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Title: Vanguard: Round 1 - FIGHT!
Post by: Kitsune on January 29, 2007, 03:33:40 AM
Given that every other Vanguard thread seems to be 'Vanguard sux!'  'Nuh uh!  Vanguard rulez!'  'Nuh uh!', I'd like to get something a bit more informative out of people who've played the game.  To that end, I want to lay down some suggestions and the questions that I'd like answered.  Anyone with further ideas, feel free to tack them on.  These are the questions I'd ask of any MMOG, more or less.

Suggestions

1. Nothing on performance/stability.  Those issues plague almost all MMOGs at launch, that sort of problem will eventually be worked out and is a transient issue compared to the game's content.

2. Nothing on leveling speed.  If a game is actually enjoyable to play, then it shouldn't matter how long it takes to hit 50.  Reaching 50 in one day is pointless if the game is sheer torture.

3. Try to note whether a feature is incomplete.  A class full of placeholder spells is more likely to undergo significant changes than a class that seems to be polished.


Questions

1. Core mechanics.  The game is level-based, but has a hefty number of skills.  Is this the same as EQ/WoW's 'you have skills but they don't actually do much of anything and level is all that matters' system, or something actually approximating a skill-based game like UO/Oblivion?  Do the stats have a significant impact on a character, or are they more or less ignorable?

2. Races.  Are they unique and compelling?  Examples of uniqueness are stats that are noticeably different from the other races; EverQuest's 'High Elves get +5 intelligence!' is an example of a difference that doesn't count for crap.  Examples of compelling details for a race are EverQuest's different flavors of low-light vision (EQ2's ugly and useless low-light vision modes don't count), a unique and interesting home city, and lots of quests and lore about each race to give them a place in the world.  Going back to EQ, the VahShir's newbie citizenship quest was a very good way to immerse players in the race; on the flip side of that coin, however, EQ did a shitty job of making the other players care about that race, "Um, there's, like, a moon, and cat people live on it." was about the extent of things.  Good game lore should familiarize players of every race with what's going on with every other race.  High Elven players should be intimately familiar with every misdeed performed by the Dark Elves and why they are hated so, while the Dark Elves should know that the High Elves are all just prissy racists trying to keep the black man down.

3. Classes.  As with the races, are the classes distinct from each other?  The original vision of EQ2 is a prime example of a game that completely failed at compelling and distinct classes; one healer was much the same as another.  Ideally, each class should have mechanics that sets it completely unique from the others; WoW did a very handy job of this.  Nobody could ever confuse a totem-dropping Shaman with a soul-stealing Warlock, even if both of them were performing a similar role of standing back and zapping monsters.  On the other hand, each class needs to be broad enough to find a place in a party, in much the way that a WoW party seeking DPS can easily accept a Rogue or Mage to perform the role.  Also, as with races, there should be ample quests available to acquaint everyone with their own class and what to expect from the other classes.  Hopefully enough to prevent any more 'SoW plz' to the clerics.

3a. Classes in combat.  Vanguard uses the 'auto-attack plus specials' of EQ and all of its progeny.  Are the spells and attacks unique and interesting?  Early WoW feral druids are an example of attacks that were not at all interesting.  Run up to monster, claw, claw, claw, claw, claw, rip, repeat until monster dead, repeat on next monster.  Just as bad as EverQuest's old 'hit attack and sit back to watch the fight, hitting the Kick button now and then'.

3b. AI in combat.  How intelligently do the NPCs fight?  Is it a simple threat model, or do they display any more advanced behavior?

4. Tradeskills.  Do they create items of worth, or are they a money/time sink?  Low-level tradeskills often create decent items for their level, while high-end tradeskills usually create trash for their level.  If nobody has gotten to see the upper levels of crafted items, nobody may be able to answer this one.

5. Diplomacy.  Okay, they took Oblivion's persuasion minigame and made it into a card game.  What does it do?  What benefits are gained from getting chummy with NPCs?  Can it actually make a big difference, to the tune of being able to talk your way through a KOS city or avoiding fights with monsters?

6. The World.  Do NPCs have any life to them, or are they still standing in the same spot 24/7 like they did in EQ, unmoving and unspeaking?  Do events of complexity occur, such as a quest 'spawning' near a player with scripted NPCs (a caravan appears on the road, the owner is distraught because his daughter is missing), or is the wilderness just a giant monster-spawning field?  Is anything actually going on like a war or invasion or something that will bring change from month to month, or is the world more or less static, with Fippy making his eternal charge for Qeynos every five minutes?

6a. Exploration bait.  Are there interesting things to find?  Caves, temples, tombs, monuments, villages, out of the way NPCs and quests?

7. Convenience.  Customizable user interface, easy means for players to find groups, well-written quest logs for keeping track of things, not having to sit and stare at a spellbook for five minutes after every fight, stuff along those lines that show polish and forethought in the game-playing experience.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on January 29, 2007, 03:41:28 AM
Dude, you could be rght. But I can't help saying: "4th Vanguard thread? WTF!!"


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on January 29, 2007, 07:17:38 AM
Yes, there are four threads but three have been polluted beyond all coherent discussion.

So, abiding by the rules above (for the most part) here are my impressions after about 5 hours of play over 3 days. My characters:

7 vulmane druid
3 halfling ranger
1 lesser giant dk (exists but no played time)

All characters are on the Thestra continent, Hilsbury server. I am only going to comment on what I have experienced myself or heard through my guildmates (guild invites are buggy as shit right now, btw.)

1) Too early to tell about skills. After level 10 you get to allocate stats manually and everyone tells me to pick 3 and ignore the rest. Vanguard is clearly a game above specialization.

2) The Vulmane are cool. They are the dog/wolf-like race. I usually go human or half-elf in MMOs so I am going against type here. The starting area evokes Native Ameican culture and anecdotally is one of the best (i.e. fully fleshed-out and least buggy) starting areas, the other being the Varanjar/Lesser Giant areas. My vulmane has 7 open quests at level 7.

3) The druid is an offensive caster (DDs and DoTs) with root (40% chance to break if target is damaged), damage shield (1 hour duration), a weak heal and eventually SoW and levitate. The spell progression is exactly like WoW: Lightning Strike I became Lightning Strike II. All my spells are I or II right now. You can cast on the run.  I am still not bored of the Lightning Strike graphic. I little cloud appears over the target and dual, narrow lightning bands strike down. I also have a dumb earth elemental pet. It attacks my target but cannot be commanded. It vanishes 10 seconds after combat ends or is killed. The poison DoT is just a green cloud.

3b) Nothing special about the AI. If a mob has a ranged attack, they use it when rooted. If a mob spawns or wanders by a mob I have rooted, it aggros.

5) Diplomacy. I didn't read the tutorial and tried to wing it. I am stuck on the third step of the introductory Diplomacy questline because I get beaten badly. Will have to revivist this or just blow it off for now.

6) I have seen little of the world, but there are a lot of "frozen" NPCs in the vulmane town. Some guards wander a bit. There is no "life" in that sense.  Too early to comment on exploration potential. One of my guildmates crossed the Thestra continent on his level 10 horse. It took 45 minutes and he didn't remark on anything special in Ventrilo while he was doing it.

7) I find the UI crude coming from EQ2 but it is functional. I have a chat box and a combat box. The target box is too bulky and the mob's level is a tiny number. So far, the only color coding on the mobs is yellow = nonaggro, red = aggro. I have seen no evidence of green-blue-white-yellow-orange a la EQ2/EQ.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on January 29, 2007, 07:49:12 AM
3) The druid is an offensive caster (DDs and DoTs) with root (40% chance to break if target is damaged), damage shield (1 hour duration), a weak heal and eventually SoW and levitate.
sow plz

Sorry I couldn't resist :-D


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on January 29, 2007, 07:49:27 AM
7) I find the UI crude coming from EQ2 but it is functional. I have a chat box and a combat box. The target box is too bulky and the mob's level is a tiny number. So far, the only color coding on the mobs is yellow = nonaggro, red = aggro. I have seen no evidence of green-blue-white-yellow-orange a la EQ2/EQ.

There's a crude dot system of conning things when you target a mob.  When you look at the circle of the target window, you'll see a number of colored dots that will display con (color) and difficulty (number of dots denote a mob that should be handled by a group or can be handled solo).  

I'll try to post something more here later... I have work that has to get done in the next hour or so.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on January 29, 2007, 07:49:55 AM
2. Nothing on leveling speed.  If a game is actually enjoyable to play, then it shouldn't matter how long it takes to hit 50.  Reaching 50 in one day is pointless if the game is sheer torture.
That would be really important, the only people who could enjoy the leveling in this game are either masochists or that very small percentage of people who can play a game and honestly ignore their level.  I've tried to do the whole "It's not the destination but the journey" thing in MMOs before by enjoying all the lower level content but I always break down and start staring at the xp bar... then I grind out a level or two, then I don't stop grinding until I despise the game.

Quote
1. Core mechanics.  The game is level-based, but has a hefty number of skills.  Is this the same as EQ/WoW's 'you have skills but they don't actually do much of anything and level is all that matters' system, or something actually approximating a skill-based game like UO/Oblivion?  Do the stats have a significant impact on a character, or are they more or less ignorable?
I'm not sure how you can say WoW's skills don't matter, there are whole sites dedicated to arguing about the best way to build your character, whether to go Disc/Holy/Shadow type stuff, Vanguard has no such skill allocation system.  It has a lot of skills but they are in the EQ style of just getting skill ups as you use something so that you are more successful at said skill.  You can spend attribute points to increase your str/int/wis etc once you hit level ten, you get a handful every third of a level or so.

Quote
2. Races.  Are they unique and compelling?  Examples of uniqueness are stats that are noticeably different from the other races; EverQuest's 'High Elves get +5 intelligence!' is an example of a difference that doesn't count for crap.  Examples of compelling details for a race are EverQuest's different flavors of low-light vision (EQ2's ugly and useless low-light vision modes don't count), a unique and interesting home city, and lots of quests and lore about each race to give them a place in the world.  Going back to EQ, the VahShir's newbie citizenship quest was a very good way to immerse players in the race; on the flip side of that coin, however, EQ did a shitty job of making the other players care about that race, "Um, there's, like, a moon, and cat people live on it." was about the extent of things.  Good game lore should familiarize players of every race with what's going on with every other race.  High Elven players should be intimately familiar with every misdeed performed by the Dark Elves and why they are hated so, while the Dark Elves should know that the High Elves are all just prissy racists trying to keep the black man down.
They use the same body models for all races (just changing height/girth) and then just stick a different head on and change the skin texture so physically they aren't unique at all.  The stats are like in EQ, high elves get more wisdom every level than others, it can add up though.  Each race has a special ability, some of which are very useful (immune to damage for ten seconds) and groups of races get small bonuses in run speed, mana etc.  There are many, many starting areas and they are all somewhat different.  Lore wise I think they are doing a terrible job, you aren't introduced to your race at all.  You don't know why you're here, who you hate, who your enemies are and there is almost no history given at all.

Quote
3. Classes.  As with the races, are the classes distinct from each other?  The original vision of EQ2 is a prime example of a game that completely failed at compelling and distinct classes; one healer was much the same as another.  Ideally, each class should have mechanics that sets it completely unique from the others; WoW did a very handy job of this.  Nobody could ever confuse a totem-dropping Shaman with a soul-stealing Warlock, even if both of them were performing a similar role of standing back and zapping monsters.  On the other hand, each class needs to be broad enough to find a place in a party, in much the way that a WoW party seeking DPS can easily accept a Rogue or Mage to perform the role.  Also, as with races, there should be ample quests available to acquaint everyone with their own class and what to expect from the other classes.  Hopefully enough to prevent any more 'SoW plz' to the clerics.
The are a lot of classes so there are definitely differences but they are lumped into four groups (tanks,melee dps, caster dps, healer).  There are no quests to acquaint yourself with the other races, I'm a cleric so I wear heavy armour and wield a mace and I had people from WoW trying to give me cloth and staffs.

