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Title: WAR Elf classes
Post by: eldaec on September 01, 2007, 05:51:34 AM
First 2 elf classes from each side:

Boring Elf classes...

Swordmaster (tanker)
Archmage (healer)
Videos :
http://mythicmktg.fileburst.com/war/us/media/videos/Paul-swordmaster_1000.zip
http://mythicmktg.fileburst.com/war/us/media/videos/Paul-archmage_1000.zip

Army blurb : http://www.warhammeronline.com/english/gameInfo/armiesofWAR/HighElves/HighElf.php


Naughty Elf classes...

Witch Elf (scrapper)
Black Guard (tanker)
Videos:
http://mythicmktg.fileburst.com/war/us/media/videos/Paul-witchelf_1000.zip
http://mythicmktg.fileburst.com/war/us/media/videos/Paul-blackguard_1000.zip


Army blurb: http://www.warhammeronline.com/english/gameInfo/armiesofWAR/DarkElves/DarkElf.php


Grab bag questions that aren't retarded:

Quote
Q) You have said in early editions of the Grab Bag that the eight winds will work as resistances. As there is only the Bright Wizard as an arcane magic career, will players have options in "skill trees" or "magic trees" to assume other stereotypes of magic users like shadow wizards, beast wizards etc? And will we see the Imperial Colleges of magic in action in WAR?

A) Not skill trees, per se, but players will be able to specialize fairly significantly via the tactics and morale systems. We’ve completely overhauled the advancement system over the previous couple of months to greatly expand the opportunities for differentiation and specialization within a career-path. In most cases, this will involve providing two major lines of specialization (more for certain careers) and offering players the option (not just with magic users) to choose to push their character in one direction or another, or create a hybrid of the two. Stay tuned for an upcoming podcast that runs through all of this in exhausting detail.


Q) I have read that you are going to avoid instances where possible (except for the big boss battles in PVE) but I was wondering if the "dungeons" are going to be instanced?

A) There is minimal instancing in dungeons. Dungeon instancing is generally restricted to final boss encounters.


So, yeah, more instancing in pvp where it hurts casual players, less instancing in pve where it would help casual players. Genius.


Title: Re: WAR Elf classes
Post by: Venkman on September 01, 2007, 06:25:43 AM
Can you rename "video" to something like "a guy giving a podcast about the class while holding the same piece of artwork they showed in the newslater from a few days ago"? I was hoping for ingame footage... :P


Title: Re: WAR Elf classes
Post by: Tannhauser on September 01, 2007, 06:45:10 AM
As a player who enjoys healing and nuking, that Archmage is right up my alley.


Title: Re: WAR Elf classes
Post by: Modern Angel on September 01, 2007, 07:06:29 AM
Can you rename "video" to something like "a guy giving a podcast about the class while holding the same piece of artwork they showed in the newslater from a few days ago"? I was hoping for ingame footage... :P

No kidding. I know all sorts of people who were going apeshit and saying how 'refreshing' it was to see a game company guy who was 'excited instead of giving a boring technical presentation.'

What? Excuse me?

Barnett's act is starting to wear thin. Thanks, I saw a picture of a dark elf trooper when I picked up their army list ten years ago. Give me some MEAT.

And less instanced pve/more instanced pvp? My boner is fading...


Title: Re: WAR Elf classes
Post by: Soukyan on September 01, 2007, 07:40:50 AM
Perhaps it has already been said, but it is DAoC re-skinned as Warhammer.

Not that that is a horrible thing, because I highly enjoyed DAoC and RvR.

Just don't get your hopes up.


Title: Re: WAR Elf classes
Post by: eldaec on September 01, 2007, 09:00:15 AM
Perhaps it has already been said, but it is DAoC re-skinned as Warhammer.

Not that that is a horrible thing, because I highly enjoyed DAoC and RvR.

I really wish it were daoc reskinned for warhammer.

Unfortunately, they seem to want to abandon the key selling points of daoc and take more inspiration from that other MMOG.


As for the videos, well, yeah, it's just Paul Barnett talking about each class, but in all seriousness, it's a dkumud, the classes being revealed are tank, smite cleric,  rogue, tank. Apart from the flavour based spin Paul wanted to put on it, and given that they were never going to discuss detailed mechanics, what else could they put in?


Title: Re: WAR Elf classes
Post by: sam, an eggplant on September 01, 2007, 01:21:41 PM
Totally disagree, Barnett does a fantastic job at making dry boring information dumps entertaining. WAR's pre-release community building and marketing as a whole is second only to Blizzard, and they didn't even have a NDA.

Hey, here's something I couldn't say if I was in the beta. WAR's PvE is pretty damn uninspiring. One of the fansites had a 30 minute shakycam video of the greenskin's intro quests, going all the way from level 1 to 5 or so. The quests went something like- kill 5 dwarfs. Or click on 5 dead orks to get their cleavers. Or click on 5 barrels to explode, 50% chance of a dwarf popping out and attacking. Or click on 5 stinky mushrooms, 5 slimy mushrooms, and 5 sneezy mushrooms. They pretty much sucked balls. Why not have well-scripted lore-laden quests in the first 30 minutes of the game? Why not tell a ongoing story? And most importantly of all, why not offer the players choices? It was just plain lazy design.

The gameplay itself was polished, and it had tons of atmosphere, and yay warhammer is cool, but if you don't offer any new gameplay in the first couple hours, whyever would Mythic expect veteran MMO players to stick around? If I want to collect waterbuffalo uteruses for fun and profit, I can do it in WoW.


Title: Re: WAR Elf classes
Post by: Venkman on September 01, 2007, 01:29:04 PM
Quote from: sam
Why not have well-scripted lore-laden quests in the first 30 minutes of the game?
Because unless you can continue that feature all leveling, you'll get players bitching about how the content devolves into a grind.

And eldaec, I honestly haven't kept up much on WAR. Yea, next big shiny and all, but I can wait for it, having played it already in various other forms. So I missed that the videos you posted were part of a tradition. No slight on you man :)

Finally, thinking about this from the other side, I think I get why they're not releasing the sort of details the veteran set expects: they're not talking to us. They're trying, like so many others have, to reach out into "everyone else" land, where such things about specific abilities and stats are not seen as important. Considering how many people went to WoW blind and flailing and hit the 50gp-per-respec pricepoint by their mid-20s, I think it's fair to say that saying nothing or revealing everything doesn't increase the player's abilities to make the right choices anyway.


Title: Re: WAR Elf classes
Post by: sam, an eggplant on September 01, 2007, 01:34:01 PM
Because unless you can continue that feature all leveling, you'll get players bitching about how the content devolves into a grind.
No shit, and that's exactly what they should do. My uterus collecting days have sadly come to an end.


Title: Re: WAR Elf classes
Post by: Venkman on September 01, 2007, 01:40:58 PM
Hehe, and I'd agree normally if this was a PvE focused game. But aren't they still pushing it as a PvP-for-the-restuvus? If so, I'd rather they focus on that than go the WoW route of PvE-to-raids or PvE-while-getting-ganked-to-BGs-then-Arenas.


Title: Re: WAR Elf classes
Post by: sam, an eggplant on September 01, 2007, 02:26:47 PM
Kinda. WAR is a hybrid, where every quest in the PvE tier supposedly helps your faction win the RvR battles. PvE is a major component of the game.


Title: Re: WAR Elf classes
Post by: Amaron on September 01, 2007, 02:50:41 PM
The thing about the dungeons sounds possibly stupid.  At first it sounds all elegant and everything because they get rid of most of the instancing but they still have the boss instanced so you don't have to deal with some schmuck killing it right before you get there.

I'm imagining camped out dungeons totally cleaned of mobs possessing no challenge whatsoever though.  Plus timers on the boss instance to stop people from farming him over and over.  It depends on how they do it but timers + camped out dungeons leans a bit too much toward EQ1 for my tastes.


Title: Re: WAR Elf classes
Post by: Venkman on September 01, 2007, 04:18:59 PM
Kinda. WAR is a hybrid, where every quest in the PvE tier supposedly helps your faction win the RvR battles. PvE is a major component of the game.
Oh, yea, that does sound predominantly PvE. Wonder when Lich King will launch...


