneak" code in, shows just a completely mismanaged product from the top down and I guess also includes the code monkeys as well if this is what they were doing Their versioning was that loose? Hell, we use at least basic versioning for even our dinky little web-apps here, even if sole developer -- just for rollbacks, if nothing else. Title: Re: Vanguard chatter Post by: Archimedian on January 10, 2008, 12:26:57 PM That you could even bypass the process to "sneak" code in, shows just a completely mismanaged product from the top down and I guess also includes the code monkeys as well if this is what they were doing Their versioning was that loose? Hell, we use at least basic versioning for even our dinky little web-apps here, even if sole developer -- just for rollbacks, if nothing else. I have no idea, just going off the FoH post, while I find the opiate allegations of the CEO midly amusing, the "sneak" comment caught my eye awhole lot more. I would probably lay blame if he was an absent keeper in the old addage that a fool and his money are soon parted. Granted he did get 30 million from microsoft a suplemental from SOE and an eventual "buyout" which I would assume was an asset for stock deal or a debt pardon (probably both to satisfy MS venture capital) so not sure how much money he risked (I would guess he got his prefered stock from original funding and kept that stock multiplier through subsequent funding rounds). The sigil story is so similar to about 90% of .com stories as to be pretty funny. Considering it started 4 years after most people became savvy to these type of start ups :) Title: Re: Vanguard chatter Post by: SnakeCharmer on January 10, 2008, 12:32:29 PM SWG? I can speak pretty fluently on. So, let's take Ranger camo. Never worked. That wasn't a question of design (hide the user from getting agro), it's a question of crappy code. You don't code for a living, do you? Or if you do, it's obviously small jobs where one or two people do the entire damn thing -- from design to testing.But all this "WAAAHHGGG it's management's fault!!!" by programmers and coders is doing nothing but playing the blame game in many (but not all) instances. Do people really need management to tell you to do your job correctly? But to answer your question: YES. WE FUCKING NEED MANAGEMENT TO TELL US HOW TO DO OUR FUCKING JOBS CORRECTLY. Why? Because goddamn correct is defined by the overall system design. Which is defined by management. By the game designers. Individual coder fuckups are minor, easily caught and corrected. Design fuckups kill your product. Fixing a coder error is easy. Fixing a design error, especially in a live product, is like having your nuts yanked out through your throat. If you notice the problem for more than a patch cycle, it is almost certainly a design error. So if the design document says "This is the stealth class. When activating the stealth ability, the character disappears from view and radar". And then the designer/manager hands this document over to the coder/programmer, how much more handholding does the coder/programmer need? You (not you specifically) need to be told to make it work and make it work correctly without typo/error or anything else? Really? If it doesn't work, do you toss your hands up in the air as if to say Not my fault and blame it on the design document that told you what to do? Maybe we're arguing two different points and neither one of us is realizing it.... Title: Re: Vanguard chatter Post by: Morat20 on January 10, 2008, 12:53:16 PM So if the design document says "This is the stealth class. When activating the stealth ability, the character disappears from view and radar". And then the designer/manager hands this document over to the coder/programmer, how much more handholding does the coder/programmer need? Well, since my FIRST response to this post was "Learn to fucking read, moron" I would say that yes, indeed, we are discussing two different things.You (not you specifically) need to be told to make it work and make it work correctly without typo/error or anything else? Really? If it doesn't work, do you toss your hands up in the air as if to say Not my fault and blame it on the design document that told you what to do? Maybe we're arguing two different points and neither one of us is realizing it.... Since you seem locked into the stealth concept, let us use that as an example. This is how it SHOULD work: 0) Vision document. VERY abstract design. 1) Initial design (management level) discuses multiple classes and PC abilities. Combat, in a MMORPG, is discussed in high-level and abstract way. Things like "ranged combat", "melee combat", "heals", "mezzes", "stealth" etc. Maps, radars, user perceptions, etc. The systems are created in an abstract way. 2) Design of systems integration -- how ranged fighting works and melee fighting go together, how/if stealth can be broken by other players or systems, etc. How systems touch and interact. 3) Design of games systems is done -- fleshing out things like "ranged combat" to include things like hits, critical hits, etc. 4) Coding of design. At this point, the coder knows HOW stealth should work. He knows what should break stealth. He might not have specific numbers (20% chance of breaking on X), but he has a detailed understanding of the way stealth is supposed work with the combat system and can code it abstractly -- specific numbers can be loaded in later. 5) Handoff of design to coder. Specifically "Do the stealth thing now.". Now, how does that BREAK? Most common cause: Stealth wasn't included in initial design (step 1). Which means it was shoehorned in ad hoc, and often by people who don't fully understand the system designs and thus unintentially fuck with other systems. Stealth was poorly thought out (step 2) and never worked usefull in the game. Stealth was poorly integrated in design (step 3), meaning stealth was never properly designed to work with other systems -- doesn't actually WORK because none of the other involved systems (player maps, player UI, etc, are properly handling the stealthed character). Poorly implemented by coder -- Step 4. This is the easiest to fix as there should be a detailed explanation of how stealth should work and how it should play with ALL affected other subsystems. If the coder fucks up, another coder can easily step in and figure out where it's not working. It is an easy fix, UNLESS it's not working because steps 1 through 3 were not well thought out. Not given enough time to implement -- (step 5). This is either easy (give coder additional time to complete) or hard (not enough time because Steps 1 through 3 didn't think it through properly and it's having to be redesigned. Now, most companies use a form of evolutionary development -- they do things in cycles. They do big design down through little design, implement it simply, see how it works, then start over refining their design. But the basic process is the same -- Big picture down to littler picture, until you've given a coder something he can implement and test in a single cycle. Where did the SWG camo code break? Probably where something like 95% of serious software problems occur -- at the interface between systems. The camo code probably works perfectly. But if the way camo was implemented by the combat engine, the UI, and the NPC coding wasn't designed properly -- it won't work at all. Look, a coder's job is pretty simple -- he's given a set of requirements (which can range from vague to VERY specific) and he writes code that meets them. Good coders write cleaner, more elegant code and can generate more robust solutions (there are generally a LOT of ways to handle any problem) from vaguer descriptions. Poor coders need more detailed requirements. And testing against those requirements is pretty easy. Bugs are rarely the problem. Piss-poor design -- which is the initial and ongoing job of management -- is the real culprit. That's the very BASICS of software development. They fucking teach it in classes, every software company on the planet accepts it (even Agile/Xtreme/Whatnot agree with this -- it's just their coders are ALSO responsible for design, making them the equivilant of MMORPG Devs and leads). That's why the Devs, the team leads, and all the management folks responsible for creating a unified product get all the blame. Because the mistakes that linger, that aren't easily fixed, that plague your fucking product for all of eternity come from their decisions. Coders and programmers mistakes are so compartmentalized by modern processes that fixing it is more a matter of figuring out where the bug is occuring than anything else, and the bulk of mistakes are caught during coding and at intergration-level testing at the latest. Title: Re: Vanguard chatter Post by: Archimedian on January 10, 2008, 01:48:16 PM Because the mistakes that linger, that aren't easily fixed, that plague your fucking product for all of eternity come from their decisions. Coders and programmers mistakes are so compartmentalized by modern processes that fixing it is more a matter of figuring out where the bug is occuring than anything else, and the bulk of mistakes are caught during coding and at intergration-level testing at the latest. Just as a side note, not necessarily true. I remember one of my forays into (game name excluded) into some pre-release focus group content testing involved a bug that took about a year to figure out. Their login process for some unknown reason instanciated ports 0-255. Well I'm sure they had a reason. It did this randomly. So it would establish a handshake operation by trying one of those ports. Obviously the design wasn't very scalable, I mean if you had more than 256 trying to concurrently log in some one is going to have to wait. With that aside at one point they had a network security review and one of the net techs while looking at logs saw lots of random access to this port 0. Thinking no one in their right mind is trying to access that port they shut it down. The result was random cannot connect messages for people trying to log in. Reproduceable? Well a 1-256 chance. Which reminds me of another code bug in an MMO. Semi well documented by the AC1 devs. I think they called it the Wi bug. Where a PC would always get initial aggro when starting an encounter breaking their distance / what ever initial aggro code they had. I think it took them for ever and if I were to guess at the origins of this bug who ever originally coded it probably put a (if userid = 123 then AGGRO!) so they could unit test some piece of code. Thinking no one would ever be assigned that userid left it there to be forgotten. Since maybe 1 person per server would ever be affected and they would also have to be playing that character long enough to notice it, it never went found. Then again these are logical (and actually code review and implementation issues) bugs and not so much "typos". I don't think any amount of QA would ever have revealed these bugs and they definitely fall on the code monkeys shoulders. The difference is, if some one is looking these are trivial bugs, fixable in maybe 5 minutes time. Core design issues are rarely if ever quick fixes. It is why you do iterative process prior to laying down code (which you already know any way). Title: Re: Vanguard chatter Post by: Venkman on January 10, 2008, 01:56:56 PM Congrats on 4000 posts Morat :-)