Quote
3a. Classes in combat.  Vanguard uses the 'auto-attack plus specials' of EQ and all of its progeny.  Are the spells and attacks unique and interesting?  Early WoW feral druids are an example of attacks that were not at all interesting.  Run up to monster, claw, claw, claw, claw, claw, rip, repeat until monster dead, repeat on next monster.  Just as bad as EverQuest's old 'hit attack and sit back to watch the fight, hitting the Kick button now and then'.
You mash the same buttons for the most part, there is a system similar to EQ2's where the group can chain special attacks.

Quote
3b. AI in combat.  How intelligently do the NPCs fight?  Is it a simple threat model, or do they display any more advanced behavior?
Very simple EQ style.

Quote
4. Tradeskills.  Do they create items of worth, or are they a money/time sink?  Low-level tradeskills often create decent items for their level, while high-end tradeskills usually create trash for their level.  If nobody has gotten to see the upper levels of crafted items, nobody may be able to answer this one.
Like you said there are some useful low level items but I don't know about the high end, I don't think they have all the recipes written.  If it is like EQ (and I'm sure it will be) then there will important end crafter items.  Some professions will also be very important in the high end to build your house and boats.

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5. Diplomacy.  Okay, they took Oblivion's persuasion minigame and made it into a card game.  What does it do?  What benefits are gained from getting chummy with NPCs?  Can it actually make a big difference, to the tune of being able to talk your way through a KOS city or avoiding fights with monsters?
It's not much like Oblivion's system at all, this is more complicated and can be somewhat difficult.  Reward wise I can't say too much because I just started but you can do stuff like improve the morale of your city's soldiers and that can give a plus attack buff to everyone in the city.  Apparently some high end quests won't work without diplomacy, as in to fight giant_raid_foozle48 someone in your guild might need to convince an NPC to let them attack.  It can be a fun little game and as you get better it becomes more difficult with different types of cards being added to your deck.

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6. The World.  Do NPCs have any life to them, or are they still standing in the same spot 24/7 like they did in EQ, unmoving and unspeaking?  Do events of complexity occur, such as a quest 'spawning' near a player with scripted NPCs (a caravan appears on the road, the owner is distraught because his daughter is missing), or is the wilderness just a giant monster-spawning field?  Is anything actually going on like a war or invasion or something that will bring change from month to month, or is the world more or less static, with Fippy making his eternal charge for Qeynos every five minutes?
It's like EQ, the most I have seen NPCs do is walk in a set path.  Some quests will only spawn monsters after events or when you perform an action.  There are several areas where NPCs are fighting each other but it is painful to watch because they just respawn and attack the same person over and over.

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6a. Exploration bait.  Are there interesting things to find?  Caves, temples, tombs, monuments, villages, out of the way NPCs and quests?
Yes there is a lot to find but the world is so large you might have trouble finding it, some of the areas are also very boring to walk through, like the plains.  Other areas are very interesting and pleasant though.

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7. Convenience.  Customizable user interface, easy means for players to find groups, well-written quest logs for keeping track of things, not having to sit and stare at a spellbook for five minutes after every fight, stuff along those lines that show polish and forethought in the game-playing experience.
The interface is only customizable in so far as EQ was, you can change colours, locations, shapes but there is nothing like the WoW system of being able to actually script stuff.  The quest log is decent, it keeps the original text, has a synopsis of what to do and has locations to choose from.  You don't have to stare at a spellbook.  There is only one world map, the mini map is just a one inch portion of the world map that is zoomed in somewhat.  You don't get a map of your city or a dungeon, just a dot on the world map.  The game is far from polished.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on January 29, 2007, 07:50:48 AM
6) I have seen little of the world, but there are a lot of "frozen" NPCs in the vulmane town. Some guards wander a bit. There is no "life" in that sense.  Too early to comment on exploration potential. One of my guildmates crossed the Thestra continent on his level 10 horse. It took 45 minutes and he didn't remark on anything special in Ventrilo while he was doing it.
Frozen as in not moving but still animated (head turning, arms moving, etc.) or frozen like a statue?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on January 29, 2007, 08:00:42 AM
They all have some head/arm animation and some have rudimentary voice commentary.  There is no sense of an active community, though.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on January 29, 2007, 08:14:05 AM
Quote from: Miasma
Quote

1. Core mechanics. The game is level-based, but has a hefty number of skills. Is this the same as EQ/WoW's 'you have skills but they don't actually do much of anything and level is all that matters' system, or something actually approximating a skill-based game like UO/Oblivion? Do the stats have a significant impact on a character, or are they more or less ignorable?
I'm not sure how you can say WoW's skills don't matter, there are whole sites dedicated to arguing about the best way to build your character, whether to go Disc/Holy/Shadow type stuff, Vanguard has no such skill allocation system. It has a lot of skills but they are in the EQ style of just getting skill ups as you use something so that you are more successful at said skill. You can spend attribute points to increase your str/int/wis etc once you hit level ten, you get a handful every third of a level or so.
Was he talking about Skills and you're talking about Talents? Definitely agree that Talents make or break characters, but Skills I always felt were a bit like EQ1: a foregone conclusion. If you needed it, you grinded it if you didn't max it out per level along the way. This is partly because as a Mage, it doesn't matter what proficiency I have in 1H Swords, Daggers, or Staves. I don't fight with those things, I just use them for stats. For Skills on these to matter, the amount of stat boost you receive would be based on your proficiency in that weapon. But then, if that becomes the case, I just go grind it :)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on January 29, 2007, 08:20:23 AM
What WoW did with Talents they plan to make with AA when you hit max level or something. I raise my eyebrow to that, but that's what I heard.
There was some talking about talent-like stuff, but I guess it went lost in the early-launch madness.

Allocating stat-points every level (actually every 33% of a level) it's fun. Mildly, and not enough character customizing at all, but fun. It should be in every MMORPG.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Kitsune on January 29, 2007, 10:30:05 AM
Quote
Dude, you could be rght. But I can't help saying: "4th Vanguard thread? WTF!!"

As mentioned, the other threads have turned into people fighting with cats duct-taped to their hands; nobody's getting useful information out of them.

Quote
I'm not sure how you can say WoW's skills don't matter, there are whole sites dedicated to arguing about the best way to build your character, whether to go Disc/Holy/Shadow type stuff, Vanguard has no such skill allocation system.  It has a lot of skills but they are in the EQ style of just getting skill ups as you use something so that you are more successful at said skill.  You can spend attribute points to increase your str/int/wis etc once you hit level ten, you get a handful every third of a level or so.

I'm talking about skills, not talents.  Talents matter a whole lot and are a good system, whereas skills don't really matter.  A mage with 300 defense is going to get torn up by a monster only slightly slower than a mage with 1 defense.

Thanks to all for the informative replies, they helped shed a lot more light on things.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on January 29, 2007, 02:30:59 PM
I have some questions to ask, although I'm not sure if I should put them into this thread...

I would like to know a couple things before I pick this sucker up and check out the trainwreck:


1)  Is the client stable? Semi-Frequent Crashes to Desktop are not acceptable.

2)  Is the server stable?

3)  How is the population?  Totally overcrowded?  Ghost Town?

4)  How is the performance?  I have a 3700+ and a decent video card, 2 gigs of ram.  Will I be frustrated with performance while playing more than 5% of the time?

5)  How are the classes?  Distinct?  Unfinished?  Totally unbalanced? 



I'm not interested in polish.  I don't really care about animations, aesthetic errors, or slightly annoying bugs.  Polish is great for selling lots of copies, but it doesn't matter too much to me if the core mechanics are good (which I would like to find out by playing, but I won't go through hell to do so).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on January 29, 2007, 02:49:19 PM
I have some questions to ask, although I'm not sure if I should put them into this thread...

I would like to know a couple things before I pick this sucker up and check out the trainwreck:


1)  Is the client stable? Semi-Frequent Crashes to Desktop are not acceptable.

2)  Is the server stable?

3)  How is the population?  Totally overcrowded?  Ghost Town?

4)  How is the performance?  I have a 3700+ and a decent video card, 2 gigs of ram.  Will I be frustrated with performance while playing more than 5% of the time?

5)  How are the classes?  Distinct?  Unfinished?  Totally unbalanced? 


1) No crashes for me so far after a few several hour stints. I did start to get some graphics blotches at one point but /flush fixed it instantly.
2) Hilsbury us.
3) Low, but not empty.
4) I have a similar system to yours and the game is easily playable on Balanced at 1280x1024. There is some frame stutter around towns but it is completely tolerable (better than Qeynos Harbor in EQ2.)
5) Distinct. Unfinished? Too early to tell. Unbalanced? The consensus is that rangers and necros are overpowered.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on January 29, 2007, 02:51:48 PM
1)  Is the client stable? Semi-Frequent Crashes to Desktop are not acceptable.

2)  Is the server stable?

3)  How is the population?  Totally overcrowded?  Ghost Town?

4)  How is the performance?  I have a 3700+ and a decent video card, 2 gigs of ram.  Will I be frustrated with performance while playing more than 5% of the time?

5)  How are the classes?  Distinct?  Unfinished?  Totally unbalanced? 

My opinions after playing this weekend.  

1) I've only had one crash in many hours of play.  While that may be unacceptable to some, I can't consider that catastrophic for a pre-launch launch.

2) The servers are pretty stable but they've been taking them down A LOT for small patches.  I don't think they'll be running full time for at least a couple of weeks.

3) Population is highly server and starting zone dependent.  Most are light to medium, so it's not a madhouse.  I envision it will be worse on Tuesday, but that could be optimistic.

4) I have a good machine and the performance is only good outside of cities.  When I go to a major hub, I get tons of lag and terrible framerates even on the highest performance settings.  I have an NVidia 6800 and 2 GB ram and it chugs in the hubs with all the glitz turned off.  I expect this to also get worse before it gets better.

5) This one surprised me.  I've played a few classes to level 10 and many seemed overpowered from a classic EQ standpoint.  There are still many classes that seem unfinished (warriors can't seem to hold aggro, rogues are VERY incomplete) and balance is a serious issue.  I love PvP but wouldn't consider it in this game.  The class imbalances are pretty severe.  

Hope that helps a little.  


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: SnakeCharmer on January 29, 2007, 03:55:15 PM
1)  Is the client stable? Semi-Frequent Crashes to Desktop are not acceptable.

one crash in 18-20ish hours of playing since Friday

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2)  Is the server stable?

Other than them taking it offline primetime Saturday night, no server crashes since launch that I know of.

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3)  How is the population?  Totally overcrowded?  Ghost Town?

A bit of a personal preference questions.  Some people like it with 100's of other players immediately around them, others prefer it on the empty side.  For me, it was just right; meaning I saw wanderers running/riding by about every couple minutes no matter where I was.

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4)  How is the performance?  I have a 3700+ and a decent video card, 2 gigs of ram.  Will I be frustrated with performance while playing more than 5% of the time?

You should be fine.

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5)  How are the classes?  Distinct?  Unfinished?  Totally unbalanced? 

About the same as every other fantasy diku


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: sinij on January 29, 2007, 05:09:49 PM
1. Nothing on performance/stability

Why not? Its not like they are breaking any new grounds with design that they have an excuse of not having stability at release.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on January 29, 2007, 05:19:00 PM

1)  Is the client stable? Semi-Frequent Crashes to Desktop are not acceptable.