Title: Re: WAR Elf classes
Post by: Comstar on September 01, 2007, 09:31:31 PM
What's wrong with instacing, and why the hate?? I thought WoW's dungeons I did up to level 30 were fine, they had quests you needed to do in the non-instanced area, and then a long one for a group.

This is different from raids where you need 20-40 people.


Title: Re: WAR Elf classes
Post by: lamaros on September 01, 2007, 09:45:21 PM
I hate instancing as it tends to stop community building in a way. My lame hankering after a MMOG having a 'world', perhaps.

WAR seems like it's going to fail though.  More of the same with a focus on areas that people havn't really indicated they care about that much.


Title: Re: WAR Elf classes
Post by: Kail on September 01, 2007, 10:08:49 PM
What's wrong with instacing, and why the hate??

I think the griping is due to apparent trends towards less instancing in PvE and more instancing in PvP.  What I'm hearing is that instancing in PvP helps the ubers, because in an even match between ubers and casuals, the ubers will win every time (without instancing, the ubers will generally be outnumbered by the zerg, so it's not as crushing).  Instancing in PvE helps the casuals, because it means they can get to see the content and complete their quests without having to compete with the catasses.  So with less instancing in PvE (nothing but the last boss being instanced, apparently, as opposed to WoW where the entire dungeon is instanced) and more instancing in PvP, it seems like the balance is shifting away from the casuals towards the hardcore.  At least, those are the arguments I generally hear, I claim no precognitive ability of my own.


Title: Re: WAR Elf classes
Post by: Amaron on September 01, 2007, 10:22:38 PM
What's wrong with instacing, and why the hate??

Theres quite a large group of people who hate instancing for various reasons.  A lot of them are bullshit reasons but most people probably have some valid complaints.  Of course it's a two headed hydra for dev's because a larger group of people who do like instancing often hate uninstanced stuff for exactly the same reasons.


Title: Re: WAR Elf classes
Post by: pxib on September 01, 2007, 11:41:17 PM
Instancing works when the players are involved in a storyline which progresses over the course of the instance. Missions in Guild Wars and storyline instances in LoTRO pull this off with varying degrees. Events occur, the players take part, and belief is suspended. This sort of thing would be silly (and IS silly when WoW tries to do it in non-instanced world events) when it repeats over and over again for everyone to see while people queue to do their own version of it.

Instancing also works to turn PvP into a bloodsport rather than a bloodbath. Zerg vs. Zerg is just one awkward, disorganized crowd of people yelling at eachother as they try to fight another awkward, disorganized crowd of people yelling at eachother. When the dust clears and the FPS get back into the double digits, one side is victorious.

Emain Macha. Rinse. Repeat.
Tarren Mill/Southshore. Rinse. Repeat.
The Ettenmoors. Rinse. Repeat.

Dedicated gank groups and keep capture/defense add some flavor to that mess, but ultimately they're just players trying to create what instanced PvP does all the time: Small group combat where the ubers triumph over the casuals... Stranglethorn Vale on any WoW PVP server. At least in an instanced bloodsport nobody's just trying to level, or gather herbs, or have simulated jungle sex.


Title: Re: WAR Elf classes
Post by: eldaec on September 02, 2007, 03:22:48 AM
Hehe, and I'd agree normally if this was a PvE focused game. But aren't they still pushing it as a PvP-for-the-restuvus?

I believe that is what they think they are doing.

Unfortunately the focus on instance-based-sport-pvp suggests it will lock out all but the most organised from end-game content, like guild wars.

In fact, it could be worse than guild wars, since WAR group v group sport pvp is a two faction zero sum game, new players even entering sport-pvp will likely have the effect of 'anteing' up victory points to the other side. Then when they get stomped on by gank groups, all they will have done is given points away to the other faction.

OTOH DAoC style open RvR ensures nobody can ever hurt their faction, this builds a more inclusive community where elder players encourage new players to come RvRing. But in the WAR design the realm appears to be better off if any group below the average standard of the opposition stay the hell out of group v group instances. This encourages elder players to exclude newer members of the community.


It is important to understand the difference between WAR/GW and WoW pvp instances.

WoW pvp instances are not dominated by organised groups because they are not the achiever end game - raiding is. BGs are trivial, people only play them to have fun.

WAR/GW pvp instances are intended to be the achiever end game - GW endgame instances exclude newer, casual, or guildless players, WAR is almost certain to do the same.


The solution to this is pretty obvious.

You make open field RvR the 'real' end game. You make pvp instances the trivial fun diversion.

That way your real end game is an inclusive activity where elders seek to recruit newer players. The pvp instances with more trivial rewards don't attract the vets, but give new players somewhere to mess around (like Alterac Valley or the random-teams all-comers 4v4 maps in GW).


Title: Re: WAR Elf classes
Post by: Numtini on September 02, 2007, 07:24:47 AM
I wonder if they're getting the feedback they need. Most people I know who care about War seem to match people here--looking for open field RVR. I think there's going to be a lot of anger if it turns out to be WOW with someone keeping score of the instances.


Title: Re: WAR Elf classes
Post by: eldaec on September 02, 2007, 08:24:19 AM
To be fair, if you browse a WAR fansite, they seem split between DAoC players and WoW players.

The problem is that the WoW players don't seem to realise that they are getting Guild Wars, not WoW.


Title: Re: WAR Elf classes
Post by: Venkman on September 02, 2007, 10:19:12 AM
Thanks for the explanation. I can understand the concern. The one part I'd debate though is the Achievers things in WoW BGs. I haven't been in Netherstorm nor done any Arenas since BC launched, but prior to that, the BGs were where it was at for anyone who didn't want to, or couldn't, PvE raid. You weren't going to get the absolute best gear evar from a BG faction or HP grind, but you were going to get a far shade closer than you would if you didn't have many many hours per week to dedicate to the raid grind from MC to Naxx.

The cumulative time invested to get a substantial upgrade was more than if you had a dedicated raid group for PvE, but the incremental (per-session) time needed with a lot less. You could make meaningful progress in an hour or two of play pockmarked by random AFKs. Not so with a PvE raid though. At least, that's what I found after having grown bored of PvE raiding with the dedicated alliance we had in my guild.

BGs are a sport, but they are also more appropriate to casuals than any amount of PvE raiding could be, due to the PUGs. Yea, I've gotten rolled by VOIP users in endgame gear, but that was rare. For the most part, I'd pick an instance, join a PUG, get in and get some honor points.

It was sport, but so what? I've long felt immersive PvP has narrower appeal than when competition is treated as sport anyway. But to your and Numtini's point, that may put off a lot of WAR fans that currently exist, and that is a concern.


Title: Re: WAR Elf classes
Post by: angry.bob on September 02, 2007, 10:57:50 AM
WoW pvp instances are not dominated by organised groups because they are not the achiever end game - raiding is. BGs are trivial, people only play them to have fun.

That is incorrect for the most part. Premades completely dominate the battlegrounds with the exception of AV - when they play at any rate. Honor weekends are a pretty good illustration of this. And that's only because you can't join AV as a group.

WAR needs to model every one of their PvP instances on AV. Instanced PvP that allows premades to fight PUGs will fucking kill the game. They need to keep the two types of groups separate with low/no queue times. Just set it up like that and share instances with all the servers together.

Also, the Paul guy seems to be pandering to the core Games Workshop customerfor about the last 10 years: retards who are scared to talk to girls and wear metal band shirts thinking that makes them as "hard" as the singer. The rules have been shit for a decade and a half and the people into the tabletop game at the LGS who still play it would eat those clips up.


Title: Re: WAR Elf classes
Post by: pxib on September 02, 2007, 11:41:12 AM
I'm getting a bit concerned about a population imbalance.