Title: Re: Vanguard chatter Post by: Morat20 on January 10, 2008, 02:12:44 PM Just as a side note, not necessarily true. I remember one of my forays into (game name excluded) into some pre-release focus group content testing involved a bug that took about a year to figure out. Their login process for some unknown reason instanciated ports 0-255. Well I'm sure they had a reason. It did this randomly. So it would establish a handshake operation by trying one of those ports. Obviously the design wasn't very scalable, I mean if you had more than 256 trying to concurrently log in some one is going to have to wait. With that aside at one point they had a network security review and one of the net techs while looking at logs saw lots of random access to this port 0. Thinking no one in their right mind is trying to access that port they shut it down. Well, yeah -- I'm not saying that these bugs don't happen. Lord knows coders make mistakes (even awesome and kick-ass ones such as myself.). Fixing them is generally trivial -- finding them is a fucking pain in the ass. (Oh god -- I was away from OOP for awhile, and stupidly was copying nested objects shallowly. Took me two days to work out why a simple copy wasn't working right. I felt like a moron when I figured it out. Net time to fix? An hour). The result was random cannot connect messages for people trying to log in. Reproduceable? Well a 1-256 chance. Which reminds me of another code bug in an MMO. Semi well documented by the AC1 devs. I think they called it the Wi bug. Where a PC would always get initial aggro when starting an encounter breaking their distance / what ever initial aggro code they had. I think it took them for ever and if I were to guess at the origins of this bug who ever originally coded it probably put a (if userid = 123 then AGGRO!) so they could unit test some piece of code. Thinking no one would ever be assigned that userid left it there to be forgotten. Since maybe 1 person per server would ever be affected and they would also have to be playing that character long enough to notice it, it never went found. Then again these are logical (and actually code review and implementation issues) bugs and not so much "typos". I don't think any amount of QA would ever have revealed these bugs and they definitely fall on the code monkeys shoulders. The difference is, if some one is looking these are trivial bugs, fixable in maybe 5 minutes time. Core design issues are rarely if ever quick fixes. It is why you do iterative process prior to laying down code (which you already know any way). Design bugs are nightmares to fix. Especially post launch, because your ability to force design changes on other interacting systems drops. Which leads to hacks designed to fake it working rather than force all affected modules to update and "do it right". Which, of course, leads to spaghetti code nightmares. I've got some hacked security solutions sitting around that I'm dying to fix, but don't have the time for -- and I'm not jonesin' to fix them enough to do it unpaid. :) I should say that coding bugs are often hard to locate, but easy to fix. Design bugs are slightly easier to find, but are a nightmare to fix. Darniaq: 4000 posts? Jesus, I need a hobby. Title: Re: Vanguard chatter Post by: Abelian75 on January 10, 2008, 02:48:53 PM The result was random cannot connect messages for people trying to log in. Reproduceable? Well a 1-256 chance. Which reminds me of another code bug in an MMO. Semi well documented by the AC1 devs. I think they called it the Wi bug. Where a PC would always get initial aggro when starting an encounter breaking their distance / what ever initial aggro code they had. I think it took them for ever and if I were to guess at the origins of this bug who ever originally coded it probably put a (if userid = 123 then AGGRO!) so they could unit test some piece of code. I had a whole big explanation written of the actual bug, if you're interested, but here's a better, ore correct one: http://guildwars.incgamers.com/forums/showpost.php?p=5167415&postcount=2698 It wasn't a 100% this person gets aggro every time type of thing, which is what made it particularly devious. Indeed, the complaint is pretty much what you hear all the time from players complaining about random things not being in their favor, which one can typically write off to the frailty of human perception. Just in this case they ended up being right. Title: Re: Vanguard chatter Post by: Morat20 on January 10, 2008, 02:52:43 PM I had a whole big explanation written of the actual bug, if you're interested, but here's a better, ore correct one: Fun bug. I've done something similiar when normalizing values in prep for a random roll (basically wanted a proportionally chance of being selected). I had to use two-part normalization, and screwed up one part. End result looked right, but results were heavily weighted the wrong way. I learned to test that sort of thing more thoroughly -- made me learn to love test tools. :)http://guildwars.incgamers.com/forums/showpost.php?p=5167415&postcount=2698 It wasn't a 100% this person gets aggro every time type of thing, which is what made it particularly devious. Indeed, the complaint is pretty much what you hear all the time from players complaining about random things not being in their favor, which one can typically write off to the frailty of human perception. Just in this case they ended up being right. Title: Re: Vanguard chatter Post by: Archimedian on January 10, 2008, 04:07:04 PM The result was random cannot connect messages for people trying to log in. Reproduceable? Well a 1-256 chance. Which reminds me of another code bug in an MMO. Semi well documented by the AC1 devs. I think they called it the Wi bug. Where a PC would always get initial aggro when starting an encounter breaking their distance / what ever initial aggro code they had. I think it took them for ever and if I were to guess at the origins of this bug who ever originally coded it probably put a (if userid = 123 then AGGRO!) so they could unit test some piece of code. I had a whole big explanation written of the actual bug, if you're interested, but here's a better, ore correct one: http://guildwars.incgamers.com/forums/showpost.php?p=5167415&postcount=2698 It wasn't a 100% this person gets aggro every time type of thing, which is what made it particularly devious. Indeed, the complaint is pretty much what you hear all the time from players complaining about random things not being in their favor, which one can typically write off to the frailty of human perception. Just in this case they ended up being right. Thanks, I knew (and this is from vague rememberence) what the bug actually entailed not what the bug actually was. As to human perception with RNGs, I think the devil is in details on that one. People want to perceive randomness and when they hit a streak their perception of randomness is broken due to small sample size. The only RNG work I've ever really done is for producing session state variable assignment. Meaning when creating a passable key the generation of that key was "mostly" random with a few cheats in there to help associate who that user actually was without making some database calls to find all the session user information. I'll just call that pre-processing information (nothing to see here please move along) that ensured no dupes could ever exist at the same time. But here is an MMO slant, if your RNG is truely random but when you look at a specific sample size you see streaks, is that process really random? Meaning per user their streak chance is high but for your user base it just normalizes. That's been my experience with most MMOs. You can sense that some one took a shortcut and is using a predictable seed that while the entire solution is random the specific result is streaks of a non random nature. Title: Re: Vanguard chatter Post by: UnSub on January 10, 2008, 05:47:46 PM To throw 2c in here: it was found recently in CoH/V that the taunt code worked entirely differently than how it had been documented. It worked, so no-one had questioned it, but certain things were wonky (exceptions to the rule) and not working as expected. One of NC^2's programmers (Ghost Widow) did a line-by-line scan of the code only to find out everything they thought they knew about the system was wrong. So yes, sometimes programmers don't do what they are told and QA would never catch it.