2)  Is the server stable?

3)  How is the population?  Totally overcrowded?  Ghost Town?

4)  How is the performance?  I have a 3700+ and a decent video card, 2 gigs of ram.  Will I be frustrated with performance while playing more than 5% of the time?

5)  How are the classes?  Distinct?  Unfinished?  Totally unbalanced? 


1) No client crash so far for me. About 20 hours /played

2) As everyone else stated it's pretty stable.

3) I'd say that population is high on Varking, but that must be cause it's the only Team PvP one. Plus this is only the preorder players. Since tomorrow the game will be on shelves everywhere so you can expect high population on a bunch of servers.

4) "Decent videocard" doesn't say much. We have same chip and RAM but videocard could be the tiebreaker. I have a 7800gtx 512 and it runs more then fine.

5) Classes are definitely distinct. They fall in 4 archetypes but they are very different anyway. Unbalanced? I could understand that from a PvP point of view (and you bet they are unbalanced in PvP) but I can't grasp the concept from a PvE perspective.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Kitsune on January 29, 2007, 05:44:29 PM
1. Nothing on performance/stability

Why not? Its not like they are breaking any new grounds with design that they have an excuse of not having stability at release.

Because just about every MMOG ever made broke like a matchstick on release day.  EQ did it.  WoW did it.  AO definitely did it.  And despite all of those unstable releases, they inevitably managed to get things back up and running smoothly within a month.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Zane0 on January 29, 2007, 05:52:36 PM
Wouldn't you agree that there are degrees of instability?  I think AO tried to format your hard drive at one point in time.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Kitsune on January 29, 2007, 06:07:28 PM
Well yes, making your computer burst into flames isn't so excusable.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on January 29, 2007, 07:02:18 PM
Because just about every MMOG ever made broke like a matchstick on release day.  EQ did it.  WoW did it.  AO definitely did it.  And despite all of those unstable releases, they inevitably managed to get things back up and running smoothly within a month.
Not sure if I was playing different servers, but in every game after SWG, anything I played on launch day worked fine. The only big problems were either game related (like the hugh XP nerf in PS) or came later (like WoW's server issues a month and a half after launch). Prior, CoH and DAoC worked fine, though SB and AC2 seemed disasterous (wasn't there for day 1 in SB, but was there for AC2). I think SWG comes closest to AO in terms of fiasco, but at least it was playable on day two.

Of course, we're sorta unique for putting up with this stuff. The last two years have been darned good for launches, for the games that matter. We're finally achieving what other genres had long since established.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: squirrel on January 29, 2007, 08:34:30 PM
1. Nothing on performance/stability

Why not? Its not like they are breaking any new grounds with design that they have an excuse of not having stability at release.

Because just about every MMOG ever made broke like a matchstick on release day.  EQ did it.  WoW did it.  AO definitely did it.  And despite all of those unstable releases, they inevitably managed to get things back up and running smoothly within a month.

Hrm, I'd agree that the majority of MMOG's are broken day one - but WoW was fine for me on launch day and for several days after. Additionally DAoC was rock solid launch day and pretty much all the time after. Not that VG is having issues, I have no idea, but citing WoW launch in the same paragraph as AO is pretty unrealistic.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: pants on January 29, 2007, 08:59:55 PM
Wouldn't you agree that there are degrees of instability?  I think AO tried to format your hard drive at one point in time.

Not quite.  There were situations where it borked your Windows install, requiring a reinstall.  Now THAT was a bad launch!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on January 30, 2007, 08:42:41 AM
Dinged level 7 last night, becoming susceptible to the death penalty. Then died repeatedly over the next hour or so. The actual machanics are not communicated in the game at all.

1) You die and a box appears saying your spirit will release in 10 minutes and then starts counting down. There is a button to release immediately.

2) Releasing drops me at the altar just outside my newbie town. I have no idea how to change this manually or if the game uses the closest one.  You appear naked - well not naked but in your initial clothes.

3) The four times I died, I was maybe a 1 minute run from my gravestone/corpse so I just ran back and clicked it. I got 390 exp back each time and my gear seemed undamaged from the death, although it has wear from regular use. Thankfully all your gear goes where it should with a single click. No gear is under 80% durability yet so I haven't tried repairing.  According to a guildmate's frustrated spam, there is no "repair all" option.

4) Apparently you can summon your corpse to the altar and take a 20% durability hit to all your gear and some exp debt/loss. However, the amount of debt is invisible since the exp bar remains the brownish-gold color. So while  it is clear from the exp message received on corpse recovery that there is debt of some kind, I cannot comment what fraction of a level it is.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on January 30, 2007, 08:50:59 AM
General merchants in town sell bind stones for like 50c a stack of 10.  If you right click the stone it will turn to an "!" that allows you to soul bind a piece of equipment.  Once a piece of gear is soulbound, it will come with you when you release to the bind stone.  I usually buy a stack of these soulbind stones every time I go to town and soulbind all of the gear I find worth keeping.  This keeps you outfitted well enough to fight anything near your corpse after death. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on January 30, 2007, 08:52:30 AM
Thanks. I am an experienced MMOG but when I play a new game I let it lead me by the nose. There is nothing in game that explains this mechanic to a new player.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on January 30, 2007, 08:56:55 AM
Thanks. I am an experienced MMOG but when I play a new game I let it lead me by the nose. There is nothing in game that explains this mechanic to a new player.

I found out just buy looking at all the stuff the general merchants sold... I did this while laughing about the fact that there is no "Repair All" option. 

If I were to write a review, I'd advise people don't go near this game for at least 6 months if at all.  By then not only should some of this be addressed, but you should be able to get the game for $5 out o fthe bargain bin.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on January 30, 2007, 10:44:50 AM
www.vgplayers.com (http://www.vgplayers.com)

Better than what SOE does for EQ2players.com. This site somehow actually took a screenshot of my character and put it there. Moderately innovative, anyway.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on January 30, 2007, 10:46:57 AM
Yeah there isn't much documentation, maybe if you allow that annoying pop-up tutorial box to remain it would tell you something when you die but nobody leaves those turned on.

When you die you go to the nearest alter (unless you get a rez in those 10 minutes), you also have a bind point but that is only where you recall.  It's similar to hearthing and graveyards in WoW.  As Nebu said you can buy a 30 copper item from general merchants which have ten charges and will make items soulbound so that they travel with you after death.  The downside is that once you soulbind an item it can not be sold or given to other players.

As in EQ you can also give people permission to drag your tombstone to you, this lets a stealth or class with invis fish them out of dungeons if you really don't want to simply summon it.

Tombstones can also be targeted and resurrected, it basically teleports you to your tombstone so you can loot it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on January 30, 2007, 10:55:59 AM
www.vgplayers.com (http://www.vgplayers.com)

Better than what SOE does for EQ2players.com. This site somehow actually took a screenshot of my character and put it there. Moderately innovative, anyway.
Is that the Vanguard's auto "Chronicling your character" thing? FOH had a thread where that was mentioned -- it turns out the auto-screenshot feature grabs chat displays too -- including private tells. One of the VG devs had a "Oh shit, I'll see if I can get that fixed" moment when someone mentioned it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on January 30, 2007, 10:59:56 AM
Holy crap you're right luckily I wasn't saying anything. (http://vgplayers.station.sony.com/media/media_full_view.vm?imageId=4092180&imageCategory=General&characterId=85899350560)  Really cool feature, once they close a couple holes.

Edit: Bah, the site went down for maintenance once I hit the preview button.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on January 30, 2007, 11:24:39 AM
Holy crap you're right luckily I wasn't saying anything. (http://vgplayers.station.sony.com/media/media_full_view.vm?imageId=4092180&imageCategory=General&characterId=85899350560)  Really cool feature, once they close a couple holes.

Edit: Bah, the site went down for maintenance once I hit the preview button.
Both Smed and another guy I'm fairly sure is a VG dev commented about it, so at least it's a known issue. I do admit it's a cool idea.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on January 30, 2007, 11:35:09 AM
Dinged level 12 and I have to say that it plays scarily similar to WoW for me (don't flame. Very similar gameplay with a TON of polish less.. let's make it TWO tons). Besides the slowest XP curve and the lack of a guiding hand, there is an impressive number of questlines from level 1 up to 12 and beyond (that's all I could find so far) that:

a) let you explore and move to better suited zones for your level
b) dress you up for real. Good stuff, seriously
c) have pretty interesting and compelling dialogues. Many mentioned the Kojani startin quest, and I added the brownie revolution one. I found a few more and I am pretty satisfied with quest progression and rewards.

What's the problem? No one for me, but LOTS are complaining that there are no clear directions to such quests and questlines, so many are missing it.
I'd say that there's no lack of content at all, on the contrary, there is plenty. And the whole thing is very rewarding (much closer to WoW than EQ2 item-wise. No really , you had to sweat your Class Armour in EQ2, while some significant quest rewards here are obtained surprisingly easy). But that content is not in your face. You have to look for it, ask around, explore... cause there are definitely no "Mobs here" or "Compelling questlines there" signs.

Apparently, this whole attitude is the dealbreaker. Some are loving while the majority is hating it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on January 30, 2007, 11:49:48 AM
I'm finding no lack of content and actually enjoy not being led by the hand.  The problems for me at this stage are all in polish and implementation. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on January 30, 2007, 12:03:37 PM
True onthe quests. I stumbled on a level 4 quest last night that I had missed before because I didn't explore every nook and cranny for quest NPCs. When you arrive in a new city, it pays to explore thoroughly. This isn't a bad thing.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Khaldun on January 30, 2007, 12:45:18 PM
Here's my question, tied in somewhat to the initial questions.

What features of Vanguard have the potential to make it more "virtual world" and less "amusement park"? E.g., are there built in game mechanisms for generating an economy? Player housing? Dynamic spawns? World events or a landscape which changes in reaction to player actions?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on January 30, 2007, 01:04:49 PM
Well, there is an auction house and lots of gathering/crafting.  You have to get a house built for you by crafters and then purchase the plot of land and place it.  Crafters can also make and sell boats so that you can head out to sea.  I'm not sure what you mean by dynamic world spawns, there are quests where monsters/NPCs only spawn if you use an item.  The only landscape changing I can think of is the housing, and I suppose leaving your tombstones all over.

But whenever someone says "virtual world" my eyes sort of glaze over so I don't think I've bothered to read the latest of the shifting definitions for it so I can't tell you if Vanguard would qualify.  I doubt it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on January 30, 2007, 01:16:26 PM
I have gone down the diplomacy line a bit, have over 40 skill in it now, and this provides you with alot of the background of what is currently happening in Thrush when you start.  Seems consistent with Brad's approach, if you want this info you have to get it out. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Kitsune on January 30, 2007, 04:58:22 PM
Well, there is an auction house and lots of gathering/crafting.  You have to get a house built for you by crafters and then purchase the plot of land and place it.  Crafters can also make and sell boats so that you can head out to sea.  I'm not sure what you mean by dynamic world spawns, there are quests where monsters/NPCs only spawn if you use an item.  The only landscape changing I can think of is the housing, and I suppose leaving your tombstones all over.

But whenever someone says "virtual world" my eyes sort of glaze over so I don't think I've bothered to read the latest of the shifting definitions for it so I can't tell you if Vanguard would qualify.  I doubt it.

Ah, boats.  Let's talk about this.  UO has boats, but UO also has compelling reasons to have boats.  Fishing up bottles and sea monsters and chests and going on treasure hunts and some land that couldn't be reached through any non-boaty means.