They've got boring, goody-two-shoes races and wild, wicked races. It's not necessarily an ugly vs. beautiful thing (because the backstory automatically pairs folks up with similarly attractive individuals), so much as standard vs. awesome. Listening to Paul it's obvious what he really loves is the evil side... and looking at game art and world it's fairly obvious that the folks at Mythic (or at least thet Warhammer designs they've built upon) share the preference.

It'll be hard for players not to do the same.


Title: Re: WAR Elf classes
Post by: eldaec on September 02, 2007, 12:11:19 PM
On the population balance thing, history has shown that you you need to work hard to make people play anything other than human/dwarf/elf. Maybe they've overshot a little, but I doubt it. tbh, I'd say human wizards and witchhunters have the most pizazz of the classes so far. Orcs look cool, but chaos looks 'meh', naughty elves only really have witch elves (which are female only, that'll drive some more people onto the dull team).

Look at WoW, it's also based on Warhammer, it also has a dull-but-facist realm facing off against naughty-but-facist. Yet people don't exactly go Horde in droves.


Regarding people saying there is a part of WoW where ubers dominate, well fair enough, I never played WoW past level 20, so I'm not bets placed to judge. Though of course, that makes my point even more valid. WAR won't be like Alterac Valley.

It's hard to imagine how an end game could be like AV...

'what? I can't play with my friends? in the end game?'
plus...
'what? the end game winners are largely determined by how well balanced my random group is?'
etc etc


Even if instances are random teams, you still have the problem that each realm is still best served by discouraging all but its best players taking part. That does not make for a positive realm community.


Open.
Field.
RvR.

Even that MMOG with pirates in it seems to have figured it out.


Title: Re: WAR Elf classes
Post by: angry.bob on September 02, 2007, 03:43:43 PM
The problem with open field RvR is that it allows gank squads to get at casuals. Casuals in this case meaning soloers, people who play one night a week, or people who aren't good enough to compete, or people who just aren't good at PvP. Gank Squads did as much to keep DAoC subs as low as they were as PK's did in UO. People don't like being rolled 99% of the time when a game is free, let alone paying for it. Have open field PvP. Fine. But there must, absolutely must, be some system in place to to allow casuals to PvP without being exposed to gank squads. Making randomly queued instances like AV is the simplest, probably best way. Have a queue for "no groups" and another queue for "groups". Really, it's not that hard.

I like PvP. But I don't like grouping. I doubt I'll eve join another guild, or even group for that matter. I can still PvP to my heart's content in WoW in the battlegrounds. Unfortunately they've mandated forced fake friendships to get in the Arena, but the BG's still work. AV is the consistently best balanced due to people not being able to join as a group, and there's never a shortage of them going so I doubt that "no groups" is as big a deal breaker as people think.


Title: Re: WAR Elf classes
Post by: Venkman on September 02, 2007, 05:07:50 PM
Open.
Field.
RvR.

Even that MMOG with pirates in it seems to have figured it out.
Yes and no. That's not a value call. It's just that the rules are a bit different and the game isn't strictly about PvP. Wish I could go further. A better reference would be Eve. That's open PvP all the way, with some constraints. But that game isn't really about PvP either, not for everyone. I use Eve as an example of a game where PvP is a strong part but mostly because it is an extremely immersive society-building experience of scattered finite resources. Contrast that with WoW where PvP is advertised and people play it in a long series of inconsequential sport matches (Arena or BG) to enhance their personal standings and get better gear to do it next time.

It sounds like in WAR, PvP is modeled more around sport than enhancing immersion and connection with one's own social group/affiliations.


Title: Re: WAR Elf classes
Post by: Merusk on September 02, 2007, 09:41:28 PM
I like PvP. But I don't like grouping. I doubt I'll eve join another guild, or even group for that matter. I can still PvP to my heart's content in WoW in the battlegrounds. Unfortunately they've mandated forced fake friendships to get in the Arena, but the BG's still work.

So, I've got to ask.  If they didn't do teams for Arenas, how would you suggest they assign points and rankings in a game centered around team play?


Also, eldaec, people didn't go to Horde in droves because the races were deemed "ugly as fuck."   WoW was also primarily marketed as a PvE game, and Pve-types tend to go for "good" races.  Elves were predicted as being the most popular race for Alliance before WOW launched, and it turned out true.  Blood Elves were predicted as actually drawing player to Horde.. that also turned out true (and not just for Paladins) Hell, Blood Elves are the most popular race, surpassing even Undead now. 

This got me to thinking about WAR's upcoming realm balance issues.   You know they're going to be there, it's just what happens in hard-coded faction-splits.

WAR has Elves on both sides, thankfully, so that should split some of that segment around.  However, PvP-exclusive types tend to go for the "EVIL" image.  Lord knows why, it just happens - so I expect plenty of hardcore PVPers to be Chaos, Orc and Dark Elf types. Hell, that even happened in large part in WoW.   Playing "evil" is more "manly" than those lolfagortelvz.   Then you toss-in the whole "Devs are Pimping evil stuff hardcore" factor.   Yeah, they are, I noticed it even before someone said something here.   That can't be a good thing, any more than it was a good thing when all you saw was tons of Albion in DAOC or Alliance in WOW.

So what's that mean for WAR's realm balance?  I expect more folks on the "evil" side of things.  I expect the 'evil' content to be much more finished and polished than the others.  great if you want to PvE the game.  But if you want to PVP and avoid the queues, roll "good"  It's going to be a flip-flop from WOW and that'll give me chuckles.


Title: Re: WAR Elf classes
Post by: Calantus on September 02, 2007, 10:08:37 PM
On the population balance thing, history has shown that you you need to work hard to make people play anything other than human/dwarf/elf. Maybe they've overshot a little, but I doubt it. tbh, I'd say human wizards and witchhunters have the most pizazz of the classes so far. Orcs look cool, but chaos looks 'meh', naughty elves only really have witch elves (which are female only, that'll drive some more people onto the dull team).

Look at WoW, it's also based on Warhammer, it also has a dull-but-facist realm facing off against naughty-but-facist. Yet people don't exactly go Horde in droves.

- Elves are on both sides.
- Pretty characters are on both sides.
- PVPers love to play evil characters (in WoW look at PVP vs PVE realm population numbers, and a lot of PVP realmers are PVEers on a PVP realm).
- Order is going to be outnumbered.

That's how I see it. If the PVP is instanced I'm so going order just because the outnumbered team gets better queues and better co-operation from their allies in an instanced PVP game.


Title: Re: WAR Elf classes
Post by: Amaron on September 03, 2007, 12:32:54 AM
However, PvP-exclusive types tend to go for the "EVIL" image. 

I don't really agree with this.  People who have a lolzgank mentality tend to go for the EVIL stuff but the "pvp is a sport" crowd probably end up 50/50 or so.

Regardless of their prefs though most PvPers will ignore lore/style stuff and pick whatever they think is more powerful in PvP.  Since we are talking Mythic here it's pretty easy to expect balance will be so horrid that this will be the largest deciding factor for PvPers.

I don't think population is going to be that big an issue though.  The PvP areas are instanced and unlike WoW people will be PvPing instead of raiding (supposedly) so the queue's would be short no matter how imbalanced the population is.   


Title: Re: WAR Elf classes
Post by: HRose on September 03, 2007, 08:16:51 AM
Perhaps it has already been said, but it is DAoC re-skinned as Warhammer.

Not that that is a horrible thing, because I highly enjoyed DAoC and RvR.

Just don't get your hopes up.
Did you see it in some form? Or was it just a gratuitous comment?

That said, are you tired to redo the same discussions over and over and over? ;)


Title: Re: WAR Elf classes
Post by: eldaec on September 03, 2007, 09:56:36 AM
Also, eldaec, people didn't go to Horde in droves because the races were deemed "ugly as fuck."

This is a Mythic game.

*Everyone* is ugly as fuck.

But only Order get leather jackets.


Can we think of a MMOG where the naughty team outnumbered the sensible team?



Where I certainly agree is that there will be an imbalance.

It's not really an issue in a sport-pvp based organised-guild-only endgame though.

If the end game were open field RvR you would have to worry about it to some extent. From the little know we know, it would appear Mythic simply resorted to locking casuals out of the end game altogether. This solves the problem, in the same sense that you can solve third world hunger by simply nuking the poor people.