However, to SnakeCharmer: if Vangard had been a world-smashing success, management would have been their to roll around in their money and do the victory speeches. Conversely, when it bombs the failure is on their head. Especially because it failed due to preventable design issues, not uncontrollable factors (e.g. major and sudden shift in market demand, an external patch from MS breaking everything, the collapse of the US sub-prime market, etc). Title: Re: Vanguard chatter Post by: Abelian75 on January 10, 2008, 07:00:53 PM But here is an MMO slant, if your RNG is truely random but when you look at a specific sample size you see streaks, is that process really random? Meaning per user their streak chance is high but for your user base it just normalizes. That's been my experience with most MMOs. You can sense that some one took a shortcut and is using a predictable seed that while the entire solution is random the specific result is streaks of a non random nature. This is actually a bit of a pet peeve of mine. Yes, in actual randomness you see streaks. If you didn't see streaks it wouldn't be random. And no, nobody's using predictable seeds. To think that is to misunderstood what a "seed" is. Indeed, almost certainly the RNGs are seeded once, at server startup, and even if you used the same seed every startup nobody would be able to tell after the simulation had been running for a while due to the inherent randomness of player input into the simulation. It's significant that this particular documented case of a failure in random selection in an MMO had absolutely nothing to do with the RNG, which was functioning perfectly, but with the use of the output. RNGs are a solved problem when it comes to the level of fidelity required by an MMO. They are best understood as being perfectly random, not "pseudo" random (which is at best a term that is misleading, at worst an utterly meaningless term), without any flaw that could ever be detected by players, due to the aforementioned inherent randomness caused by players. You see streaks in real life, actual randomness (again, a dubious distinction at best) too. They are what happens. The key thing to keep in mind is that a loot system designed to cause random drops is not a system designed to give everyone an equal share of loot. Maybe some designers in the past thought that's what it was supposed to do (I doubt any do now), but that is not what the system does. If the goal of a loot system (or whatever) is to guarantee, or nearly guarantee, even distribution of output, then randomness will not fulfill that requirement, as that is not a property of random numbers. p.s. You don't have to write a RNG if you are making a game or other piece of software. You can just use a preexisting one, which will be utterly perfect and without flaw given the limitations of the observers (players). Like I said, solved problem. p.p.s. Your statement about the distinction between being "overall" random but not random per player doesn't really mean anything. It isn't the set of results that is random or not random, it is the process. Either it is random or not. If you can't predict the next result with any more accuracy than rolling a die, it is random. If you can, it is not. For instance, is this sequence of numbers random? 1234567890 The answer is that the question is meaningless. You have no idea what process was used to choose those numbers, and since processes are what is or is not random, the question can't be answered. Title: Re: Vanguard chatter Post by: tmp on January 10, 2008, 08:35:04 PM Those people don't NEED to stand up. They're not the problem. In fact, in any even marginally competent enviroment those people's bugs (and mistakes are inevietable) are caught and corrected early, and people whose work is not up to snuff are either retasked to something they CAN handle or replaced. It's been pretty much admitted at this point, that the whole thing was built from ground up in one year, by amateurs. If the management was so incompetent, why presume the people responsible for implementation weren't inept at similar level and as such able to negatively contribute to the whole mess?The coder's aren't to blame. And if they actually HAPPEN to be to blame, the only reason they got the chance to screw up so severely is because their project was designed and managed by flaming morons. Oh -- and no one's blaming management, so much as they're blaming design. If the design is to blame, then competent and responsible coder should at least be capable of telling when they are unable to do their work proper with the shit they're provided (or lack thereof) don't they? And if they _choose_ to go ahead and work from shit worth of material ... then part of responsibility becomes theirs, imo. Between being given chance to severely screw up and actually _taking_ that chance, is conscious decision of person who were given said opportunity, to seize it. And it's generally what we get accountable for, our decisions and actions based on these. Title: Re: Vanguard chatter Post by: Abelian75 on January 10, 2008, 08:59:16 PM This is kind of a weird discussion. There's no way for any outsiders to know if the engineers on the project were the greatest engineers ever or atrocious. We have no idea what they were tasked with doing, how many there were, what timeframe they were given, etc. You could have the best software engineer in the entire universe make a crappy game if they were given an unrealistic timeframe, and you could have the worst engineer in the world (well, a pretty bad one, at least) make a flawless game if given enough time. Just because the game is buggy doesn't mean the engineers did a bad job. Or more accurately, it doesn't mean that it's their fault they did a bad job.
I mean, it could be that they're awful, I don't know them. Or it could be that they rule. Who knows. And some of this talk about "why didn't they speak up!?!" is a little weird, too. This may be a job people love, but it's still just a job. Every person on the project doesn't necessarily consider themselves hugely personally invested in the success or failure of the project. I don't see anything wrong with someone simply wanting to do a good job on what they're working on, and leave the success or failure of the project as a whole to the people calling the shots (and making the money). Title: Re: Vanguard chatter Post by: Lantyssa on January 10, 2008, 09:20:15 PM For instance, is this sequence of numbers random? Not random. ;D1234567890 Title: Re: Vanguard chatter Post by: Baldrake on January 10, 2008, 09:46:13 PM Look, a coder's job is pretty simple -- he's given a set of requirements (which can range from vague to VERY specific) and he writes code that meets them. Good coders write cleaner, more elegant code and can generate more robust solutions (there are generally a LOT of ways to handle any problem) from vaguer descriptions. Poor coders need more detailed requirements. And testing against those requirements is pretty easy. I agree with much of what you've written in this thread, but this is stating things a little strongly.Bill Curtis did some interesting work in the 80s looking at individual differences in programmers. He concluded that there is a 15-times productivity difference between the best and worst programmers out there. This really does make a big difference in what you can hope to achieve. You can have the best spec's in the world, but if your coders can't implement them, you're toast. I once hear it said that part of why Will Wright can make great games is that he has the pick of the very best programmers who want to work with Will Wright. :awesome_for_real: Title: Re: Vanguard chatter Post by: Archimedian on January 10, 2008, 09:50:43 PM This is actually a bit of a pet peeve of mine. Yes, in actual randomness you see streaks. If you didn't see streaks it wouldn't be random. And no, nobody's using predictable seeds. To think that is to misunderstood what a "seed" is. Indeed, almost certainly the RNGs are seeded once, at server startup, and even if you used the same seed every startup nobody would be able to tell after the simulation had been running for a while due to the inherent randomness of player input into the simulation. It's significant that this particular documented case of a failure in random selection in an MMO had absolutely nothing to do with the RNG, which was functioning perfectly, but with the use of the output. RNGs are a solved problem when it comes to the level of fidelity required by an MMO. They are best understood as being perfectly random, not "pseudo" random (which is at best a term that is misleading, at worst an utterly meaningless term), without any flaw that could ever be detected by players, due to the aforementioned inherent randomness caused by players. It's most likely that I consider the RNG system in it's entirety, meaning the generation and application to be one thing. I mean a number as you state is meaningly less without it's interpretation, right? I'll site it more from a system stand point: 9 players, each can roll from 1 to 9. Player 1 always rolls 1s and player 2 always rolls 2s and so on. If you looked at the subset of player 1, it is most definitely not random. If you looked at your entire population it is most definitely random, in that after an infinite number of sequences you have an even distribution as you would expect. It is what you want in theory out of an RNG system that through an entire population you have ensured even random distribution, any number has an equal chance as any other number of appearing. It's a crude example but kind of proves my point. In an RNG system while you expect streaks you do not expect streaks of streaks to the point of statistical impossibility. I'll agree this most likely has nothing to do with the RNG used but with the application of such results. Title: Re: Vanguard chatter Post by: Archimedian on January 10, 2008, 09:51:05 PM ...