What does Vanguard let you do with a boat that couldn't be done without?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on January 30, 2007, 05:05:47 PM
From the looks of it, there will be areas in the game reachable only by boat and/or flying mount. And boats seem to be much easier to afford. I don't have any real proof of boat/flying accessible only area, except that on the map the areas in between the major continents are labeled "Uncharted Waters" or somesuch. That lends itself to the idea there is stuff out there. But even if there isn't, I suppose it would make it very easy to travel to the other continents since you wouldn't have to wait for an NPC boat to ferry you - you'd just take off from whichever beach you were nearest.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on January 31, 2007, 07:35:44 PM
They have indicated that there will be sea encounters for those sailing around in boats.

I found this close to a pirate camp during beta
http://i123.photobucket.com/albums/o307/Belce99/ScreenShot_00000-1.jpg
from the air
http://i123.photobucket.com/albums/o307/Belce99/ScreenShot_00024.jpg

In town they have something called Civic Diplomacy and if you are successful it improves your faction in some parts, says it advances events by a certain amount and provides you with a hour buff, for me so far the buff has been a 5% mitigation boost, not too bad for a warrior.   Will be interesting to see what the event advancements end up with in the future.  Also a successful parlay here does give you something that information brokers will be willing to buy as well. 

As part of the diplomacy quest series I did, I caused the death of a man and when I returned later with the body, my employer turned him into a zombie, my next quest was to parlay with the zombie to gather the information he refused earlier.  Does this count as dynamic spawn?  Not really I think, but I did some adventuring in a dungeon at a low lvl and we did get a boss to spawn after going back and forth through the area for a while and he dropped a nice sword for the warrior there. 

Each of the starter towns has a low lvl dungeon close by, doing quests in the area will eventually point you toward it for different reasons.  Each of the starter towns has at least a different story behind its quests.  As a Dark Elf, I had to kill Dark Elf slaves at first to prove I was of some value, as a barbarian in Qualia I had to do work to help keep the horses safe and healthy (we're a horse based society), as a Wood Elf it was working against a force corrupting the forest and as a human in Thrush, I was working on getting info or dealing with the recent aftermath of a disaster at the Mage Academy there. 

Certainly there are quests that take you by the nose and say, this is where you should be killing stuff to adventure, but there are also alot of quests that reveal the standard motivations, racial mores of your selected race.  For example the Dark Elf, there is the already mentioned kill slaves quest, the first one you get, later it is followed by a similiar one.  You are told that we give 'charms' for hunting to the people we trade with and are tasked to go out and retrieve a number of them because its fun.  Yeah, its typical inky, but I have never played a game before were it had been protrayed so stark. 

Since beta ended, I have been playing a different race, but with the warrior class I like.  Since last Friday, I have not yet encountered a broken quest, problems with pathing or poor stabilty, I have crashed my client only 3 times and one of those was to character select and the other I think due to my use of a beta command to clear memory cache. 

Death penelty: When I played Eq, the only corpse recovery that was a real undoable pain was Plane of Fear and then only if it happened during the break in.  Once the portal area was done, you had a corpse recovery as easy or easier than any other place in game.  I think that game enjoyment comes from overcoming challenges, by getting good consequences as opposed to bad ones.  Getting a good result is a peak, a bad result a trough.  A death penelty pulls the line down for the trough depending on what it is, some are worse than others.  A game with a decent death penelty has you look down into the trough after your success and the difference adds to the thrill of it.  Vanguard has a choice here and I am uncertain to how good it will work out.  You can recover your corpse, there are things in game that will help insure you have tools available should it be necessary.  You have soul bound containers, horses with containers, can choose to bind items for that eventuality.  Naked corpse recovery is a choice or bad planning for that event.  The other choice is to recover at the altar you respawn to for some money and item durablity.  The benefit of corpse recovery is getting some exp back and no hit on durability for your items.  When you do your recovery you can self drag your corpse to you within a reasonable distance or give permission to another to do so.  Also even though you have released, someone capable can rez you to your tombstone.  I understand that they can still rez you to your tombstone the next time you login as well. 

There was someone that posted on this forum that they would consider playing this game if they could do so in god mode with a flying mount and the weapon selection from Farcry.  I think another way of seeing tis is, I would be willing to play a game if it could be done on easy mode.  I remember working in a game store and selling a rpg to someone along with the walkthru book and a few days later thay would have it finished.  To me its a game experience similiar to buying furniture from Ikea and following the instructions.  Its true that person never did anything tedious like have to repeat an encounter or miss something important along the way and back track, but truly solving good puzzles or making your character enjoy some oppurtunities involves stuff that could be described as tedious.  As I mentioned earlier, peaks and troughs, getting to the top and looking down.  If you want to get to be the best in a game like basketball, baseball, football, hockey, etc you will do alot more tedious stuff for alot longer than any game would.  If you want to get a good job, tedious stuff there too, want to get a mate, well you have to do tedius stuff as well, brush teeth, other hygiene stuff, lots of other stuff, date, etc.  We do tedious stuff in game as we climb up slope to one get there and 2nd to prevent the failure.  Its an rpg and without tedious stuff to lay the groundwork for our success it just becomes 'I play in godmode'.  And in the long run, just like he said, it ain't long term.   IMO, a rpg that seeks to be fun has to have consequences, setting of goals, setbacks, prep for those goals and a good story. 



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on January 31, 2007, 08:51:55 PM
There was someone that posted on this forum that they would consider playing this game if they could do so in god mode with a flying mount and the weapon selection from Farcry.  I think another way of seeing tis is, I would be willing to play a game if it could be done on easy mode.

That was me, but I think I should restate or clarify my context: I'm very happy thankyouverymuch playing WoW right now, but I wouldn't mind literally just exploring the world Vanguard has, with the whole "long draw distance" and "explore that house up there on the hill". However, I have no personal interest in starting up a new diku, nor in grinding the levels and so forth. Flying mount comes from thinking it'd be good to quickly travel from A-B, but why restrict yourself to walking real fast when you could fly and see some nice vistas.

The armament from Far Cry comes from, well, games like Far Cry. I'd prefer no mobs generally, but I'd enjoy some headshots on Elves from a mile away, or shooting Orc 1 with a grenade launcher. Shotgun to the zombie's head. So essentially, a bit of FPS daydreaming. Probably because Far Cry had such a nice set of outdoor areas to explore while shooting things, so I imagine Vanguard would provide the same nice outdoor areas to explore, and who can resist shooting zombies with shotguns? But I wouldn't be interested in combat except as a distraction to occasionally blow up passing wildlife while exploring the world.

To summarise:

Would like to explore their gameworld, but not interested in actually playing Vanguard. It's not an "easy-mode" thing at all.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: MistrOrnge on February 01, 2007, 07:35:07 AM
Just managed to get the download done last night.  Lemme tell you that was a major pain in the ass.  3 days of downloading.  3 days of continuous downloading.  Major pain.
So I got on last night and set up two characters on seperate systems to try the game out.  Both are the Asian flavor race (sorry forget the name).  One is a psionicist and the other is a disciple.  Seemed like cool classes from the their description.
Played until I hit level 5 and had to go to bed for work this AM.  It was fun playing and the quests were ok if not too imaginative.  I got to one where for some reason I could not finish.  Both characters had similar issues where you were supposed to declare if you were good or evil and get a crystal or something and a mob was supposed to spawn and attack you.  Well I never got attacked.  Tried deleting the quest several times and logging out and back in without success.  Eventually I said screw it and went to look for other quests.
As a multi boxer I hate the /follow command.  The second character will follow reasonably well but their point of view rotates so they are looking behind themselves as the run.  Will make multi boxing very difficult.  I generally 6 box in EQ2 and the casters can't attack something they can't see and obviously a melee can't.  So you would have to adjust each character so they are turned to the mob you are attacking.  Mob is 1/4 dead by the time I can rotate my second character to attack.
Done very little exploring so far.  Did manage to find the diplomacy trainer and got trained up.  By the time I found him it was late and my brain was dead.
Will write more in a bit.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 01, 2007, 07:36:09 AM
Quote
Its an rpg and without tedious stuff to lay the groundwork for our success it just becomes 'I play in godmode'.
Wow. I'm speechless.

Bring on the tedium!
Quote
I generally 6 box in EQ2
Ok, I'm double speechless now.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: rk47 on February 01, 2007, 08:31:43 AM
lol...boxers want to play a single player MMORPG too u know ;)
people like that should just play Baldur's Gate or something, I heard you can 6 box and get the other 3 or so chicks to make love to you if you talk to them right.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 01, 2007, 10:05:34 AM
I generally 6 box in EQ2

Seek some fucking help. FOR THE CHILDREN!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Alkiera on February 01, 2007, 11:52:51 AM
I generally 6 box in EQ2

Seek some fucking help. FOR THE CHILDREN!

On second thought, never hang around any children, much less produce your own, kthx.

--
Alkiera


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: MistrOrnge on February 01, 2007, 12:32:39 PM
Nothing wrong with multi boxing.  Just a different way to play the game.  I always hated waiting on groups in EQ1.  So over time I added another system one at a time until now I am 6 boxing.
Duo boxing now in Vanguard to get the feel for the game.  It will make it easier later when I move out of the towns to have back up. 
The respawning NPCs in the exact same location seemed a little fake.   In an early quest you had to kill so many villagers to move forward.  You would kill the villager and a few moments later he would pop right back a the same spot. 
Test of Wisdom quest seemed pretty cool where you harvest a grub to catch a bird with a collar.  Was more interesting then the kill 6 of this type quests.
Still learning the controls and what I can or cannot do.  Being without any type of manual doesn't help either.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on February 01, 2007, 12:39:20 PM
How do you have six computers powerful enough to play EQ2?  What are they, rackmounted servers with a sealed custom cooling solution that vents to the outside?  You should post a picture, I have a morbid curiosity to see what your computer room looks like.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Samwise on February 01, 2007, 12:45:43 PM
(http://www.fussy.org/catass.jpg)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 01, 2007, 01:45:16 PM
Nothing wrong with multi boxing. 

Actually, yes there is something wrong with multiboxing. It's called Obsessive Compulsive Disorder.

Quote
Just a different way to play the game. 

Yes, it's called EASY MODE. Now, I can certainly understand not wanting to group with the unwashed retard masses of an MMOG community, but paying for more than 1 subscription, let alone 6? You are enabling the continued shittiness of the MMOG medium.

EDIT: I would tell you never to breed, but I'm sure the massive amounts of radiation from all those monitors in close proximity will eventually render your testicles or ovaries inert anyway.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Stephen Zepp on February 01, 2007, 02:50:29 PM
Nothing wrong with multi boxing. 

Actually, yes there is something wrong with multiboxing. It's called Obsessive Compulsive Disorder.

Quote
Just a different way to play the game. 

Yes, it's called EASY MODE. Now, I can certainly understand not wanting to group with the unwashed retard masses of an MMOG community, but paying for more than 1 subscription, let alone 6? You are enabling the continued shittiness of the MMOG medium.

EDIT: I would tell you never to breed, but I'm sure the massive amounts of radiation from all those monitors in close proximity will eventually render your testicles or ovaries inert anyway.

Haem, aren't you one of the ones that keep saying people shouldn't have to play games a certain way (the way the developers want them to, specifically)?

Why do you then turn around and bash on someone that plays a game the way they want?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 01, 2007, 02:58:20 PM
They can play the games however they like.










As long as it's one of the Haemish-approved ways.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: slog on February 01, 2007, 03:44:18 PM
Mutli boxing in a PvE game doesn't matter.  In a PvP game it does, since games are not balanced for it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: CassandraR on February 01, 2007, 03:49:11 PM
Some of the storylines are kinda interesting but the actual gameplay barring the slightly fun diplomacy system is shit. I hope someone steals that and polishes it up then puts it into another game thats good.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 01, 2007, 04:33:15 PM
Mutli boxing in a PvE game doesn't matter.  In a PvP game it does, since games are not balanced for it.