Title: Re: WAR Elf classes
Post by: Big Gulp on September 03, 2007, 10:33:52 AM
Can we think of a MMOG where the naughty team outnumbered the sensible team?

EQ.

Never underestimate the love of dark elves.


Title: Re: WAR Elf classes
Post by: Hoax on September 03, 2007, 12:13:26 PM
However, PvP-exclusive types tend to go for the "EVIL" image. 

I don't really agree with this.  People who have a lolzgank mentality tend to go for the EVIL stuff but the "pvp is a sport" crowd probably end up 50/50 or so.

I totally expect the order side to have a slight population edge and totally less skilled overall playerbase @ pvp.


Title: Re: WAR Elf classes
Post by: caladein on September 03, 2007, 12:20:09 PM
Can we think of a MMOG where the naughty team outnumbered the sensible team?

WoW PvP servers have Horde outnumbering Alliance on the whole. All servers though are something like 1.4:1 A:H.


Title: Re: WAR Elf classes
Post by: Numtini on September 03, 2007, 12:29:19 PM
The PVP crowd will play whatever race and class is the most optimized for racking up large numbers of individual kills and maximizing independence.

It wouldn't matter if you made a pink fairy with a shirt that says "I wet my bed and suck cock." If it gives them an edge, they'll play it.


Title: Re: WAR Elf classes
Post by: Venkman on September 03, 2007, 01:10:10 PM
Here's a part I'm confused on, and I thought the answer was in this thread. Can't find it though so will ask:

What part of instantiated endgame PvP zones could exclude casuals in WAR? Is it because points a team/side gains can be lost through losses?


Title: Re: WAR Elf classes
Post by: eldaec on September 03, 2007, 01:56:40 PM
What part of instantiated endgame PvP zones could exclude casuals in WAR? Is it because points a team/side gains can be lost through losses?

That's the biggest element.

(We don't know if it is technically losing points - it might just be that it gives the other team points, and when they reach X points, they win. The effect is the same - it is still zero sum.)

But equally, a structure which uses locked 6v6, 12v12 etc instances will ensure pre-made teams that play together consistently dominate anything else, this inherently encourages elder players to exclude newer players.

I have my team of 6, why would I ever interact with less skilled/geared/developed characters? I don't need them, all they can do is enter instances and give the opposition points, I would be better off if they don't play.

Instance based sport PvP devalues the cat herding elements of something like DAoC that build realm community and links between new & elder players. It also rewards people for interacting solely with their own hyper-organised team.


Quote
The PVP crowd will play whatever race and class is the most optimized for racking up large numbers of individual kills and maximizing independence.

The history of other faction based MMOGs suggests that large majority of people pick their first realm according to which is prettiest, then once in a realm community, stick with it. It's certainly true that people will create alts to gain advantage within the realm.

Naturally if the game design encourages you to ignore your realm outside of the immeadiate team you enter sport-pvp with, then the realm community may not grow, and teams will swing between realms more often.


Title: Re: WAR Elf classes
Post by: Venkman on September 03, 2007, 02:11:26 PM
WoW BGs might be an ok model then, as long as they allow for PUGs. In WoW BGs, even the losers gain some points. Not as fast as winners, but it's enough that you could find entire sides just going AFK for the entire battle letting themselves get rolled. Slower than winning but macroable.

Also, dedicated formed groups are not a common thing, at least in WoW. I'm sure the density is higher in DAoC, but that playerbase is very old now, and much more narrow. I found WoW BGs to be more casual than any other endgame activity, including faction farming.

It's sport and largely irrelevant to the PvE player. But segregating the endgame players by giving each something to do is better than alienating one whole group by focusing on one activity or pissing both off by forcing them together.


Title: Re: WAR Elf classes
Post by: eldaec on September 03, 2007, 02:21:14 PM
WoW BGs might be an ok model then, as long as they allow for PUGs. In WoW BGs, even the losers gain some points. Not as fast as winners, but it's enough that you could find entire sides just going AFK for the entire battle letting themselves get rolled. Slower than winning but macroable.

I'm not explaining myself well regarding points.

I'm talking about realm victory points that are shared realm wide.

The object of the end game is to drive the battlefront forward/back. By losing instances new/weak players will allow their battlefront to fall back. In other words, the realm is worse off than if they hadn't entered the instance.

This is not an issue about personal xp or rp.

Some of the very highest end players won't care too much about realm objectives, but most will, and the middle rank and lower rank players will care about them the most, because it is through realm objectives that lower ranking players get to win from time to time.

Quote from: Darniaq
I found WoW BGs to be more casual than any other endgame activity

And I would argue that this is precisely because BGs are not the main end game in WoW, they are just 'a fun thing to do'.

PvP in WAR is supposed to be the reason you are developing your character.

Pre-mades, or at least groups formed from with a guild or alliance were the majority of groups in DAoC RvR. The key was that uber guild groups would have to communicate with new guild groups to get shit done on the frontier, plus, since nobody could actually hurt the realm by coming along and taking up slots, people were open to filling teams with random players.

The WAR design will encourage pre-mades further. The exclusionary pressure of the zero-sum game will concentrate it even more.



I actually think sport-pvp is a decent thing to include as a low-intensity low-reward side line. The problem is making it the "real" end game.


Title: Re: WAR Elf classes
Post by: Venkman on September 03, 2007, 02:51:50 PM
Ok, that moving battlefront puts this into a lot better context. You probably explained it before and I just missed it :)

But, on WoW BGs, the reason I found them casual is because of their receptiveness to PUGs and the fact that even the losers gained something. They very much weren't just for shits and giggles though. They were an alternative path to continual gear improvement if you didn't have the time to faction grind or the time/will to Raid. You weren't getting the bestest of the best, but this was more due to the sort of stats the PvP gear had than anything linear. PvP gear was different from PvE kind. And while the toppest/bestest PvE gear was still the kind to turn heads, a statistical "almost nobody" was ever going to get it because of the amount of people capable of playing at that level.

Regardless, the WAR battlefront changes everything. If things turn out as you describe, then I can see them either making that battlefront not move that much, or change the rewards to some other things (like, say, the original vision for sigils in DAoC :) ). Aren't there various brackets for sport-PvP though? Seems I recall something about various ways of contributing to the realm without affecting the front line.

Oh, and great conversation btw, particularly on a weekend.


Title: Re: WAR Elf classes
Post by: Trippy on September 03, 2007, 05:03:28 PM
Can we think of a MMOG where the naughty team outnumbered the sensible team?
EQ.
Never underestimate the love of dark elves.
Not when I played.


Title: Re: WAR Elf classes
Post by: Xanthippe on September 03, 2007, 05:06:31 PM
I'm confused now.  I thought WAR pvp was going to be like DAOC frontier pvp.  It's going to be like GW pvp?



Title: Re: WAR Elf classes
Post by: Merusk on September 03, 2007, 05:10:04 PM
Can we think of a MMOG where the naughty team outnumbered the sensible team?
EQ.
Never underestimate the love of dark elves.
Not when I played.


Gulp is right, and in a BIG way on Sullon Zek, where 'faction mattered.'   "Good Guys" were pushed-back to Qeynos and Halla, and that was it for areas they controlled.

We /were/ discussing PVP factions here, not PvE.

 
Also, eldaec, people didn't go to Horde in droves because the races were deemed "ugly as fuck."

This is a Mythic game.

*Everyone* is ugly as fuck.

But only Order get leather jackets.

Yep, everyone's equally ugly.  Which means "goody two shoes image" vs "Badass image"   I know which one wins more males age 15-25.



Title: Re: WAR Elf classes
Post by: caladein on September 03, 2007, 06:08:58 PM
The WAR design will encourage pre-mades further. The exclusionary pressure of the zero-sum game will concentrate it even more.

I agree with your basic argument but I think you're overestimating two things:

  • The ability of the top-end to discourage the remainder of their side's population. While the scrubs may actually be hurting their side, they probably won't care about anything above their own self-interest (in terms of rewards or fun). As long as they are getting something out of getting pounded X% of the time, the meta-game just won't matter much.