Title: Re: Vanguard chatter Post by: Abelian75 on January 10, 2008, 10:12:00 PM It's most likely that I consider the RNG system in it's entirety, meaning the generation and application to be one thing. I mean a number as you state is meaningly less without it's interpretation, right? I'll site it more from a system stand point: 9 players, each can roll from 1 to 9. Player 1 always rolls 1s and player 2 always rolls 2s and so on. If you looked at the subset of player 1, it is most definitely not random. If you looked at your entire population it is most definitely random, in that after an infinite number of sequences you have an even distribution as you would expect. It is what you want in theory out of an RNG system that through an entire population you have ensured even random distribution, any number has an equal chance as any other number of appearing. It's a crude example but kind of proves my point. In an RNG system while you expect streaks you do not expect streaks of streaks to the point of statistical impossibility. I'll agree this most likely has nothing to do with the RNG used but with the application of such results. You are right that a random sequence (with even weights among the options) would give an even distribution after an infinite number of trials, but you're wrong to imply that observing such an even distribution implies that the sequence is random. Counterexamples are pretty obvious. Randomness is not a property of sequences or generation of sequences. It's a perception. If a man was sufficiently stupid, my generation of the infinite sequence 1212121212... would be random, entirely truly random, to him. It isn't impossible that there exist events that are by nature unpredictable, even given infinite analysis by an infinitely intelligent being (whatever that means), but there's no reason to believe this is necessarily so. It's possible every event in the universe is entirely deterministic, but that doesn't mean there is no such thing as randomness (in any important sense), because an event may still be random to a given observer. Anyway, nothing you're saying is really incorrect, but I have a feeling some of the things you're silently referring to make it incorrect. If you're referring to loot streaks, for instance, then you're incorrect. The amount of data points any of the observers have are so small that any possible set of results does nothing to argue against the system working perfectly. Do you have anything in mind in particular? Edit to say: Um, sorry for the derail. Title: Re: Vanguard chatter Post by: Margalis on January 11, 2008, 12:26:18 AM Without knowing more it's impossible to say. Coders can and do fuck things up royally, it's one thing to create isolated bugs but sometimes code quality is so bad that there is no way to fix it without clean rewrites.
One thing to keep in mind though is that management hires the coders, at least indirectly. A company that has good management and bad engineering doesn't really have good management, because part of the job of management is to make sure everything at the company is working. As someone above said, good coders can be 15x as productive as mediocre ones. Hiring is key in an engineering org, and hiring is the job of management. Title: Re: Vanguard chatter Post by: Venkman on January 11, 2008, 05:46:19 AM What Margalis said. And so some extent what Baldrake said: though the efficiency of programmers assumes the task is clearly defined... and possible :-)
Quote from: tmp If the management was so incompetent, why presume the people responsible for implementation weren't inept at similar level and as such able to negatively contribute to the whole mess? Being an amateur and being inept are very different things. The former can be guided... unless the management is inept at doing so.Quote If the design is to blame, then competent and responsible coder should at least be capable of telling when they are unable to do their work proper with the shit they're provided Design is not the production process. A coder is supposed to understand the "fun factor" of the total system and how well it integrates with all of the other systems being developed compartmentally?Title: Re: Vanguard chatter Post by: Modern Angel on January 11, 2008, 06:58:54 AM Design is not the production process. A coder is supposed to understand the "fun factor" of the total system and how well it integrates with all of the other systems being developed compartmentally? This. You have a hundred coders each in charge of one set of things. Coder does avatar movement. He codes it and that motherfucker is GONE until it comes back buggy. QA finds the bug, management decides on the severity in order to prioritize. Coders test their work but once it goes into the big stewpot things will break and they may never know until they're told it's busted. Title: Re: Vanguard chatter Post by: shiznitz on January 11, 2008, 08:13:19 AM It's been pretty much admitted at this point, that the whole thing was built from ground up in one year, by amateurs. If in fact that was the case, then color me impressed actually. The game had a lot of flaws, yes. But it did work. I could play it. There were group bugs and targeting bugs and geometry bugs and quest bugs, but I got two character into the high teens just fine. This bodes well for indie MMOs. Sigil pissed away $30M but if they actually made VG as it launched on the last $10M, think of what a truly dedicated team cojuld pull off. The Vanguard world is fucking massive. If the game had launched with half the landmass and that effort had been re-channeled into gameplay and bugs, it would have been a profitable 75-100k subscriber game. Title: Re: Vanguard chatter Post by: Morat20 on January 11, 2008, 10:03:09 AM It's been pretty much admitted at this point, that the whole thing was built from ground up in one year, by amateurs. If the management was so incompetent, why presume the people responsible for implementation weren't inept at similar level and as such able to negatively contribute to the whole mess? Because if the project was developed by a team of fully incompetent coders, it was because management hired a full team of incompetent coders. And then didn't fire them, replace them, move them to something they could handle, or in any way address the problem. (Also, as noted, amateur doesn't mean "incompetent"). If your management -- which runs from overall system design to just oversight positions -- sucks, it doesn't matter whether your coders are good are bad. It's going to suck. Quote If the design is to blame, then competent and responsible coder should at least be capable of telling when they are unable to do their work proper with the shit they're provided (or lack thereof) don't they? Um, no. How is a coder, with a coder level perspective, supposed to know whether his work is "proper" or not next to the rest of the design? I know whether or not I met my requirements. I know if my work does the job I was told it needed to do. I know, on my projects, if the work fits the overall project because my projects are so small that I am ALSO one of the designers. I can keep the big picture in my head.But if I'm Joe Coder doing Vanguard, and I'm told to that I need to code in movement along the following lines -- how I am supposed to judge (or heck, even know!) that those lines are flamingly stupid given the stuff the guys handling combat animations are doing? Coders on big projects generally have a good understanding of how their system works. They have a more general understanding (along with well defined interfaces) for how their system interacts with other systems directly. They probably have a vague "big picture" notion of how their systems interact with other systems indirectly. Baldrake: Oh, I don't disagree. I'm capable of far more elegant (and faster, and less buggy) work now than I was 5 years ago, and I've been truly lucky in having worked with some very gifted and experienced guys. I'm good, but I'm not now and probably never will be quite on their level. But my point was mostly blaming bad coders is stupid -- bad coders exist, but they're only going to hurt your game if you have bad management (which includes bad QA). People rag on bad designers, bad developers, bad management for games because, well....bad coders get replaced. Bad code can be rewritten. Bad management, though, taints the project entirely. Bad managers don't notice bad coders. They make designs that can't be tested, doesn't work. They make decisions that affect the entire lifespan of a project. With good management, bad or unsuitable coders can be worked around (usually via replacement or retasking). Even the best coders can't do shit with bad management and bad design. Title: Re: Vanguard chatter Post by: Archimedian on January 11, 2008, 10:23:17 AM It's been pretty much admitted at this point, that the whole thing was built from ground up in one year, by amateurs. If in fact that was the case, then color me impressed actually. The game had a lot of flaws, yes. But it did work. I could play it. There were group bugs and targeting bugs and geometry bugs and quest bugs, but I got two character into the high teens just fine. This bodes well for indie MMOs. Sigil pissed away $30M but if they actually made VG as it launched on the last $10M, think of what a truly dedicated team cojuld pull off. The Vanguard world is fucking massive. If the game had launched with half the landmass and that effort had been re-channeled into gameplay and bugs, it would have been a profitable 75-100k subscriber game. I don't think skill level (amateur / pro) has much to do with out come. Hell I know guys who've been working 20 years that I would still call amateurs (you haven't seen nepotism till you work in the financial IT world :) ). I actually have never played vanguard only read a snippet and an interview of the failure of sigil from a financial stand point really. I don't actually know if their game sucks (i would assume it does or did) or if the fundamental design EQ 1.5 has gone the way of the dodo and the "modern" gamer's tastes have shifted away from the 1998 diku model (I know my tastes have shifted) where any one who wants to relive the good old days will just fire up EQ. It seems their code base at launch was a mess with memory leaks (and how this happens in modern programming escapes me), CTD which again is probably bad memory management, unfisnihed content and so on. What we as gamers may never find out is if the market will actually ever support eq 1.5 game play. It seems the days of forced grouping being a central component of your game are dead and gone. Games with viable single player progression with additional / optional group content seem to thrive much better (I'll go with WoW, LotrO on this one) and perhaps trubines lack of "solo progression" in lotro is what's keeping what should be the grand daddy of all IPs from actually being a true WoW competitor (again I don't actually know lotros subs but from the number of servers I can surmise a few things). I guess this really begs the question of any one who currently plays Vanguard, if you were to summarize the game itself (not bug improvements and the like) a year after release what would you compare it to and do you think it has mass market appeal. Edit: As to the RNG discussion, I don't have anything specific in mind but you know those anecdotal stories you always hear or experience :) Title: Re: Vanguard chatter Post by: tmp on January 13, 2008, 04:48:38 PM Design is not the production process. A coder is supposed to understand the "fun factor" of the total system and how well it integrates with all of the other systems being developed compartmentally? I think the context of that went somewhat like "If the coder doesn't get clear instructions what to write, the designers are at fault for not providing good enough instructions. If the instructions are clear but the coder makes shitty code carrying them out, then it's just bug and it's responsibilty of QA to find it. Either way coder is not to blame."I was addressing the former case, where it's not fault of the coder when they get too vague description of system they are supposed to convert into actual code. I don't expect the programmer to understand 'fun factor' etc of the whole thing combined, but i do expect them to be able to tell when provided information is vague to the point they have to second-guess what the designers meant while they write their part, rather than simply write what they're told to write. And in such situation to point that problem out. Title: Re: Vanguard chatter Post by: Kageru on January 13, 2008, 04:52:29 PM Fascinating discussion of software engineering.