I agree except that for many MMO players the game is competitive, just in a very passive-aggressive way. People constantly compare their progress to each other, and nobody wants to be losing out to a multi-boxer.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 01, 2007, 04:35:46 PM
I generally 6 box in EQ2 and the casters can't attack something they can't see and obviously a melee can't.
You are Sam 'da Man' Deathwalker (http://www.guildvsguild.com/nuke/modules.php?name=News&file=article&sid=323) and I claim my (UK) five pounds.

(Link is semi-to-fully NWS, btw. Or sanity-safe, for that matter)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 01, 2007, 05:09:38 PM
As a multi boxer I hate the /follow command.  The second character will follow reasonably well but their point of view rotates so they are looking behind themselves as the run.  Will make multi boxing very difficult.  I generally 6 box in EQ2 and the casters can't attack something they can't see and obviously a melee can't.  So you would have to adjust each character so they are turned to the mob you are attacking.  Mob is 1/4 dead by the time I can rotate my second character to attack.
Wow 6-boxing is impressive, especially in something like EQ2 (multi-boxing in EQ was easy peasy). Is there a key to reset the view back to the default view? If so you can mash that quickly on your following character when you've stopped.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Strazos on February 01, 2007, 06:00:19 PM
In a Diku, if you find yourself needing to multi-box...maybe the game just isn't that good.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 01, 2007, 06:10:33 PM
In a Diku, if you find yourself needing to multi-box...maybe the game just isn't that good.
Or maybe the game is good but it requires a group to do some of things you want to do.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: squirrel on February 01, 2007, 06:34:51 PM
I use 2 accounts in some games because the dikumud model makes levelling a second character at the same time a very small incremental effort. Thus I get to play 2 high level charactes that I'm interested in without having to repeat content or invest twice the time.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Kitsune on February 01, 2007, 08:44:17 PM
I laid hands on a ten day buddy pass and ran around for a while in the game.  I saw the seeds of potential goodness, but the game's clearly-unfinished state kept tripping it up.  The UI is simplistic, the game's mechanics are poorly explained for their complexity, and there's no polish on anything.  As it is, however, I consider Vanguard to be better than EQ or EQ2 at their release.  If they actually, y'know, finish the game, I think it'll be respecable.  It will never ever be competition to WoW, but it could be a solid contender when all's said and done.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: dusematic on February 01, 2007, 11:43:38 PM
The game is good, I have run across a couple bugged quests, but nothing extreme or "unfinished."  The graphics are amazing, I really don't understand how anyone can say they're not.  Unless theyy just have a really bad PC.  There are a lot of good things I could say about the game, but ultimately it would be like pissing into the wind with this crowd.  If you're leery about trying it out, give it a month to sort things out.  But the game is perfectly playable, I haven't crashed once.  I like it. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Kitsune on February 02, 2007, 12:22:55 AM
The graphics are good, I'd say at least as good as EQ2.  However, they also choke my geforce 7900 GT in a heartbeat in some places, indoor places, and there's very little excuse for that.  Half Life 2 looks stunningly beautiful and that runs like buttered glass, so any game that doesn't look as good or perform as well clearly has less-competent graphics coding. 
The sounds are good, the voice acting is bad; EQ2's voice acting is possibly its finest feature, more games should strive to have all dialogue voiced. 
Balance is FUBAR, I had a vulmane necromancer reach level 4 in under ten minutes by just walking through two quick quests, while a dark elf psionicist was receiving quests with more tedium and less reward.
The dark elf starting town sucks balls compared to Neriak.
I have yet to see a single tavern or home, apparently nobody even pretends to need to sleep or eat.
Dark elves have no kind of low-light vision; I went down into the town and was promptly blind until I lit a torch.
I regret not being able to choose a deity, it was a very nice touch of EQ.
The diplomacy stuff is interesting and fairly challenging at the later parts.
The diplomacy quests taught me a fair bit about the situation and temperament of the dark elves, but so far I know diddly about the other races, other continents, important history, or much of anything else at all.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 02, 2007, 07:27:18 AM
I played for about 30 minutes last night with my level 7 vulmane druid. I knew I was going to get interrrupted by a phone call so I just explored the vulmane town more carefully than I had previously. Found two quests I had missed before. One actually involved catching baby pumas that were running around the town. I was amused. I saw 3 other players the whole time.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 02, 2007, 08:03:01 AM
The lack of people on my particular server (Hillsbury) is a bit alarming. The place was all but barren at peak hours yesterday, in a level 8-17 area that during beta was crawling (the Lomshir - Khal corridor).  I think that between the bad press and the complete sony station registration fiasco at launch, all we have now is the beta testers spread out across the various servers.

Don't get me wrong; I'm enjoying playing the game, mostly because of a reunion with my old EQ buddies, but I'm getting a AC2 kinda feeling here. I also concur with everything that Kitsune said about Dark Elves and the 'living' environment. The voice acting seems to have been done overnight. I mean, one of the arabic voices is actually done by some heavily accented Swede and the female dark elf woman (there seems to be only one female voice for dark elves across the board) sounds like a snotty American ditz picked up out of a limo on prom night.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 02, 2007, 08:35:32 AM
Nothing wrong with multi boxing. 

Actually, yes there is something wrong with multiboxing. It's called Obsessive Compulsive Disorder.

Quote
Just a different way to play the game. 

Yes, it's called EASY MODE. Now, I can certainly understand not wanting to group with the unwashed retard masses of an MMOG community, but paying for more than 1 subscription, let alone 6? You are enabling the continued shittiness of the MMOG medium.

EDIT: I would tell you never to breed, but I'm sure the massive amounts of radiation from all those monitors in close proximity will eventually render your testicles or ovaries inert anyway.

Haem, aren't you one of the ones that keep saying people shouldn't have to play games a certain way (the way the developers want them to, specifically)?

Why do you then turn around and bash on someone that plays a game the way they want?

I tell people they can drink however they want, right up until they get so liquored up they are starting fights, crashing into trees and being general douchebags.

I never said he COULDN'T do such a thing. But the consequences of that type of obsessive compulsive behaviour are something he will have to deal with. One of those consequences is he will earn my continued, justified derision for being a fucktard. Another is that he will be paying a company X times (where X=6 in his case) the amount of money for a subscription just to keep the suck out of his game. That doesn't cause developers to remove the suck of things like forced grouping, it encourages them to put MORE of that stupid shit in the game. See, he wants to play a game where he can solo, but the developers make that nigh impossible. Instead of being a healthy mammal and telling the developers "Screw you guys, I'm going home," he pays them more money to remove the suck.

I shouldn't have to explain how buying 6 subscriptions is a fucktarded thing to do. I don't even like 2-boxing, but I can accept where it might be not so bad. But 6-boxing? That's just too much.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 02, 2007, 09:07:19 AM
Quote
Haem, aren't you one of the ones that keep saying people shouldn't have to play games a certain way (the way the developers want them to, specifically)?
That's being forced to play the way developers want you to, and paying them 5x more to do it.

That's nucking futz.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Stephen Zepp on February 02, 2007, 11:45:19 AM
Nothing wrong with multi boxing. 

Actually, yes there is something wrong with multiboxing. It's called Obsessive Compulsive Disorder.

Quote
Just a different way to play the game. 

Yes, it's called EASY MODE. Now, I can certainly understand not wanting to group with the unwashed retard masses of an MMOG community, but paying for more than 1 subscription, let alone 6? You are enabling the continued shittiness of the MMOG medium.

EDIT: I would tell you never to breed, but I'm sure the massive amounts of radiation from all those monitors in close proximity will eventually render your testicles or ovaries inert anyway.

Haem, aren't you one of the ones that keep saying people shouldn't have to play games a certain way (the way the developers want them to, specifically)?

Why do you then turn around and bash on someone that plays a game the way they want?

I tell people they can drink however they want, right up until they get so liquored up they are starting fights, crashing into trees and being general douchebags.

I never said he COULDN'T do such a thing. But the consequences of that type of obsessive compulsive behaviour are something he will have to deal with. One of those consequences is he will earn my continued, justified derision for being a fucktard. Another is that he will be paying a company X times (where X=6 in his case) the amount of money for a subscription just to keep the suck out of his game. That doesn't cause developers to remove the suck of things like forced grouping, it encourages them to put MORE of that stupid shit in the game. See, he wants to play a game where he can solo, but the developers make that nigh impossible. Instead of being a healthy mammal and telling the developers "Screw you guys, I'm going home," he pays them more money to remove the suck.

I shouldn't have to explain how buying 6 subscriptions is a fucktarded thing to do. I don't even like 2-boxing, but I can accept where it might be not so bad. But 6-boxing? That's just too much.

Whatever man. Maybe you should write up an article on "Haemish's approved methods for playing MMO's" so we can no longer be fucktards in your eyes.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 02, 2007, 01:08:45 PM
Trust me, most of you motherfuckers would never make it through rule 2.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 02, 2007, 02:11:51 PM
I look at people that multi box characters in these games and think they are more along the lines of guys that like to customize their cars and show off on Sunday night at the main strip.  Its more of a "can I do this thing?" than a lack of fun in the game thing.   For them its the challenge, first with two then later more characters at once.  I have been on raids in EQ where people will ask if they can two box and its not because of a lack of people to play with since we have 72 coming to these things.  They want to see if they can do it man.

I don't understand this complusion, but its not place to tell people how to have fun.   If your boat is floating, its all golden.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: CassandraR on February 02, 2007, 02:18:37 PM
I do really wish more MMOs would copy Guild Wars heroes. Rather enjoy it if I could snag a full group of npc characters to play WoW with. Not sure if it would be more fun to manage an entire group or just solo everything with one character though.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 02, 2007, 02:18:47 PM
Until his 6-box one-man Borg Collective comes and takes my camp. THEN IT'S ON!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Strazos on February 02, 2007, 03:51:19 PM
think they are more along the lines of guys that like to customize their cars and show off on Sunday night at the main strip.  Its more of a "can I do this thing?" than a lack of fun in the game thing.

Just to nit pick, and nothing personal, but you say this as if 1) it's hard (it's not) and 2) they do it well (vast majority of these kids do not).

Sorry, but paying for a paint job, strapping on a couple of lights, and bolting this to the trunk lid of your Civic is neither hard nor attractive. I wish more of these stupid kids nowadays would listen.

(http://www.mrbodykit.com/images/wings/allwings/Bomz%20Racing%20Type%20V%20Aluminum%203D%20Gt%20Spoiler%20Wing%20Silver.jpg)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 02, 2007, 09:48:23 PM
Trust me, most of you motherfuckers would never make it through rule 2.

You're overdoing the "angry young man" thing again, and drifting into "LC the insult-comic troll" territory.



Until his 6-box one-man Borg Collective comes and takes my camp. THEN IT'S ON!

That's better. I think 6-boxing is stupid too, but I don't give a rat's ass if some people want to do it. Good for them and all that.




Title: Re: Vanguard: Round 1 - FIGHT!
Post by: rk47 on February 02, 2007, 10:11:57 PM
http://www.youtube.com/watch?v=t2LwivUq3UI

a vanguard pvp video link. Turn off the music...I didn't like it either.
But the first impression I get from seeing it...'Is that WoW?'
No colliision with other PC...and just chasing the fella over n over is that moonfire nuking lol. Yellow floating numbers. :/


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Strazos on February 02, 2007, 11:10:59 PM
Holy shit that looks...like...WoW. I can't even tell the difference, besides the fact that the players' names are teal, not blue and red.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 03, 2007, 01:07:21 AM
It looks more like DAOC (with yellow numbers floating overhead) than WoW.  Just saying.  But yeah, they are all similar.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 03, 2007, 02:14:25 AM
But the first impression I get from seeing it...'Is that WoW?'