  • The importance of the cathearding meta-game for either the top-end or the scrubs. The only time I ever really experienced anything outside of a cluster-fuck in open PvP situations was when the groups were small (say 20-30 people on 2-3 sides). Anything above 40 people, let alone 100, and you simply don't care about or can't manage that large a group of people.

    For the herders it's mostly an unwelcome bother to have to mobilize an entire force. (I found it fun for the most part to have an entire army rest on my shoulders (healers FTW). For the vast majority of the officer corps I've been in, it was a major headache.) For the herded, they're simply cannon fodder either way. They may be on the winning side on occasion, but their actual kills were few and far between.

On the issue of a "realm community" though, I agree that open RvR is a big driver of that. It builds relationships between the elite and the leaders of the zerg guilds, not really among the top-end and scrubs directly (especially if battlefields aren't some static place but instead shifting hotspots). Maybe I've seen too many chains of command, but it's always "Hey man, can you get us some guys over here? We could use the meat shields something fierce." in a whisper to a guild leader not "Rally to our aid!" in public.


Title: Re: WAR Elf classes
Post by: bhodi on September 03, 2007, 06:59:23 PM
The populace will probably split into three groups; I think planetside is a good indicator of how things might turn out. You have the Zerg, the Premades, and the Pickups. The pickups are 'leaders' who invite random people for a pickup 'raid' with some semblance of unity (though you will always have random people doing their own thing).

There are many ways to make sure the groups don't destroy each other's fun -- concentrate the Zerg on one or two fronts by have some sort of 'only the front outposts are highly vulnerable' type relay system, give extra rewards to captains for commanding people underneath him (and for being commanded) to take care of the pickups with slightly more involved mission objectives than 'swarm the front', and extra rewards for things only premades can do -- scouting, raids deep behind enemy lines, and directing the war front metagame by opening new fronts or holes for the zerg/premades.

Recognizing and planning for different activities for the three different groups should eliminate some of the stepping on each other's toes.


Title: Re: WAR Elf classes
Post by: Drogo on September 03, 2007, 08:48:38 PM
My biggest problem with WAR is that it concentrates so much on instances for deciding who is winning the realm war. Personally I had tons more fun in WoW doing the meaningless Tarren Mill vs Southshore battles than I ever did in the instanced BGs. Even on a server that has heavily alliance favored and having Tarren Mill overrun several times a night, it was still more fun than the BGs because it was all based on PvP and actually killing the other opponents. You never knew what was going to be coming at you and each fight was different.

WoW BGs are the exact opposite of what PvP is supposed to be about. BGs became nothing more than a race toward victory goals. In AV it became a race to the generals with enemies riding by each other without bothering to fight. In WSG it was a battle of speed and CCing the enemy team long enough to capture the flag not actual fighting. In AB it was protect the flag at all cost without any consideration of how many people died. While some people may enjoy those games, it was not PvP to me. PvP is killing the enemy in greater numbers than they kill you despite whether the odds are even or not. Arenas I thought were going to be a nice change, but it became a game of who could use the bridge or the pillars to greatest effect. I still missed the open free for all that was TM vs SS and the absolute fun carnage that resulted. Perhaps an open arena with no obstacles and teams facing each other over open ground might have been better, but I still quit WoW because world PvP was dead.

I would really have like to see WAR bring back on open RvR system, that allowed for constant world PvP being what counted like in DAOC. Unfortunately, the time for open PvP seems to have vanished. With WAR focusing on instanced battlegrounds, PotBS focusing on limiting PvP areas and resetting the server to limit territorial gains, and AoC delaying their launch and not showing they can provide the kind of PvP they described on paper it makes me despair for the future of open PvP. I had hoped one of these games would breathe life back into MMO PvP, but once again I fear I will be disappointed.

UO stopped being a PvP paradise with the additon of Trammel, SB failed because it had horrible coding, Eve fails because it cannot provide the large fleet battles it promises and suffers from developer and GM misconduct. WoW started out amazing, but it ultimately fails because where the winners and losers both gain something and no one loses anything it makes PvP meaningless. When someone afking in a BG gains more than someone in the world constantly fighting there is a problem. The next round of MMOs all seem to miss the point of old school PvP. To test yourself against a human opponent in an uncontrolled environment.

Sure there are gank squads that roll everyone in world PvP, but at least the less skilled players have the option to band together and overwhelm them. In instanced PvP it is always about the best geared team winning and usually the losing team getting a consolation prize for showing up. I would much prefer battles where you have no idea what you will be facing, how large the enemy group is, and there being a definite winner and a loser for each engagement. It just doesn't seem like MMOs know how to pull this off or at least to pull it off in a way that is financially better than having PvP with no risk. I look back with fondness to the days of hardcore PvP servers of such games like EQ and AC and hope they will come again. I seriously doubt they will though. While the old mantra that there is no money in PvP has fallen by the wayside with WoW, it seems the new mantra is there is no money in PvP with risk and it is a shame.


Title: Re: WAR Elf classes
Post by: Amaron on September 03, 2007, 09:02:19 PM
I totally expect the order side to have a slight population edge and totally less skilled overall playerbase @ pvp.

In general that could be true due to the lolzgank people being a pretty big segment of pvpers actually.   I still doubt we are going to see any class balance though.  It's going to be all about rolling it up on whatever side doesn't suck as far as PvPers are concerned.


Title: Re: WAR Elf classes
Post by: caladein on September 03, 2007, 10:07:44 PM
So you don't like tactical use of terrain or objectives. Gotcha.

Sure there are gank squads that roll everyone in world PvP, but at least the less skilled players have the option to band together and overwhelm them. In instanced PvP it is always about the best geared team winning and usually the losing team getting a consolation prize for showing up. I would much prefer battles where you have no idea what you will be facing, how large the enemy group is, and there being a definite winner and a loser for each engagement. It just doesn't seem like MMOs know how to pull this off or at least to pull it off in a way that is financially better than having PvP with no risk. I look back with fondness to the days of hardcore PvP servers of such games like EQ and AC and hope they will come again. I seriously doubt they will though. While the old mantra that there is no money in PvP has fallen by the wayside with WoW, it seems the new mantra is there is no money in PvP with risk and it is a shame.

The TM/SS fights or any open objective-less brawl a) don't have a scoreboard outside of one's own personal KDR and b) only stop when one side gets curbstomped, more then likely preceded by boredom on that side. I've fought plenty of battles that we've had to leave because manageable 2:1 odds became 3:1, but we held off the enemies for a good while and I walked away satisfied. The reverse has also happened and I hardly took any enjoyment out of it, even though we "won".

Asymmetrical "personal" victory conditions are the only way to maintain sanity in the face of temporary or true population imbalances. That said, one can't support a personal definition of victory if one is to have some tangible reward at the end (assuming no player looting).

At the very least, one can provide asymmetrical rewards (realm points being a function of local population ratio for example). (ELO-like rankings in WoW are a method to correct for skill differences through asymmetric rewards, a very good team beating a very bad team causes a very small points exchange versus two evenly rated teams.) Better yet is to provide asymmetrical tactical objectives so there is some purpose outside of "Get your face kicked in." (Asymmetric strategic objectives are in WAR since I assume that taking the enemy's capital is more difficult than taking some borderland region.) Oops, too bad though, objectives are apparently retarded or something.

It's not creative or anything, but instancing is easy as the only intrinsically asymmetrical part of it is the queue times. Add some form of rating-based matchmaking system, and one has corrected for everything else.

(Okay, could I use "one" and "asymmetric" any more in one damn post? I think not.

Also, derail of a derail complete, yay.)


Title: Re: WAR Elf classes
Post by: Merusk on September 04, 2007, 04:11:22 AM
Mindless zerging like happened in TM/ SS was for one reason and one reason only.  To get a hell of a lot of HKs so you could get a PVP rank. The best way of doing this was being an AOE class that didn't join a group, or simply tagging multiple other people from range and not dying while your zerg killed them.  Joining the 'raid group' just meant you took the dishonor hit for the non-combat PCs that would eventually get aggroed and killed.   If you think the battles in those days stemmed from anything other than that you're fooling yourself.