Just to mention a couple of more things about diplomacy (which I found pretty damn boring). Each side has 4 resources (reason, flattery etc.) which power the cards you want to play and you'll have a deck focusing on one of those elements. They shake this up by having some conflicts where one of the resources is unavailable. This meant a number of cards could not be "powered" and you'd need to rebuild your deck. On the other hand some cards would give you an advantage in either points or power at a cost of giving the opponent power. If you could organize things so that cost in giving power to the enemy was in a disabled resource it was a huge gain. The actual point system as to who was winning the conversation was decoupled from the "life" of the participants. No matter how large the difference the player losing the conversation lost one point of life at the end of each turn. Similarly at the end of each turn you might get some flavor text in a sidebar. They also changed it recently so cards drop off mobs. I didn't get far but it seemed very repetitive given the NPC's would play similarly and the cards didn't have any dramatic effects like magic cards which can create complex interactions. As a result you'd make a deck strong against the target and then "grind" the deck. grind... the one thing vanguard mastered. Don't even get me started on some of the mid level quests in this game, the designer who wrote them seriously needs to stop making games. Title: Re: Vanguard chatter Post by: Tale on April 01, 2008, 02:41:59 PM I've just played to level 10 after finding Vanguard in a bargain bin, and it was the best MMO newbie experience I've ever had.
I do not say that lightly, as I have been a detractor of Vanguard. I was a beta tester for months, gave it a good go, and it kept sucking. Later, Sigil's anal NDA enforcers kicked my guild out of beta because a disgruntled member emailed them pics of a private, passworded discussion forum for our Vanguard members (which was technically an NDA breach, but you can bet every other guild in beta had one). They let me back in later, but I found it unplayable - and then they launched. Here in March 2008, the only complaint I have is occasional graphics hitching. Performance on a Core 2 Duo, 2Gb RAM and GeForce 8800 GTS has thankfully been good, except for that hitching. The gameplay has been incredibly fun. Here's why. *** SPOILER *** My newbie half-elf bard started on a beach in Kojan. I've never played a bard or started on Kojan before, so it was all new to me. I find out I'm not actually a newbie - I'm a well-known officer in the Emperor's evil army, wearing some evil-looking black armour, and my first quest is to slaughter six innocent civilians. The next is to encourage my "cowardly" soldiers to participate in a massacre at a monastery. I reach level 3, thinking "WTF?". I make it to the monastery's head monk, and he is too powerful to kill. He convinces me that I am not all bad, and offers me redemption. I awake without my armour, in front of another monk in a village. I am given quests where I must help other people, to teach me the benefits of doing good (later there are quests where I can rebel back to the dark side - it's not linear). The monks turn out to be refugees living outside the Emperor's city. It's all very Jade Empire and has that kind of Oriental martial arts atmosphere (although I'm a bard, not a monk). Eventually I am sent into the city on a quest, and the Emperor's NPCs occasionally have lines like "Hey, don't I know you? I've seen your face." By the time I'm level 8, I'm exploring the hills above the town. There's a fort full of bad monks and as I fight my way in, "you hear a woman crying", "the woman's cries get louder", etc. Eventually I find her, and figuring I'm saving her, I click to talk. She morphs into the leader of the bad monks and attacks, taking me completely by surprise and I'm lucky to win. Combat actually feels satisfying now - the special move animations my character has are kind of cool. Higher in the hills, I find a population of yetis living around an abandoned monastery. I fight my way into the building, open every door and eventually find one surviving monk. He offers me enlightenment in the form of three quests, the first of which is basically "kill 10 yetis". Yawn. But the second quest is "blow this horn, and fight what it summons" - a nasty big yeti that is a long fight. OK, that was more interesting. Part three is facing the spirit of something something. Another fight? No, I'm teleported to the top of a mountain, where a giant levitating woman asks me a series of riddles. They are not easy. I figure them out and get a pass, and she teleports me back to the monk. He sends me up the hill to his master, who is levitating in a tent. He says I must show faith. There's a bridge behind him that ends in mid-air (with a huge drop below), and to show my faith, I must jump off. Just before I land, I am teleported back to the monk, who congratulates me and gives me mucho XP. That was a truly great newbie quest. Meanwhile, I've figured out bard songs. It's like an EverQuest bard, but with a vast improvement on "twisting" - you don't get songs at new levels, you get elements of songs: music, lyrics, pauses, etc. You have to compose your own songs with these elements, each of which has an effect, e.g. buffs, healing, damage shield, runspeed, haste. You can make a running-and-healing song, an all-healing song, a fighting song (buff, haste and damage shield), etc. So every bard will be different and the competence of the player at putting together the right song matters. It will probably start to suck now, but this was a vast improvement on anything I've seen Vanguard do before. One thing I didn't like was that they've implemented something called "riftways", which is basically a public teleportation system with an over-abundance of access points, open to everyone. This goes totally against Vanguard's original concept of crafted boats, flying mounts and caster spells being how you got around. I saw someone ask where to catch a boat, and everyone laughed: "just use the riftway, it's faster". Sorry, but I don't like weak solutions to travel - if I'm a newbie in a big world, it should feel big until I level up and overcome the travel barriers. Title: Re: Vanguard chatter Post by: Hutch on April 01, 2008, 03:49:59 PM Meanwhile, I've figured out bard songs. It's like an EverQuest bard, but with a vast improvement on "twisting" - you don't get songs at new levels, you get elements of songs: music, lyrics, pauses, etc. You have to compose your own songs with these elements, each of which has an effect, e.g. buffs, healing, damage shield, runspeed, haste. You can make a running-and-healing song, an all-healing song, a fighting song (buff, haste and damage shield), etc. So every bard will be different and the competence of the player at putting together the right song matters. Wow. That actually sounds neat. I wouldn't mind playing a game with systems like that. Title: Re: Vanguard chatter Post by: Nebu on April 01, 2008, 04:05:34 PM I can say that I really enjoyed the first 20 levels of Vanguard. After that... not so much. Limited content, lines for spawns in the limited number of dungeons, repetitive questing, grindy xp curve, etc. I did enjoy the class variety though.