Holy shit that looks...like...WoW. I can't even tell the difference, besides the fact that the players' names are teal, not blue and red.

Oh now this is funny. So... is this good news or bad news for Vanguard?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 03, 2007, 03:21:08 AM
Depends if you think "WoW but not as fun" is a selling point or not, I suppose.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Strazos on February 03, 2007, 03:21:30 AM
It's not really news at all.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 03, 2007, 04:25:37 AM
Depends if you think "WoW but not as fun" is a selling point or not, I suppose.

Who said it's not fun?
Or better, who said WoW is fun?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: eldaec on February 03, 2007, 05:28:02 AM
But the first impression I get from seeing it...'Is that WoW?'

Holy shit that looks...like...WoW. I can't even tell the difference, besides the fact that the players' names are teal, not blue and red.

Oh now this is funny. So... is this good news or bad news for Vanguard?

It's irrelevant news posted by fuckers who should know better than to post inane crap about how games in the same genre of mechanics and setting often look similar in crappy low resolution videos.

Nothing in that video bears any closer resemblence to WoW than to EQ, Daoc, GW, or SWG.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 03, 2007, 05:40:46 AM
Point is WoW and Vanguard play VERY similar, given that you have decent framerate.
That can't be said about EQ2 for example, that plays very different from WoW.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Merusk on February 04, 2007, 08:10:27 AM
So I started browsing the VGplayers site looking for (once again) some nifty pics.  Looks like very very few players are availing themselves of this feature, because I couldn't find any.  Damnit, I want to see how equipment looks.  :| 

I did stumble across the 'best of the best' leaderboards, and that was fairly nifty.  10,947 NPC kills is the worldwide high as of the last update.  That's a lot of foozles for only being level 29.  Then again 355 deaths is crazy for only being level 10. (Looks like they shouldn't play a Sorcerer.)

The thing that got me posting, however, is wanting to know if you can 'mail money' like you can in WoW.   There's a huge numer of Level 1 Humans on the 'most wealth' leaderboard.  In fact the top 15 positions are level 1 players.   If you can't then all I can assume is  a dual-box setup with one of the accounts having the mule.  I wouldn't trust the 3rd party transfer method on a PvP server, after all.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 04, 2007, 08:14:38 AM
You can mail money, now you can even bank them (PvP issue fixed, whew).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on February 04, 2007, 09:27:54 AM
Yeah those top money makers were probably on the PvP servers, you get 15% of the person's money and since there was no coin banking a lot of people just wandered around with it on them.  The richer players who had a lot of money (probably gained from PvP) you would have been smart to mail it to an alt.

Now that there is coin banking that should stop happening.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Merusk on February 04, 2007, 10:59:07 AM
Now that there is coin banking that should stop happening.

Not unless there's a lot of banks out there, or mailoxes so you can send the cash off.  Even in Shadowbane there were tons of people carring WAYYYY too much cash around on them when PvEing. Hell I was even guilty of it a time or two.  You get into a good groove, and suddenly forget to put stuff away, it always ends in tears (for you)

Thanks for the info tho.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 05, 2007, 07:36:16 AM
http://www.youtube.com/watch?v=t2LwivUq3UI
Wow, spastic and laggy.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 05, 2007, 07:50:17 AM
Some more VG thoughts after getting my druid halfway into level 9:

1) Exp debt (without tombstone recovery) seems to be about 5% of level 9. The UI is broken in that the exp bar can only be one color apparently so if you die early in a new level, the bar actually changes from gold to red. If you die with an exp bar longer than the debt portion, you actually cannot see how big the debt portion is.

2) I did some more grouping, specifically warrior, another druid and a shaman. A single 3-dot mob (basically a group mob) of our level lasts maybe 5 seconds. This was not surprising since my druid can kite kill one of these in about 20 seconds. We did some triple mob encounters and did fine but aggro is still something everyone has to learn anew.  I should know better but when in a group I tend to unload all barrels as fast as possible and do get aggro. However, the mob was usually at 10% health at this point. A solo kill single, even con level 3-dot mob is about 2-3% of level 9. Quest exp is already noticeably dwindling on a per quest basis. Still plenty of quests - if you look. I can see the situation developing where it is more exp efficient to just kill that run around looking for a new quest, though.

3) Got lost a bit (5 minutes in the wrong direction from newbie town) and ran into a level 25*** that butchered me. Reminded me of EQ1.

4) The good news is that there has been no rat/snake/bat killing. I have been killing mobs of the same race as me. They are a rogue clan. They sparsely populate the areas between the vulmane and barbarian/lesser giant starting areas. I ran to this other area and all the quests involved fighting similar looking mobs, just with different naming conventions.

5) Crossed my first chunk line (invisible zone line) and it reminded me of the server lines in UO. I will aways remember the one by Cove and the orc fort. I thought the game had frozen for a few seconds.

6) The game as a whole just feels inelegantly done, though. I cannot really put my finger on it.  There are little things that detract: mobs don't actually fall down dead for a few seconds after they are dead.

7) The spell graphics/sounds are good. Excellent, in fact. I have 4 spells I use constantly and they haven't gotten boring yet.

8) Diplomacy is an interesting mini-game. Winning is not a given, not hard either. It is something you can do pretty much anywhere if grinding exp is getting to you.

9) Some mobs that look non-aggro at a distance (yellow name) can become aggro (name changes to red) if you get close. I like this. Makes the world seem dangerous. On the flip side, the outdoors is so huge that you can pretty much bypass anything you want to.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 05, 2007, 08:04:09 AM
Also wanted to add something about exploring. Yes, Vanguard has geography that makes me think "How do I get up there?" Then I spend 15-20 minutes getting up there and I am kind of expecting an exploration ding a la EQ2 (conditioned that way now I guess) but there is nothing but a panorama.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 05, 2007, 08:08:57 AM
9) Some mobs that look non-aggro at a distance (yellow name) can become aggro (name changes to red) if you get close. I like this. Makes the world seem dangerous. On the flip side, the outdoors is so huge that you can pretty much bypass anything you want to.

Honestly, I think this is simply because they threw in the faction adjustments at the very last moment. Nothing like getting a delivery quest from a stock newbie progression NPC to find that that recipient is a level 40 cleric that nukes you for 1k damage just as you approach her for delivery. She turned 'red' to me about 3 feet away from her. There is no listing or warning in game about factions yet, other than a progressive counter when you kill a mob that has a faction hit either way. Still, even then, the counters all start at 0, so even if you're KOS to High Elves but not KOS to Half Giants, both start at 0 faction for you.

Futhermore, the only way to get off the continent of Qalia is through a boat/teleporter in the city of Khal. Should you have been so poor a player as to chose the Dark Elf race, which is KOS in Khal, you have to kill around 500 faction hit mobs to be able to travel. Then of course, whatever your destination, you're KOS there too. So get back to grinding.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 05, 2007, 08:39:26 AM
Diplomacy is a very cool idea.  I've gotten myself up to 25 skill so far.  I could see this being quite a bit of fun in PvP as well.  We'll see if it gets boring though.  Right now there isn't much strategy, and it's generally too easy.  I could see this changing though, and hopefully it will become more challenging higher up.

The game is overwhelmingly buggy, but it certainly is playable.  I like what they have done with their classes.  The bard is cool, as you can make your own songs.  Monks and Shamans have three different forms they can choose from, which intruiges me quite a bit.  Druids have points that build up over time that allow them to perform natural 'wonders' at various degress of effectiveness given how long you've saved up.  I really enjoy that they just went overboard with their scope.  Even if it means that things will be unbalanced or buggy, it is at the least really more interesting than a WoW-type system where everything is streamlined but bland.

I got my first 'epic' hit also the other day.  That made me happy.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 05, 2007, 08:42:05 AM
Diplomacy is a very cool idea.  I've gotten myself up to 25 skill so far.  I could see this being quite a bit of fun in PvP as well.  We'll see if it gets boring though.  Right now there isn't much strategy, and it's generally too easy.  I could see this changing though, and hopefully it will become more challenging higher up.

Sigh. It was a piece of cake until I had to do the "horse" quest and deliver a gift at Veskal's Exchange. That guy has MAD cards and a killer strategy. I thought the Diplomacy game was about to wear off its charm until I met that guy. Now I won't have peace until I teach him a verbal lesson.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Merusk on February 05, 2007, 08:58:00 AM
Futhermore, the only way to get off the continent of Qalia is through a boat/teleporter in the city of Khal. Should you have been so poor a player as to chose the Dark Elf race, which is KOS in Khal, you have to kill around 500 faction hit mobs to be able to travel. Then of course, whatever your destination, you're KOS there too. So get back to grinding.

Hard to remember back that far for most folks, but EQ was the same way.  As a Dark Elf/ Ogre/ Troll you were confined to the starting continent unless you were super sneaky.   Only the "H4rdk0r3" who wanted to play SK/ Necros as a non-human race or RP'ers rolled those races back then.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 05, 2007, 09:05:21 AM
Hard to remember back that far for most folks, but EQ was the same way.  As a Dark Elf/ Ogre/ Troll you were confined to the starting continent unless you were super sneaky.   Only the "H4rdk0r3" who wanted to play SK/ Necros as a non-human race or RP'ers rolled those races back then.

To be fair, that could add some replayability, as you can go up to level 35 (actually all up to 50) on your own continent, and then roll an alt and play a totally different game on a different continent again up to level 35.
Still, some guys from my guild made the mistake to roll chars on the "wrong" continent. Took them a whole night of attempts (at level 6) and deaths to get on Thestra, but they finally did it and got some fresh warstories for the children out of it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Merusk on February 05, 2007, 09:11:26 AM
The replayability is the wrong answer.

It was done for 'the stories' and 'the memories.'  I have plenty of memories much like your friends' level-6 cross-continent run for similar reasons.    The best is still being a noob dark elf, running through Kithikor at night without knowing 'the dangers' and living, only to get slaughtered once I hit High Hold keep.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Glazius on February 05, 2007, 09:27:28 AM
9) Some mobs that look non-aggro at a distance (yellow name) can become aggro (name changes to red) if you get close. I like this. Makes the world seem dangerous. On the flip side, the outdoors is so huge that you can pretty much bypass anything you want to.

Honestly, I think this is simply because they threw in the faction adjustments at the very last moment. Nothing like getting a delivery quest from a stock newbie progression NPC to find that that recipient is a level 40 cleric that nukes you for 1k damage just as you approach her for delivery. She turned 'red' to me about 3 feet away from her. There is no listing or warning in game about factions yet, other than a progressive counter when you kill a mob that has a faction hit either way. Still, even then, the counters all start at 0, so even if you're KOS to High Elves but not KOS to Half Giants, both start at 0 faction for you.

...well, that's... interesting. There can be situations where you're not KOS to the quest giver but are KOS to the quest recipient?

--GF


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 05, 2007, 09:51:27 AM
I liked the dark elf faction stuff in EQ1. Especially nuking dwarves while waiting for the boat. Ok, waiting for the boat sucked, but nuking dwarves was great!

However, having mobs switch from passive to aggressive when you get near them, with no forewarning? That just sucks. Happened to me the last day I played EQ1, almost cost me a level. Screw that crap.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on February 05, 2007, 10:41:01 AM
I'm guessing the passive to aggresive stuff is a bug, not a feature.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 05, 2007, 10:44:48 AM

...well, that's... interesting. There can be situations where you're not KOS to the quest giver but are KOS to the quest recipient?