Quote
Eve fails because it cannot provide the large fleet battles it promises

And I strongly disagree on this.  They've upped the server capacity MANY times over the years.  They've even given star systems where they KNEW a large battle was going to take place a dedicated server for that day or two.  The problem is that EVE battles center around large fleets, and the larger the capacity the more people flood into the area because they know the server/ node has a larger capacity.  The problem isn't that they don't provide large fleet battles, the problem is they keep refusing to design reasons and methods for smaller ones.   You'd see a shitload of smaller fleets if there were rules like collision damage between ships, line of sight, and AOE damage from exploding ships based on the size of the ship/ ammo carried. (One thing that I do always laugh about in EVE is how the players look-down on DIKU type games, when theirs is the essence of "Lock and autoattack" without any of the specials.)



Title: Re: WAR Elf classes
Post by: lamaros on September 04, 2007, 07:43:17 AM
For some people PvP means really different things.

I'm with Drogo, for me PvP is not about artificial victory conditions, it's about a battle with the same equipment, enemies, victory conditions and rules as applies to the game generally. In WoW I only felt like I was PvPing when I was fighting in the wider world: avoiding being ganked, taking out enemies 1v1 in the middle of nowhere, or the random chaos of some STV/HB/Etc back and forth. Unless I feel like there's some continuity between the game as a whole and the PvP experience then it isn't PvP to me.

Give me a 5 man instance where two PC teams are fighting against each other to clear the place and get the loot, being able to attack each other all the while, and I'll call it a PvP experience (I also think it would be awesome) because I'm competing with other players in an environment which seems a pivitol part of the game.

But the existing BGs in WoW were like minigames to me; diversions with no immediate carry over implications to the gameworld (loot) while the impact that was felt down the line (PvP loot) was achieved in a way that didn't feel at all like the rest of the game and was disconnected from the playing activity in a substantial way. I wouldn't consider any game that delivered that time of experience a true PvP experience.

PvP for me is all about Winning and Losing. Unless the winner gets more out of the victory than the loser does from the loss, or unless the PvP experience is FPSlike and not linked to a MMO 'world', it's not going to attract.


Title: Re: WAR Elf classes
Post by: Modern Angel on September 04, 2007, 01:46:04 PM
I thought they were going to have a zone which would constantly funnel people to, a la a big persistent AV. One person quits, someone else takes his place. Ebb and flow of numbers and effort.

Dwarf -----MEETING PVPS ZONE ----- Orcs

Boy was I fucking wrong. I'll still check it out and I still desperately want a beta invite to judge for myself but how does war = 12v12 capture the flag matches? How? It's such a fundamentally stupid design decision: you cannot (CANNOT) compete with WoW on WoW's terms so don't! Give me something different! Anything!


Title: Re: WAR Elf classes
Post by: HRose on September 05, 2007, 04:53:27 AM
I spotted today a message from Damion Schubert on Mud-Dev. It's interesting to read in relation to Warhammer:
Quote
I think many designers and observers underestimate the power and importance of a high level, large-group endgame such as raiding or sieging. Such gameplay is, to most players, the horizon - the true promise of what massively multiplayer gameplay is all about. Saying "what if there was a monster that took FORTY of us to take down?" is a uniquely evocative statement. It is, as you state, an earnest desire to be part of something big. It's big, and it's visceral. Having your small 5-man squad win a battle which adds a few points to some global scoreboard is interesting, in a fantasy football sort of way, but what players want from their massively multiplayer games are actions which are viscerally... well... massively multiplayer.


Title: Re: WAR Elf classes
Post by: Nebu on September 05, 2007, 06:58:15 AM
I believe that people want to compete with the masses (end game gear, realm rank, economics, whatever), but want to actually play the game with smaller groups.  The popularity of instancing and battlegrounds support this. 


Title: Re: WAR Elf classes
Post by: lamaros on September 05, 2007, 07:09:14 AM
I spotted today a message from Damion Schubert on Mud-Dev. It's interesting to read in relation to Warhammer:
Quote
I think many designers and observers underestimate the power and importance of a high level, large-group endgame such as raiding or sieging. Such gameplay is, to most players, the horizon - the true promise of what massively multiplayer gameplay is all about. Saying "what if there was a monster that took FORTY of us to take down?" is a uniquely evocative statement. It is, as you state, an earnest desire to be part of something big. It's big, and it's visceral. Having your small 5-man squad win a battle which adds a few points to some global scoreboard is interesting, in a fantasy football sort of way, but what players want from their massively multiplayer games are actions which are viscerally... well... massively multiplayer.

This has been put forward by many mouths already, and it's still just as silly.

You only have to look at the reaction to Kara in WoW to see just how wrong this kind of thinking is.

Massively Multilayer does not mean 40 people. 40 people is not massive. Is BF2 a MMOG? No.

It is the world, the inhabitants of the world, the number of things to do in the world, etc that make in massive, not that number of people directly involved in your day to day gaming.


Title: Re: WAR Elf classes
Post by: Hoax on September 05, 2007, 09:41:14 AM
I believe that people want to compete with the masses (end game gear, realm rank, economics, whatever), but want to actually play the game with smaller groups.  The popularity of instancing and battlegrounds support this. 

/disagree

Instancing is popular?  Everyone prefers it to zone checks & spawn lines to be sure.  But beyond the TERRIBLY overrepresented on f13 "omg I can't stand playing online games with random people" segment of gamers I dont think there is any strong love for instances just hatred for the alternatives of the past.

Battlegrounds are popular?  Please elaborate on how you prove that BG's -because they are small scale sport pvp and everyone loves that- are favored over other forms of larger scale pvp.  BG's are popular for the same reason that raids are "popular" lewtz.


Title: Re: WAR Elf classes
Post by: Venkman on September 05, 2007, 11:31:49 AM
I agree with Hoax. The failure of public-space PvE in the past has more to do with the game system than it does a particular hate for other people. Instancing solves the social problems caused by limited resources as an intrinsic part of the game system. And nobody can argue that this form of game isn't successful.

The problem is nobody can argue public-space content itself as a concept is broken at some fundamental level either. Random social encounters are mostly a turn off if a) it takes you a long time to like someone new; or, b) you're competing with them for a resource. You can't solve the former problem as a game developer.


Title: Re: WAR Elf classes
Post by: Nebu on September 05, 2007, 11:34:13 AM
Instancing is popular?  Everyone prefers it to zone checks & spawn lines to be sure.  But beyond the TERRIBLY overrepresented on f13 "omg I can't stand playing online games with random people" segment of gamers I dont think there is any strong love for instances just hatred for the alternatives of the past.

I think that we have no way of measuring whether people prefer instancing vs. "a large world done right" precisely because noone has ever done the latter.  I still think that most people prefer to get their loot with less competition and that has nothing to do with random pugs.  People are free to congregate in common areas (WoW, GW, CoH) and then go explore instanced areas.  The bottom line is that instancing removes one of the major cockblocks present in the first gen MMO's.  

Battlegrounds are popular?  Please elaborate on how you prove that BG's -because they are small scale sport pvp and everyone loves that- are favored over other forms of larger scale pvp.  BG's are popular for the same reason that raids are "popular" lewtz.

Large scale pvp has inherent problems that most game makers have done little to address.

1) It punishes those players with less than optimal rigs.
2) Every iteration that I've seen offers too little incentive to keep people interested (i.e. it's often little more than CTF).  
3) Inherent difficulty in rewarding the victors vs punishing the losers (see DAoC and Shadowbane).   Which, in turn, leads to bandwagoning.

Perhaps the second issue is the same as the first.  We've never observed a high quality version of non-instanced worlds or large-scale pvp so it's difficult to guess what people want.  The mere notion that WoW is successful with its systems leads me to belive there's at least some preference.  