Title: Re: Vanguard chatter Post by: Trippy on April 01, 2008, 06:39:47 PM lines for spawns in the limited number of dungeons That's a feature -- it builds community.Title: Re: Vanguard chatter Post by: UnSub on April 01, 2008, 07:33:00 PM Dammit Tale, you've made me want to try Vangard. Now I feel dirty.
... any free trials anywhere? Title: Re: Vanguard chatter Post by: stu on April 01, 2008, 08:04:53 PM The Kojan noob area is actually pretty damn cool. I immediately felt like a heartless bastard after completing those quests.
My main was a Raki. Little guy was a cuddly badass. Been a year since I played, but I doubt I'll go back. Title: Re: Vanguard chatter Post by: Tale on April 01, 2008, 08:40:28 PM ... any free trials anywhere? Nothing except a 10-day buddy key that comes in the box. And that would mean you'd have to download all 20-ish gigabytes of Vanguard. I found the game for A$29.95 at EB Games. Title: Re: Vanguard chatter Post by: UnSub on April 01, 2008, 08:43:01 PM Wandering into EB will be a cheaper option - my dl limit is 20GB a month and my ISP (last I checked) charges a stupid amount if I go over.
But then I'll own a copy of Vangard. Hmm, dilemmas. Title: Re: Vanguard chatter Post by: Jerrith on April 02, 2008, 12:46:55 AM Meanwhile, I've figured out bard songs. It's like an EverQuest bard, but with a vast improvement on "twisting" - you don't get songs at new levels, you get elements of songs: music, lyrics, pauses, etc. You have to compose your own songs with these elements, each of which has an effect, e.g. buffs, healing, damage shield, runspeed, haste. You can make a running-and-healing song, an all-healing song, a fighting song (buff, haste and damage shield), etc. So every bard will be different and the competence of the player at putting together the right song matters. Wow. That actually sounds neat. I wouldn't mind playing a game with systems like that. I did the coding for the bard songs in Vanguard. It's probably the system I'm most proud of having coded. I think ability construction of this nature is a great concept I'd love to see more of in games. Being able to create your own custom spells is really quite a bit of fun. You might think that at max level, every bard would end up playing the same songs, however that's not the case at all. Beyond the different strategies related to what you want to do (various buffs or debuffs, melee, ranged, or caster dps, etc) energy regeneration plays a significant role. Each bard song component has an energy cost associated with it, and generally you end up using multiple "rests" that return energy to decrease the cost. However, with appropriate buffs and specialized equipment, you can significantly reduce the number of rests you need, allowing you to use those slots for additional effective components. What I hope to see in a "next-gen" fantasy mmo is a magic system along these lines. Let me tweak things like the mana cost and cast times of my abilities to better suit my playstyle. I wouldn't say people should have to put everything together (which may be one of the flaws in the Vanguard system - all you got automatically created for you was a single level 1 song)... Give out fireball. For people interested let them break it apart into the components (say, things like "medium cast time", "sphere projectile", "fire damage", "medium mana cost") and mix and match their other components to create new spells. Title: Re: Vanguard chatter Post by: Tale on April 02, 2008, 04:12:07 AM I did the coding for the bard songs in Vanguard. It's probably the system I'm most proud of having coded. I think ability construction of this nature is a great concept I'd love to see more of in games. Being able to create your own custom spells is really quite a bit of fun. Well done. I like your ideas. It made me think of the original magic system in Asheron's Call (1), where casters had to invent spells by combining reagents to see if they did anything together, meaning magic really was arcane and everyone had different magic - until someone wrote a bot that figured it out for you. Your system is more accessible than that. SOE needs to add some more "combine them, noob" pointers though, because I was learning "Jagger/Richards melody of satisfaction" and thinking I can't get no hotbutton, until I found that if you try sometime, you just might find you get what you need from Compose. Title: Re: Vanguard chatter Post by: Wershlak on April 02, 2008, 06:14:09 AM I played through the Kojan area twice. Once with a Bard and it was fun enough I did it again with a Bloodmage. The quests and feel of the area were top notch for MMO newb areas.
The bard songs were alot of fun unfortunately their combat abilities were boring and broken when I played at release. I imagine they've fixed a few things by now? Title: Re: Vanguard chatter Post by: shiznitz on April 02, 2008, 06:58:56 AM Lots of classes have been updatd in the last 10 months with more to come. I noticed that Druids got buffed quite a bit recently and that led me to log in again (Station Pass). I didn't play much but I have VG in the corner of my eye now.
Title: Re: Vanguard chatter Post by: Signe on April 02, 2008, 07:09:52 AM It's down to 19.99 in shops now. I'd play it now and then if it cost a tenner and had no subscription fees.
What am I saying? No, I wouldn't! Title: Re: Vanguard chatter Post by: Hutch on April 02, 2008, 07:17:08 AM What I hope to see in a "next-gen" fantasy mmo is a magic system along these lines. Let me tweak things like the mana cost and cast times of my abilities to better suit my playstyle. I wouldn't say people should have to put everything together (which may be one of the flaws in the Vanguard system - all you got automatically created for you was a single level 1 song)... Give out fireball. For people interested let them break it apart into the components (say, things like "medium cast time", "sphere projectile", "fire damage", "medium mana cost") and mix and match their other components to create new spells. Ryzom had this. You could customize the stock spells, and "learn" new components so that you could work them in there and create new spells. It's a good idea. Let every level 1 mage have "fireball", and let those users who are interested in customization have at it. Title: Re: Vanguard chatter Post by: Jerrith on April 02, 2008, 08:39:50 AM Ryzom had this. You could customize the stock spells, and "learn" new components so that you could work them in there and create new spells. It's a good idea. Let every level 1 mage have "fireball", and let those users who are interested in customization have at it. You're right, I'd forgotten about Ryzom. Found an interesting guide to their system here: http://forums.ryzom.com/forum//archive/index.php/t-84.html (http://forums.ryzom.com/forum//archive/index.php/t-84.html). From the description there, it sounds like they made touch range spells a little too viable. I'd probably workaround that by making a side effect of a skill (that casters get lots of, and melee combatants only get a little of) that makes the range cost equivalent to 0 range for a distance based on how much skill you have. With maxed skill, a melee character might get up to something like 5m for free (autoattack range) while a caster would get something like 20-30m for free (depending on how draw distances and movement rates are setup). Range modifiers would then be bonuses on top of that. Title: Re: Vanguard chatter Post by: Oarix on April 02, 2008, 11:55:33 AM Just wanted to chime in and say that after building my new mega-PC (2x 8800GT-SLI, 8G RAM, Vista 64.. yeah, I know.. way overboard), I decided on a whim to re-install Vanguard just to see how it behaved on my system since I have a Station Access Passs. If you have the system for it, I can attest on how good this game looks. Although I still don't really like the player models, the landscape looks incredible when you are able to jack up the clipping. I stood outside a city and saw a tower so far out there across this desert that it was almost a spec. I wondered how long it would take to make that trek, but being the lazy cuss that I am left that question up to the God's of Time wasting. All in all, I walked through the city and was very impressed with the