--GF

Yep, that's just what I described. The problem is that there aren't even EQ2 style cross-over quests where you get asked to kill mobs who's faction hit will raise the right one. Its all senseless killing, and it doesn't matter if you kill 500 level 5 bandits or level 15 bandits; its all the same, 1:1 per kill increase.

I went to the newbie cave outside of Khal to kill low level ratmen for faction, but I stopped because I was essentially hosing the actual newbies trying to do their newbie quests. I went back to my 'level appropriate' area and ground some more, with a wee bit of xp as I did it. 100 down, 400 to go. All this to get on a boat.

Some wiseass quipped when I asked on OOC if there was any other way that I should swim under the boat as it left the harbor, pressing the 'U' key madly. Ironic that EQ had a workaround 9 years ago Vanguard doesn't.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 05, 2007, 10:46:27 AM
I'm guessing the passive to aggresive stuff is a bug, not a feature.

Supposedly not. It is part of VG's "awareness" system. Mobs (and players) make awareness checks and that can govern a change in attitude.   It is a potentially cool system at the margin but something people will have to get used to.  Mobs with sneak ability can literally pounce on you with no warning if you fail the check. Casters tend to have the stats that boost perception/awareness but it is also a skill that increases with use.  What I don't know is if a mob I see is immediately visible to everyone in my group or if the warrior ahead of my blithely runs by it unawares.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on February 05, 2007, 10:52:46 AM
It always freaks me out when I start seeing awareness skillups because I know there is something around me that I can't damn well see :).

* running alone in a field *
Your skill in awareness has increased to 92!
* stops *
* looks around and sees nothing *
Your skill in awareness has increased to 93!
* still nothing *
An Aekbold Assassin hits you for 120 damage!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 05, 2007, 11:53:34 AM
You should understand now that those skillups are the same as the robot in Lost in Space shouting at the top its lungs, "Danger, Danger!!!11!!"


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 05, 2007, 11:59:27 AM
think they are more along the lines of guys that like to customize their cars and show off on Sunday night at the main strip.  Its more of a "can I do this thing?" than a lack of fun in the game thing.

Just to nit pick, and nothing personal, but you say this as if 1) it's hard (it's not) and 2) they do it well (vast majority of these kids do not).

Sorry, but paying for a paint job, strapping on a couple of lights, and bolting this to the trunk lid of your Civic is neither hard nor attractive. I wish more of these stupid kids nowadays would listen.

(http://www.mrbodykit.com/images/wings/allwings/Bomz%20Racing%20Type%20V%20Aluminum%203D%20Gt%20Spoiler%20Wing%20Silver.jpg)

I'd get on those young whippersnappers myself, but I'm just too dog gone tired these days.   


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on February 05, 2007, 12:02:01 PM
Quote
Mobs with sneak ability can literally pounce on you with no warning if you fail the check

Yeah,  when I was just starting out in the Halgarad newbie areas, I was constantly being bushwacked the the gnoll lookouts and sneakers.  The first time it happened, I though it might be server lag until I realized that I was failing my perception checks.

Pretty cool system.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 05, 2007, 12:17:21 PM
It always freaks me out when I start seeing awareness skillups because I know there is something around me that I can't damn well see :).

* running alone in a field *
Your skill in awareness has increased to 92!
* stops *
* looks around and sees nothing *
Your skill in awareness has increased to 93!
* still nothing *
An Aekbold Assassin hits you for 120 damage!

The first pure vanguard meme!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 05, 2007, 12:18:52 PM
As weird as this may sound, I really think the AWFUL fonts are seriously hurting Vanguard.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 05, 2007, 12:33:38 PM
I don't see why surprise encounters are a bad thing in these games, we allow it both ways in pen and paper versions of these games and we are allowed to surprise what we fight in the game otherwise as well too.   I really like the idea myself. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 05, 2007, 01:39:07 PM
Neither myself or Miasma criticized surprise encounters. Seems like you think someone did. It is a nice new twist.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 05, 2007, 01:46:59 PM
Depends on the surprise. Surprise in that one dungeon in EQ (Luclin iirc) where invisible mobs pop out of the ether to wipe your party...not so much fun.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: lamaros on February 05, 2007, 04:58:24 PM
Neither myself or Miasma criticized surprise encounters. Seems like you think someone did. It is a nice new twist.

New is the wrong word to use here. So it twist.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 05, 2007, 07:30:31 PM
You should understand now that those skillups are the same as the robot in Lost in Space shouting at the top its lungs, "Danger, Danger!!!11!!"

Spider-Sense Tingling!!



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 06, 2007, 07:44:30 AM
Just as I was sort of tiring of Vanguard, I had the best night yet. The starting city is VERY important to sucking you in. I moved my wolf druid to Halagarad, the barbarian town. There were some different kinds of quests that were fun.

One quest line:

1) Visit an outpost and discover it is overrun with gnolls. Return.
2) Go kill some gnolls and collect their paws. Return.
3) Take this bag of gnoll paws that you collected and drop it in the middle of the gnoll camp to "send a message". Have to fight your way into camp and then right-click the bag in your inventory to drop it.

Yes, the mechanics are generic but it took about 20 minutes to complete the line and you learned some lore.

The other cool thing about this particular area outside Halgarad is that it plays up the awareness mechanic we discussed yesterday. Half the gnolls wandering around have stealth abilities so your awareness and detection skills are constantly spamming, revealing gnolls out of thin air.

I dinged 10, bought my newbie horse and hit the road. At the next outpost there were some more interesting quests:

1) Go collect 8 baby griffons (paired with kill 10 adults). The babies are running around these large nests and you "harvest" them to pick them up. Return.
2) Take the bag o' griffons and drop it in the middle of the nearby gnoll camp so they will grow up and harass the gnolls.

Hey wait. I just did this!

At level 10, I got my first chain and counterspell icons. The chain is hardly a chain, though. If I get a spell crit, it lights up and I can cast a special spell (5 min timer). The counterspell icon is similar. If a mob starts casting and I make my spell detection check (INT-based I think) the counterspell flashes and I can disrupt the mob's spell.  I can just imagine how this mechanic will be used against players later in the game.

Lastly, at 10 you get to start allocating attribute (stat) points. Non-human races get 10 points per level to allocate and 4 that get automatically allocated. Humans get 15 with no automatic allocation. You can only allocate 4 points per level per stat (humans might get 5 max), but this is on top of racial bonuses. For example, my vulmane gets +1 str, +1 dex, +2 wis so I can allocate 4 more to wis per level if I want, meaning that a vulmane druid can have significantly more wis than a human. I don't want to get into what all the stats do, but they are VERY well-balanced in that even casters will want some dex (evasion) and con (resists, hps).

Unfortunately, but clearly done for the "mini-ding" effect, I get these stat points over the course of the level: 2 at ding, 2 more at 25%, 4 at 50% and I imagine 2 more at 75%. Since levelling is going to take days, if not weeks at higher levels, you have NEED a plan in place or you are going to forget where you allocated points that last time. For example, for my druid I am doing +4 INT, +3 WIS (since I get +2 already from racial) and then +3 VIT (mana regen, run speed boost) on even levels and +3 DEX on odd levels. For now anyway. Who knows if there are caps at some point.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 06, 2007, 07:58:55 AM
Just as I was sort of tiring of Vanguard, I had the best night yet. The starting city is VERY important to sucking you in. I moved my wolf druid to Halagarad, the barbarian town. There were some different kinds of quests that were fun.

One quest line:

1) Visit an outpost and discover it is overrun with gnolls. Return.
2) Go kill some gnolls and collect their paws. Return.
3) Take this bag of gnoll paws that you collected and drop it in the middle of the gnoll camp to "send a message". Have to fight your way into camp and then right-click the bag in your inventory to drop it.

Yes, the mechanics are generic but it took about 20 minutes to complete the line and you learned some lore.

Um, you realize there are tons of quests in WoW that are JUST like this, right?  I'm not sure why that's a big deal..


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 06, 2007, 08:09:01 AM
Um, you realize there are tons of quests in WoW every MMO made in the past 5 years that are JUST like this, right?  I'm not sure why that's a big deal..

Fixed that for you.

If the guy is having fun, who cares? 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 06, 2007, 08:13:52 AM
Nice writeup Shiznitz, it actually sums up pretty well most of those little nice things in Vanguard that aren't immediately clear upon logging in. Partly because of general player lazyness and spoiled attitude typical of the post-WoW era, and GREATLY because of developers' fault, or lack of money's fault, either way you got the point.

I am glad you are still mildly enjoying it, sadly it won't last. XP curve starts to slow and hit you in the face at level 12, so if you are not in a group where you share stories, fun, dungeons and stuff you can't avoid the boredom.

As I told Nebu the other night, I strongly suggest anyone still guildless and interested in exploring this game a little more to reroll on my server, Varking, and join our guild that comes straight from EQ2. We are 30+ members already and the highest level is just 17 so definitely no powerleveling.

Back to the "features" part, very few players know about the weaknesses and the exploits yet. Basically, some of your attacks inflict a particular weakness (out of a lot) on the enemy mob. That weakness doesn't do anything on its own but it opens a spot for another skill you or another player can use on that mob (until the weakness is up.. that is usually a matter of seconds) that actually exploits that "hole" you just opened.

Example: Your "Holy Strike" skill has two little icons in description. One is the weakness it inflicts while the other one is the weakness it exploits. When I use "Holy strike" I inflict the mob the weakness listed in description that is "Blinded". It shows up under mob health for a short while. Now if me or another player have any skill that lists "Blinded" as the exploit, it can use it for additional and sometimes exceptional effects.
"Armor Chink" is another nice one I can chain up with some other classes, where they open an "armor chink" in a mob (inflicting it such weakness) and I exploit it with my "Guardian's Assault" that is usually just a shield taunt, and reduce target mitigation by 10%.

The catch here is that you can time attacks with your group to actually exploit weaknesses after weaknesses and play the combat in a very original and different way, especially cause there are lots of skill which inflict weaknesses you can't exploit alone and that requires a group.


Valmorian: It's not a big deal, but since it looks like WoW is great and Vanguard sucks, while some are trying to explain since a long time that they play very similar, I guess Shiznitz one's a good example.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 06, 2007, 08:21:15 AM
Well, not only is the game unfinished, apparently they (Sony? Sigil?) aren't content with my $50 and a month free. Last night the client said my account was inactive. To fix this 'bug' I had to go and actually subscribe to the game's monthly payments for my account to be flagged active.

Ok, so one could talk about an oversight, and be somewhat forgiving if you insist on it, but here's the kicker; to get to the SOE account page, you can't do it through Vanguard's website. I urge you to give it a shot, if you have an old SOE account. Go to www.vanguardsoh. com, then click on 'My account'. Of all things, this will bring you to EQ2's account summary page. From the menu at the top of this EQ2 page, select the 'games' menu, and notice that Vanguard isn't even listed.

If you go to the Station main page, and try to sign in from there, the log-in times out and doesn't get you anywhere. The only way to resolve this is to piddle about on any of the Sony MMO pages till you find a button for 'my subscriptioins'. There, if you have the same bug as I do, you will see a fully paid for Vanguard game listed under your subscriptions, but under 'status', you will see it listed as 'Initial'. It won't change to 'active' until you've pledged, NPR-style, your $14.95 a month.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: jpark on February 06, 2007, 08:35:16 AM
I have not returned to this game following the repeated crashes at the moment I load the DVDs to install.