Title: Re: WAR Elf classes
Post by: ajax34i on September 05, 2007, 12:54:26 PM
Large scale pvp has inherent problems that most game makers have done little to address.

Plus the technical issue of lag.  See EVE's massive battles.  If it's not server lag, it'll be client/graphics lag.


Title: Re: WAR Elf classes
Post by: Nebu on September 05, 2007, 12:57:23 PM
Plus the technical issue of lag.  See EVE's massive battles.  If it's not server lag, it'll be client/graphics lag.

That's what I was getting at in #1, though I wasn't inclusive enough.  Good point.


Title: Re: WAR Elf classes
Post by: HRose on September 05, 2007, 01:07:09 PM
Plus the technical issue of lag.  See EVE's massive battles.  If it's not server lag, it'll be client/graphics lag.
Same issue, actually.

We've never observed a high quality version of non-instanced worlds or large-scale pvp, so we don't know how good they can be.

And we also never had development geared toward the "massively multiplayer", so we don't know where the technology could be.

Five/six years ago I was playing DAoC, in wars with 200 players, with a crappy computer, and a dial-up modem. I lagged, but it worked.

If development focused to deliver that (large scale multiplayer) I think that we could have seen significant progress to minimize those issues. Instead we have engines like EQ2 lagging if more than four players show up on screen.

It's a matter of objectives.


Title: Re: WAR Elf classes
Post by: UnSub on September 05, 2007, 07:29:40 PM
I spotted today a message from Damion Schubert on Mud-Dev. It's interesting to read in relation to Warhammer:
Quote
I think many designers and observers underestimate the power and importance of a high level, large-group endgame such as raiding or sieging. Such gameplay is, to most players, the horizon - the true promise of what massively multiplayer gameplay is all about. Saying "what if there was a monster that took FORTY of us to take down?" is a uniquely evocative statement. It is, as you state, an earnest desire to be part of something big. It's big, and it's visceral. Having your small 5-man squad win a battle which adds a few points to some global scoreboard is interesting, in a fantasy football sort of way, but what players want from their massively multiplayer games are actions which are viscerally... well... massively multiplayer.

For me, massively multiplayer is NOT getting into a 40 character raid that sits as content at the end of the game. Or a 100 character event. Or a 500 character event. Because as that number grows, the importance of my character diminishes and the entire social angle gets drowned out in a sea of noise.

Massively multiplayer for me is about logging in, being able to quickly get together a team, play for a while, have a fun time, log off and do it again tomorrow. I like coop games. MMOs (especially PvE games) tend to have a strong coop focus. The best MMO events I've seen have been things that don't take a lot of planning and you can pull off relatively quickly e.g. Rikti zone raids in CoH/V.

The idea of having to camp out for six hours through a location to get to the giant monster that you then fight with regimented precision built up from the other 99 times you did it is somehow what MMOs should be aiming for fills me with deep, deep dread.


Title: Re: WAR Elf classes
Post by: Venkman on September 05, 2007, 09:38:34 PM
"Massively multiplayer" is a catchall term thrown around to introduce everyone from small multiplayer co-op matches to pitched 50 v 50 v 50 three way siege/banes in SB. Evolution has focused on making these games smaller, relegating the "massive" to the concept of the persistent 24/7 world and an aggregate of trades people call an "economy". In my opinion there's very few truly massive games. Eve is one such example. You are absolutely part of a living beast, integral whether ratting or nuking POSes in gigantic battles.

Yes, the graphics get in the way of the true feel of massive, but I don't necessarily feel you need to have 500 people on the screen to feel part of a larger whole. That's because the converse is WoW, where you could have scores of people on the screen at one time but still be very much alone because the whole game is you grabbing your bit of content from a system designed to give it to you.

The more inclusive worlds try to span the gulfs between the occasional grouper who sees "massive" as the opportunity, even seldom taken, to meet or just work with other people, and those who only ever want to do anything that requires tens or scores of other folks, either with or against them. The trouble is few have the budget to actually span this gulf effectively, so we get a genre where so many of the popular titles are shades of the exact same experience, with the rest relegated to comparatively "niche" status because they didn't have the time, team or money to hit the broadest market.

I still wonder if the concept of truly massive itself is niche though. The more you are a part of a larger whole, the more of yourself you end up feeling compelled to invest. That's easy if your incremental investments are light, the different between a truly "massive" multi-user experience like MySpace or XBLA. But it's not so easy if your incremental investment requires you pound away at largely derivative and repetitive tasks wrapped in some vague suggestion of a "game".


Title: Re: WAR Elf classes
Post by: Merusk on September 06, 2007, 04:18:31 AM
I still wonder if the concept of truly massive itself is niche though.

It is.  For the reasons you list, and because of the self-image of hero folks want in their escapism.


Title: Re: WAR Elf classes
Post by: AcidCat on September 06, 2007, 01:55:28 PM
The idea of having to camp out for six hours through a location to get to the giant monster that you then fight with regimented precision built up from the other 99 times you did it is somehow what MMOs should be aiming for fills me with deep, deep dread.

Preach on, Brother. Raiding as it exists in WoW right now is just such a highly repetitive, scripted activity. It's more like learning dance choreography than an actual battle ... stand here, move there, when the boss does this you do this ... might as well be simon fucking says. Do the steps correctly, collect loot at end, repeat. There is zero feeling of spontanaety or creativity, just a set script for how to do each encounter in a specific way.

I also have to chime in on how much I hate 'sport style' pvp. I've always hated capture the flag because no matter what the game, it was just this dumb artificial construct, like these warrior who are out to kill each other agree to play some dumb schoolyard game. I want my pvp to feel like a real war ... which is an aspect I think PlanetSide got right - in a war you fight for concrete objectives like taking a base or town. WoW battlegrounds don't really do it for me either ... something like Arathi Basin is a nod in the right direction because you're fighting to control real estate, but at the same time it's rendered null because it's not real even within the gameworld, just an instance that affects nothing. PvP really needs to take place in the actual noninstanced gameworld, have cities or bases you can actually take control of as a goal that gives concrete rewards.


Title: Re: WAR Elf classes
Post by: Venkman on September 06, 2007, 10:19:05 PM
Raiding and BGs sorta both attempt to do what earlier games did not: achieve to a much wider playerbase. I believe that even if Shadowbane worked perfectly and looked awesome, in the Western market it'd still be a very niche game. It's a huge time sink with the greatest risk imaginable (having a good chunk of that invested time taken away). That's not the level of immersion the average gamer is looking for.

So Raiding is a puzzle-solving activity that then becomes a maintenance one (ensuring people don't screw up, integrating newbies, etc). And BGs are about the sport, the fun, the get-some-points-to-get-some-gear and hey maybe we can get sponsors and observer mode and turn it into the next-gen sport we keep hoping FPS will become too... kinda thing. If you can get people to pay to watch it, it's a "sport" :)


Title: Re: WAR Elf classes
Post by: eldaec on September 07, 2007, 04:05:37 PM
I still wonder if the concept of truly massive itself is niche though. The more you are a part of a larger whole, the more of yourself you end up feeling compelled to invest. That's easy if your incremental investments are light, the different between a truly "massive" multi-user experience like MySpace or XBLA. But it's not so easy if your incremental investment requires you pound away at largely derivative and repetitive tasks wrapped in some vague suggestion of a "game".

I don't think the massive thing is niche at all.

And your example of MySpace proves it. Myspace is the very opposite of niche, yet it clearly pulls people into a massive community.

But for MMOGs to take advantage of it they need to build mechanics which foster community. Realm based objectives and rvr obviously help here, but only if they are designed abround encouraging inclusion and communication.

It needs to get cleverer and faster than 40 people smashing the same line of pinatas for 4 hours on a raid, but equally 6 people in a hermetically sealed instance won't do much for realm community either.

Quote
Raiding and BGs sorta both attempt to do what earlier games did not: achieve to a much wider playerbase. I believe that even if Shadowbane worked perfectly and looked awesome, in the Western market it'd still be a very niche game. It's a huge time sink with the greatest risk imaginable (having a good chunk of that invested time taken away). That's not the level of immersion the average gamer is looking for.