graphics. So much so that I decided to give this game another go based on graphics alone. So if you've got the rig, I don't believe Vanguard will dissapoint. I'll be able to speak more about gameplay once I actually get a chance to play the damn game. Title: Re: Vanguard chatter Post by: ajax34i on April 02, 2008, 08:03:24 PM I'd probably workaround that by making a side effect of a skill (that casters get lots of, and melee combatants only get a little of) that makes the range cost equivalent to 0 range for a distance based on how much skill you have. With maxed skill, a melee character might get up to something like 5m for free (autoattack range) while a caster would get something like 20-30m for free (depending on how draw distances and movement rates are setup). Range modifiers would then be bonuses on top of that. Depends on whether you want a class-based game or a skill-based game. Not a game designer here, but if there are bricks, might as well brick everything, and make it skill-based. Range could be a brick for spells or weapon attacks (that axe... they could throw it). Also, I'd make the bricks.... bricks. You want to design your own spell, here: your spell is a 20-brick container, feel free to fill it to your hearts content with 5-dmg bricks and/or 5-ft bricks and/or 1%-weakness-to-fire bricks, go nuts. No sliders, no specifying how much damage as an attribute, just fill your container with the same bricks that everyone else has access to. Might not work though. Title: Re: Vanguard chatter Post by: Falconeer on April 03, 2008, 12:21:02 AM My newbie half-elf bard started on a beach in Kojan. I've never played a bard or started on Kojan before, so it was all new to me. I find out I'm not actually a newbie - I'm a well-known officer in the Emperor's evil army, wearing some evil-looking black armour, and my first quest is to slaughter six innocent civilians. The next is to encourage my "cowardly" soldiers to participate in a massacre at a monastery. I reach level 3, thinking "WTF?". I make it to the monastery's head monk, and he is too powerful to kill. He convinces me that I am not all bad, and offers me redemption. I awake without my armour, in front of another monk in a village. I am given quests where I must help other people, to teach me the benefits of doing good (later there are quests where I can rebel back to the dark side - it's not linear). The monks turn out to be refugees living outside the Emperor's city. It's all very Jade Empire and has that kind of Oriental martial arts atmosphere (although I'm a bard, not a monk). Eventually I am sent into the city on a quest, and the Emperor's NPCs occasionally have lines like "Hey, don't I know you? I've seen your face." By the time I'm level 8, I'm exploring the hills above the town. There's a fort full of bad monks and as I fight my way in, "you hear a woman crying", "the woman's cries get louder", etc. Eventually I find her, and figuring I'm saving her, I click to talk. She morphs into the leader of the bad monks and attacks, taking me completely by surprise and I'm lucky to win. Combat actually feels satisfying now - the special move animations my character has are kind of cool. Higher in the hills, I find a population of yetis living around an abandoned monastery. I fight my way into the building, open every door and eventually find one surviving monk. He offers me enlightenment in the form of three quests, the first of which is basically "kill 10 yetis". Yawn. But the second quest is "blow this horn, and fight what it summons" - a nasty big yeti that is a long fight. OK, that was more interesting. Part three is facing the spirit of something something. Another fight? No, I'm teleported to the top of a mountain, where a giant levitating woman asks me a series of riddles. They are not easy. I figure them out and get a pass, and she teleports me back to the monk. He sends me up the hill to his master, who is levitating in a tent. He says I must show faith. There's a bridge behind him that ends in mid-air (with a huge drop below), and to show my faith, I must jump off. Just before I land, I am teleported back to the monk, who congratulates me and gives me mucho XP. That was a truly great newbie quest. Look carefully at the quoted text, Tale. That is EXACTLY what happened to me in January 2007 during beta and that is why I kept praising (and being wrong) Vanguard for such a long time. That thing, that questline, that newbie experience, has been there for ages, since beta. Unfortunately, that is arguably the highlight of Vanguard. The other starting areas were not on par with it and from level 20 on things started going down... I loved the idea of Vanguard and loved my first 10 levels. I hated what came after that, which is (maybe was): not much, not enough. EDIT: Didn't mean to deflate your enthusiasm at all. I am just sad that the rest of the game couldn't be at the same level. But we all know why. Title: Re: Vanguard chatter Post by: cmlancas on April 03, 2008, 02:50:46 AM I still felt like if they could have changed the mid-20 to higher-40 game, VG could've retained enough subs to be somewhere along the lines of LOTRO. Diplomacy was fun during beta when it meant something; when I played, it was just a grindfest joke.
VG might not be complete crap now, though. Perhaps it's a comeback kid? Title: Re: Vanguard chatter Post by: Tale on April 03, 2008, 04:01:18 AM VG might not be complete crap now, though. Perhaps it's a comeback kid? Not yet. The general chatter on in-game public channels is that the game is still full of broken things. There's a certain amount of "LOL guess which bug just happened". And whines answered with "you're playing Vanguard, what do you expect?". The live team responsible for the game is said to be very small, so not much really changes. There's one endgame raiding dungeon, only just introduced. The oldschool players hate the idea of the riftway (very SOE public teleport travel system described above). It's said to be a mostly solo game until higher levels now - "Vanguard: Saga of Soloing" somebody said. I had a suspicion the newbie area I'd played was not new, but didn't know for sure. They are apparently planning a newbie island to replace all the newbie zones to try and hook more people into the game. Anyway, I'll get my $29.95 worth. Title: Re: Vanguard chatter Post by: Cadaverine on April 03, 2008, 01:16:58 PM So basically, they're turning it into EQ2? Just real slow like.
Title: Re: Vanguard chatter Post by: Nebu on April 03, 2008, 01:17:47 PM So basically, they're turning it into EQ2? Just real slow like. Put Hartsman on Vanguard and it may actually be worthwhile in a year or two. Title: Re: Vanguard chatter Post by: Grand Design on April 03, 2008, 01:19:40 PM So basically, they're turning it into EQ2? Just real slow like. Tale's post almost made me interested in Vanguard again. Almost - I really did have a place in my heart for VG. And then I read the words 'Newbie Isle' and any interest immediately evaporated. Title: Re: Vanguard chatter Post by: Lantyssa on April 03, 2008, 05:04:54 PM Put Hartsman on Vanguard and it may actually be worthwhile in a year or two. Unfortunately he left SOE several months ago.Title: Re: Vanguard chatter Post by: Yegolev on April 04, 2008, 08:37:46 AM The Newbie Island was the worst part of EQ2 for me. Cramped and with a known quest bug. Might be a good addition to Vanguard, though I just can't see it. What's wrong with separate starting areas?
Title: Re: Vanguard chatter Post by: Mrbloodworth on April 04, 2008, 08:40:49 AM The Newbie Island was the worst part of EQ2 for me. Cramped and with a known quest bug. Might be a good addition to Vanguard, though I just can't see it. What's wrong with separate starting areas? Its easer to segregate the island into a trial. Title: Re: Vanguard chatter Post by: Yegolev on April 04, 2008, 08:44:26 AM Yea so let me bypass that by skipping the trial. If I could skip the EQ2 isle by signing up for a real account, I'd do that.
Title: Re: Vanguard chatter Post by: Snee on April 04, 2008, 09:11:59 AM There was a game (Ryzom?) that had a very modular spell system, in fact they applied it to the weapon swinging, prospecting and harvesting systems, as well. Thought it was absolutely brilliant.
The game was SUPERgrindy, for unrelated (unrestricted character development) reasons, so I only stayed with it a few months, but I LOVED the optimization metagame for whatever you were trying to fight/find. If ever a MMO does it again I am all over it. I play vanguard, but I've never tried a bard, as they are considered vaguely munchkin. But now I gotta. Thanks for your hard work. Wow. That actually sounds neat. I wouldn't mind playing a game with systems like that. I did the coding for the bard songs in Vanguard. It's probably the system I'm most proud of having coded. I think ability construction of this nature is a great concept I'd love to see more of in games. Being able to create your own custom spells is really quite a bit of fun. You might think that at max level, every bard would end up playing the same songs, however that's not the case at all. Beyond the different strategies related to what you want to do (various buffs or debuffs, melee, ranged, or caster dps, etc) energy regeneration plays a significant role. Each bard song component has an energy cost associated with it, and generally you end up using multiple "rests" that return energy to decrease the cost. However, with appropriate buffs and specialized equipment, you can significantly reduce the number of rests you need, allowing you to use those slots for additional effective components. What I hope to see in a "next-gen" fantasy mmo is a magic system along these lines. Let me tweak things like the mana cost and cast times of my abilities to better suit my playstyle. I wouldn't say people should have to put everything together (which may be one of the flaws in the Vanguard system - all you got automatically created for you was a single level 1 song)... Give out fireball. For people interested let them break it apart into the components (say, things like "medium cast time", "sphere projectile", "fire damage", "medium mana cost") and mix and match their other components to create new spells. Title: Re: Vanguard chatter Post by: Mrbloodworth on April 04, 2008, 09:20:52 AM There was a game (Ryzom?) that had a very modular spell system, in fact they applied it to the weapon swinging, prospecting and harvesting systems, as well. Thought it was absolutely brilliant. The game was SUPERgrindy, for unrelated (unrestricted character development) reasons, so I only stayed with it a few months, but I LOVED the optimization metagame for whatever you were trying to fight/find. If ever a MMO does it again I am all over it. Yes, Ryzom. You could create spells, attacks, armors , just about everything. Cookie cutters be dammed. Freedom. (http://www.ryzom.com/newcomer/features#freedom) Quote Customized Actions and Stanzas Modular Action System - The Saga of Ryzom combines every action you can do within the world into one unified game mechanic, called the Modular Action System. This system holds special combat manoeuvres, spells, material prospecting and harvesting, and even crafting. Stanzas - Each individual Action is made up of a number of subcomponents, which are called Stanzas. These Stanzas each have different abilities and costs associated with them, and once you learn them, you can combine them into your own custom actions. New Stanzas are learned by receiving training in different skills. For example, in the case of magic, you start with only one basic offensive magic spell, Acid Damage 1. After advancing a bit, you can learn Life Gift 1, which gives you additional Stanzas. The actual Stanzas for each of these spells are below: 'Acid Damage 1' 'Life Gift 1' By using the Modular Action System, you can then create your own custom spell, naming it whatever you would like: 'Free Acid Bolt' Although it may not be very powerful, and has a serious range penalty, it does have the advantage of being completely free to cast. This makes it great in situations when you are already in close and don't need that extra range. Of course, this example used only two different spell abilities. The more actions you are trained in, the more Stanzas you have access to, and the more possibilities there are to create ones perfectly suited to your play style. God, yet another game that got so many things right. Title: Re: Vanguard chatter Post by: Murgos on April 04, 2008, 09:55:01 AM Yea so let me bypass that by skipping the trial. If I could skip the EQ2 isle by signing up for a real account, I'd do that. Eh? You've been able to start in Kelethin for years and Neriak for several months now. Title: Re: Vanguard chatter Post by: Lantyssa on April 04, 2008, 10:37:11 AM I really liked Darklight woods, too. It was a good area for me to learn the game.
Title: Re: Vanguard chatter Post by: shiznitz on April 04, 2008, 11:09:49 AM There are not that many newbie areas in VG. I think an Isle approach would be a mistake and require a lot of content from scratch which is a lot to ask of the tiny VG live team. Easier and better to "newbie-ize" the starting areas more. Newbies want to feel like part of the real game as early on as possible anyway. Sounds like Kojan is pretty good already, too.
Title: Re: Vanguard chatter Post by: Cadaverine on April 04, 2008, 11:13:05 AM Biggest problem I had with the newbie areas is that there really aren't any newbies. And while soloing is good up to a point, it begins to suck ass after around level 20 or so, as your gear starts to lag behind, since getting into groups to do the dungeons is problematic.
Granted that was some 4-6 months ago, so perhaps oodles of people have joined the game in the interim, and the lack of a low-mid level population is not as bad. Title: Re: Vanguard chatter Post by: Grand Design on April 04, 2008, 11:25:44 AM My problem with 'newbie areas' is that it is symptomatic of a larger problem with modern fantasy mmos. They lack fantasy. Every experience has been prefabricated. I preferred having a sense of mystery and learning, rather than being spoon fed how to play the game. I liked to have some room to do something wrong, make mistakes and perhaps, in the process, do something right. Vanguard attempted to return to some of those older ideas, at least. The introduction of newbie areas, fast travel etc. does not distinguish the game, it further makes it indistinguishable from the other two.
*Yes, I realize that I am a dinosaur, in the minority opinion on this and the spectacular failure of VG is evidence of that. Title: Re: Vanguard chatter Post by: Yegolev on April 04, 2008, 11:57:56 AM Yea so let me bypass that by skipping the trial. If I could skip the EQ2 isle by signing up for a real account, I'd do that. Eh? You've been able to start in Kelethin for years and Neriak for several months now. Obviously I was doing it wrong. I'll keep that in mind since I seem to be falling off the MOG-wagon. Title: Re: Vanguard chatter Post by: Venkman on April 05, 2008, 04:23:19 AM Biggest problem I had with the newbie areas is that there really aren't any newbies. That's the problem with all level-based games. Eventually you run out of attracting new people and end up mostly servicing alts. And then you start tuning your game to ensure soloability through X levels. And over time it's been proven this method actually works. These games are always about pushing outwards and onwards. Realistically though no game is ever going to attract as many people as it has leveling up. So eventually the early zones clear out as people move on. Social mudflation :-) Title: Re: Vanguard chatter Post by: Kageru on April 05, 2008, 06:35:58 AM The Orc and Goblin starting area is also very good. Well paced, has a story and customised content to support it. Since that's part of the same continent as Kojan maybe its indicative of a different designer / team working on that area? Certainly the various starting points on the other two continents I tried didn't even come close. Though even the Kojan area played up the lao-jin and Ra-jin angles like you had a choice but never went anywhere with it. I recently let my Vanguard subscription lapse partly because it wasn't that fun in the mid-game and because the game simply has no momentum. Title: Re: Vanguard chatter Post by: Tale on April 05, 2008, 01:55:46 PM The Orc and Goblin starting area is also very good. Well paced, has a story and customised content to support it. Since that's part of the same continent as Kojan maybe its indicative of a different designer / team working on that area? Certainly the various starting points on the other two continents I tried didn't even come close. Though even the Kojan area played up the lao-jin and Ra-jin angles like you had a choice but never went anywhere with it. From my beta memories, I think it was the final continent implemented. Beta testers had found some of the earlier newbie areas boring, confusing and laggy. It was so off-putting that every time they invited thousands of new beta testers, the server population would run high for a few days, then sink to only a couple of hundred testers online. By the time of Kojan, the team was trying to do a better job with the newbie experience. There's probably an advantage in the continent being a series of islands - it stops newbies running off and getting lost as happened on the large landmasses. Title: Re: Vanguard chatter Post by: Nerf on April 05, 2008, 06:43:57 PM I've got a level 38 or so ranger I'm never going to use, if someone wants the account just shoot me a PM and i'll toss ya the info
Title: Re: Vanguard chatter Post by: rk47 on April 06, 2008, 03:14:20 AM :grin: i would but the 20gb client download is a no-go for me.
Title: Re: Vanguard chatter Post by: CharlieMopps on April 06, 2008, 08:28:00 AM Actually what Vanguard needs is to be more like EQ. Those are the people that are going to like the game anyway.
The real problem with VG right now is that there are VAST swaths of unused map in the game. I had that flying reindeer before I quit and I could fly for a fairly long ways and not see a single mob, npc or structure. Just open swaths of nothing but trees or mountains. Then you find yourself wandering around looking for something to do... and of course, when you do find it, it's some level 45 mobs that 1 hits you. |