Absolutely agree, but this is where fixed-faction RvR wins over guild v guild.

RvR means everyone knows which side you are on. The bad guys can be effectively dehumanised, newbies can be protected by geography, nobody can doublecross you in a way that isn't much fun if you aren't prepared for it.

RvR allows for an element of society and politics, without making it absolutely central to the game, and without punishing you for not keeping up with who is pissed at whom.


Title: Re: WAR Elf classes
Post by: Venkman on September 07, 2007, 04:56:08 PM
Myspace is opposite of Eve though (massive defined). MS is no accountability anonymity public barking with network/connections minigame. So different types of mmo, leaving the core question open :)


Title: Re: WAR Elf classes
Post by: eldaec on September 08, 2007, 01:47:14 AM
What I'm saying is that EVE is a massively connected guild vs guild game. Guild vs guild is niche. It's niche mostly because of the extreme politics.

The idea of interacting with a number of players massively greater than the number you can know personally, isn't niche.



Title: Re: WAR Elf classes
Post by: Venkman on September 08, 2007, 08:00:21 AM
I agree. But I don't think it's just because GvG (CvC) is niche. Eve is fundamentally more immersive by nature of how everything is interconnected, far more than any of the easier/more popular games and social sites. People are turned off from the game even before they understand their part of the cosmic economy.

Semantics though :) Eve niche. Myspace not.


Title: Re: WAR Elf classes
Post by: Murgos on September 08, 2007, 08:42:20 AM
Just to move things a little bit more back to WAR related discussion:

According to Filefront.com over 400,000 people have signed up for the WAR beta.  That's a lot of interest they've managed to drum up.  Like, WoW numbers.


Title: Re: WAR Elf classes
Post by: eldaec on September 08, 2007, 10:18:18 AM
In other news, EA have taken the european sales and distribution off of GOA.

Clearly, any reduction in the role of GOA is good news. And while this still leaves most critical aspects of EU WAR in the hands of incompetent wastrels, it does mean they are likely to sell a lot of boxes in europe.


Title: Re: WAR Elf classes
Post by: Venkman on September 08, 2007, 04:09:40 PM
Didn't LoTRO have something like 400,000 signups too?

And I think 400k for WAR is probably due more to self-imposed limitations on invite than interest. Given the premise and it's corrolations to the 900lb gorilla, I think WAR is going to have a broader appeal than anything that's launched since WoW, and everything that preceded it. Just a guess of course, but they're hitting at the right time with theoretically the right message (sport PvP that sorta contributes to a larger whole without the time-sink immersive alienating of Eve).

I could be concerned by the sameness to stuff previously, but it's not reading anything like LoTRO sameness. More like knocking off the folks who knocked them off, visually and theme-wise.

Edit: Gramar and speling


Title: Re: WAR Elf classes
Post by: Jazzrat on September 09, 2007, 06:22:32 AM
Not worth my attention until NDA is lifted.
Paul Bernett is the spin doctor, give him minimal useless information about the game, and he ll turn it into
the next big thing to ever hit the gaming industry.

It's funny to watch him talk but it doesnt excite my gaming interest one bit.


I love Warhammer lore and the prospect of RvR based MMORPG experience again (DAoC was my first), but watching him talk made me more
cautious than excited about the game.


Title: Re: WAR Elf classes
Post by: eldaec on September 29, 2007, 04:27:47 AM
The new newsletter doesn't have any new classes, but the witch elf gets a bit more info - nothing surprising.


The video podcast thing is worth watching - they describe the character specification system.

Short version.

Characters get abilities by class/level automatically, on top of that indiviudal specialisation points get gained each level to pay for realm abilities.

You get to buy a fair number of abilities, but in the style of GW or EQ1 you can only load up a limited number at one time. You get to load 4 generic abilities, 2  abilities designed specifically for RvR, and 1 specifically for PvE. Plus you get to choose 4 'morale' abilities. Morale is build-only-in-combat mana.

Abilities are linked to AT, Race, and Career.

The grab bad is almost entirely non-retarded this month...

Quote
Q: Are there any other factors besides time that influence morale, such as home field advantage increasing morale or being outnumbered decreasing morale?

A: At the simplest level, morale only builds when you are actively participating in a fight – either by dealing damage or by healing a target that is dealing damage. Beyond that, there are many factors that can impact morale – your own tactics and the tactics from your group members, proximity to allied players of certain careers, group buffs, debuffs from enemies, etc.

Q) Are the tactics you choose permanent or can they be changed later on?

A) Absolutely not permanent - Players earn tactics from standard advancement as well as progressing in RvR and via the Tome of Knowledge. As they move through their career, they’ll earn FAR more tactics than can ever be slotted at once (the same holds true for morale abilities). Players can slot and re-slot tactics as they see fit. The only limitation is that tactics CANNOT be changed out while you’re in combat. Players will also be able to prepare numerous “load outs” for their tactics that they can toggle between easily, rather than having to adjust specific tactics over and over. Make sure to check out this month’s podcast for more details!

Q) Will you be able to get trophies from killing other players?

A) Yes, but we’re doing it in a way that will allow players to have a degree of choice when it comes to the trophies they receive, so it won’t be a simple matter of looting the trophy from a player’s corpse.
 




Title: Re: WAR Elf classes
Post by: Soukyan on October 01, 2007, 06:57:01 AM
The problem with open field RvR is that it allows gank squads to get at casuals. Casuals in this case meaning soloers, people who play one night a week, or people who aren't good enough to compete, or people who just aren't good at PvP. Gank Squads did as much to keep DAoC subs as low as they were as PK's did in UO. People don't like being rolled 99% of the time when a game is free, let alone paying for it. Have open field PvP. Fine. But there must, absolutely must, be some system in place to to allow casuals to PvP without being exposed to gank squads. Making randomly queued instances like AV is the simplest, probably best way. Have a queue for "no groups" and another queue for "groups". Really, it's not that hard.

I like PvP. But I don't like grouping. I doubt I'll eve join another guild, or even group for that matter. I can still PvP to my heart's content in WoW in the battlegrounds. Unfortunately they've mandated forced fake friendships to get in the Arena, but the BG's still work. AV is the consistently best balanced due to people not being able to join as a group, and there's never a shortage of them going so I doubt that "no groups" is as big a deal breaker as people think.

Not to belabor a post from two pages ago, but I was out of town and missed the chance to reply. What I loved most about DAoC was the open field RvR. And I was a casual player. If it hadn't had the open field RvR, I would have never stuck around for as long as I did. When they started adding all the extra PvE grind and omgleet drops that go with it was when I really started to burn out, but even then as a casual, I was able to compete and compete well in open field RvR. Mind you, I played a Healer and more often than not was in a group, but there were many times when I was solo and the class was no pushover. If WAR can do open field RvR right, I could get hooked on an MMOG again. Oh, and the lower level battlegrounds thing = awesome awesome fun. Perhaps i should just go back to playing DAoC. I do miss the fun of RvR and getting to try it out with all classes at almost any level.


Title: Re: WAR Elf classes
Post by: Nebu on October 01, 2007, 06:59:58 AM
Perhaps i should just go back to playing DAoC. I do miss the fun of RvR and getting to try it out with all classes at almost any level.

Don't do it.  I played (and loved) DAoC for over 5 years and have left the game for good.  Let your memories remain unjaded.  Going back would not only frustrate the hell out of you, but also kill the last of those fond memories.  The game has reached a state where it has been left out to pasture to die.


Title: Re: WAR Elf classes
Post by: Soukyan on October 01, 2007, 07:04:50 AM
Perhaps i should just go back to playing DAoC. I do miss the fun of RvR and getting to try it out with all classes at almost any level.

Don't do it.  I played (and loved) DAoC for over 5 years and have left the game for good.  Let your memories remain unjaded.  Going back would not only frustrate the hell out of you, but also kill the last of those fond memories.  The game has reached a state where it has been left out to pasture to die.

You're right. I had great fun with the game, and made a lot of good gaming pals in that game.