Below is a well known, old warrior site.  It is intersting to see that the Vanguard section seems to quite active - more active than WoW - and there is no sign of EQ2.  The site is of EQ origin - not indicative of a broader player base today - but I was surprised.

http://www.thesteelwarrior.org/forum/index.php?s=2713dd06e640adacc24b080302ef0f4c


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 06, 2007, 08:50:17 AM
Um, you realize there are tons of quests in WoW every MMO made in the past 5 years that are JUST like this, right?  I'm not sure why that's a big deal..

Fixed that for you.

If the guy is having fun, who cares? 


I'm just trying to figure out what that is so notable.  He mentions it like it's some sort of breakthrough in MMO quests.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: MistrOrnge on February 06, 2007, 08:57:31 AM
Glad folks are having fun out there.  I have been enjoying it but don't see it stopping me from going back to EQ2.  Though it will be nice to see some old friends from EQ2 that are no longer playing.
The diplomacy is something I recently discovered as well.  Its enjoyable but as others have said it gets very difficult when you get into the 40s or so since the NPC have access to some seriously nice cards we don't have.  Hopefully they will make their cards more level dependent or give us more access to cards.
Six boxing is entertaining for me since its a bit more taxing.  As was said I started by adding one more account after another until I found myself with 6.  Nothing beats taking down an epic encounter solo after hours of work getting to him.  
And definately no OCD here.  Very much a type B personality.  Not real interested in arguing over something as unarguable as how differently a person enjoys a game.
So keep out there guys and keep up a good discussion about what you like about Vanguard.  Its interesting stuff.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 06, 2007, 08:58:49 AM
You're correct Val, it's not.  I guess I just had a knee-jerk reaction to the WoW comment since WoW hasn't really revolutionized anything either.  


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 06, 2007, 09:11:30 AM
This game is good, at least early on.  I've leveled up 5 different characters to level 6.  I think I'll stick with my Kojani Psionicist or Wood Elf Druid.  Or my monk.  Or bard.  Too hard to choose!

I'm sure the grind will push me away eventually, but at early levels it is really very cool.  Quests are a good mix of interesting/exploration/story, and kill x foozle level up type quests.   The last patch helped performance on my system as well.

I've yet to group.  Obviously, this will be big a focus of the game, so how the game is with grouping is going to be essential.  The LFG window seems nice at the least.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 06, 2007, 09:18:05 AM
You're correct Val, it's not.  I guess I just had a knee-jerk reaction to the WoW comment since WoW hasn't really revolutionized anything either.  

Revolutionized, no.. I'm trying to think of an MMO that has pulled off scripted quests as well as WoW has though.  The only other MMO I've played that even really HAD quests where there were scripted actions was DaoC.  Granted I missed out on the Final Fantasy MMO, so it likely had that sort of thing too. 

I've had more "Huh, that's really neat" things happen to me in WoW than any other MMO. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 06, 2007, 09:25:44 AM
Revolutionized, no.. I'm trying to think of an MMO that has pulled off scripted quests as well as WoW has though.  The only other MMO I've played that even really HAD quests where there were scripted actions was DaoC.  Granted I missed out on the Final Fantasy MMO, so it likely had that sort of thing too. 

I've had more "Huh, that's really neat" things happen to me in WoW than any other MMO. 

Good point.  I think this goes back to the whole "polish" thing.  WoW is full of "That's cool" moments even after completing what I'd consider trivial quests.  DAoC had a few, but they were shrouded in the darkness that was their PvE game.  EQ2 has a few as well, but they seem to lack the depth that WoW provides.  WoW is a good example of a game making the quests we've seen for years in other mmogs come to life.  I did appreciate the Heritage quests in EQ2 though... there were a few others that I'd say were pretty well done as well.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on February 06, 2007, 09:59:36 AM
Quote
I've yet to group.  Obviously, this will be big a focus of the game, so how the game is with grouping is going to be essential.  The LFG window seems nice at the least.

Got my  barb shaman to 10 last night and got my first horse (wheeee) and  although I have only grouped once for a short time to finish up a quest  line,  the fact that there is no encounter locking system and the fact  you can drive-by heal, rez and buff fosters   a good community atmosphere.  My first grouping experience resulted from a drive by res, where a warrior was overcome by an add and went down.    I think he was a little suprised to reappear at his corpse instead of  of the bind stone, but he sure appreciated it.  I hated the locking system of EQ2 and the group onlyl nature of  some of the heals and buffs.

As Falconeer said in a post in another thread, that the need for grouping will hit soon, but because the game encourages social interacation  I am not to worried about it.   I try to drop by Darogar's Post (newb area) at least once a night to to hand out sows and other buffs.   

As an aside, it is interesting to note that because the crafting and diplomacey mini games are engaging it is really hard to decide what to do in any given play session.  For once in a MMO it don't feel compelled to race to some arbitrary level  cap of greatness or mindlessly grind to obtain  the the elusive 'glowing knee pads of upward mobility +5'.   Sure my toon looks a little funny in his  medium armour tunic, leather knickers and peter pan magic shoes, but hey, for now I'll take what I can get.

Combine that with interesting quests and a world that rewards curiosity, I'd have to say that Vanguard is greater that the sum of its parts. Even the bad ones like client performance and bugs.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 06, 2007, 10:32:15 AM
Valmorian: It's not a big deal, but since it looks like WoW is great and Vanguard sucks, while some are trying to explain since a long time that they play very similar, I guess Shiznitz one's a good example.

What makes WoW "great" isn't so much that it does the same sort of things that other MMO's have done, it's the fact that it does them SO WELL.  It's polished to a point that makes all previous games look like someting written by amateur C++ programmers. 

If Vanguard and WoW are so similar, why play the less polished one?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 06, 2007, 10:37:08 AM
If Vanguard and WoW are so similar, why play the less polished one?

1) New world to explore (I'm a sucker for the clean slate new games provide)

2) New systems to try (diplomacy, crafting, etc.)

3) More races/classes

4) Different visual look

5) New quests/story

6) Nostalgia

7) Others.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 06, 2007, 11:25:03 AM
If Vanguard and WoW are so similar, why play the less polished one?

You don't want me to start on that.
I'll just list (to make it short and painless) the first things that come to my mind. I'll avoid the things where the two games are equal to me:

- Vanguard world is larger. So much larger. It's a pleasure to explore it. And I can fly over it and pilot boats over it. Wanguard is a world, while WoW zones are very well painted and connected room. Or "zones", if you prefer.
- Vanguard crafting is better.
- I hate instances. Vanguard dungeons are shared. WoW ones aren't.
- Vanguard has Diplomacy. Diplomacy minigame is nice, Diplomacy quests are great.
- Vanguard has houses.
- Vanguard has more races and especially more classes.
- Vanguard combat is more engaging TO ME. It keeps me on my toes as it's a little more unpredictable than WoW one (so far). Finishers, counter and epic hits are nice. Weaknesses could be huge, I still have to grasp the thing.
- It has meaningful death penalties. I like the risk vs. reward concept.

It's not that Vanguard is better (come on), it's just that the things I listed are dealbreakers for me. Performance are very good on my comp, and WoW graphics never impressed me so much.

Why should I play the one with less features?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 06, 2007, 12:28:16 PM
One of the interesting bits in the game is that you can learn things from mobs you ffight, you will get a message that you have begun to understand ability x and then after a while you will understand that you have mastered it and it will be in your combat ability book. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 06, 2007, 12:32:44 PM
One of the interesting bits in the game is that you can learn things from mobs you ffight, you will get a message that you have begun to understand ability x and then after a while you will understand that you have mastered it and it will be in your combat ability book. 

This is NEW even for me! Are you sure? Did it happened to you? Sounds very cool, but I steel have to see it happen.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 06, 2007, 12:53:25 PM
- Vanguard world is larger. So much larger. It's a pleasure to explore it. And I can fly over it and pilot boats over it. Wanguard is a world, while WoW zones are very well painted and connected room. Or "zones", if you prefer.

Ok, so it's "large".  Asheron's Call had a HUGE world space, but how much of it is interesting?  How much of it is unique?  (I honestly don't know, so this is a real question here.)  If it's acre after acre of open unused area, I'll pass on that for the "smaller" WoW, where there are interesting things to see all over the place.

Quote
- Vanguard crafting is better.

Better how?  In what way?  What makes it better?

Quote
- I hate instances. Vanguard dungeons are shared. WoW ones aren't.

Hm, personal preference there I suppose, but I prefer to be going through a dungeon with my group, not with the entire planet in an assembly line fashion.  I still laugh at what happened to the dungeons in EQ.

Quote
- Vanguard has Diplomacy. Diplomacy minigame is nice, Diplomacy quests are great.

Ok, I don't get this.  There's a minigame to play about diplomacy, that's nice, but what the heck is a diplomacy quest?  How does that differ from faction quests in any other game?

Quote
- Vanguard has houses.

Again, personal preference, more power to you.

Quote
- Vanguard has more races and especially more classes.

DaoC had TONS of classes, but that didn't make them any more interesting.  Why is "more classes" better anyway? 

Quote
- Vanguard combat is more engaging TO ME. It keeps me on my toes as it's a little more unpredictable than WoW one (so far). Finishers, counter and epic hits are nice. Weaknesses could be huge, I still have to grasp the thing.

That's a good idea, but I'm not convinced it'll be pulled off well. 

Quote
- It has meaningful death penalties. I like the risk vs. reward concept.

There's nothing "meaningful" about death penalties.  There's penalties that cause you to perform more busywork before you can "play" and penalties that don't. 


To be honest, there's only a few reasons why I won't play Vanguard:

1. The system requirements -  I want to play with my friends.  They're not going to upgrade their computers to play this, and to be honest, neither would I.
2. The "hardcore" reputation it has - Why would I want to spend time doing the busywork that is "meaningful death penalties" to play?
3. The "it's buggy" reputation - I'm spoiled by how well done WoW is.  I simply won't put up with buggy MMO's anymore. 

3 is a BIG point for me now.  The only other MMO I play anymore is City of Heroes/Villains, and even they are skirting the edge at times.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 06, 2007, 01:21:55 PM
Just as I was sort of tiring of Vanguard, I had the best night yet. The starting city is VERY important to sucking you in. I moved my wolf druid to Halagarad, the barbarian town. There were some different kinds of quests that were fun.

One quest line:

1) Visit an outpost and discover it is overrun with gnolls. Return.
2) Go kill some gnolls and collect their paws. Return.
3) Take this bag of gnoll paws that you collected and drop it in the middle of the gnoll camp to "send a message". Have to fight your way into camp and then right-click the bag in your inventory to drop it.

Yes, the mechanics are generic but it took about 20 minutes to complete the line and you learned some lore.

Um, you realize there are tons of quests in WoW that are JUST like this, right?  I'm not sure why that's a big deal..


I never played WoW, not that you would know that.

edit: it is in my sig now.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: El Gallo on February 06, 2007, 01:32:58 PM
I have not returned to this game following the repeated crashes at the moment I load the DVDs to install.

Below is a well known, old warrior site.  It is intersting to see that the Vanguard section seems to quite active - more active than WoW - and there is no sign of EQ2.  The site is of EQ origin - not indicative of a broader player base today - but I was surprised.

http://www.thesteelwarrior.org/forum/index.php?s=2713dd06e640adacc24b080302ef0f4c


The old EQ class sites started before everyone knew how to find spoilers and really exploded in popularity when they shut down whineplay.  Some of them tried to get WoW sections going, but I don't think any of them reached critical mass (except maybe Graffe's) because WoW has official boards which draw so much attention.  Vanguard does not have official boards because McQuaid thinks private class sites are cooler. 

Having spent way too many hours at the Shaman's Crucible and way too many milliseconds on the WoW Official Forums, I think he is right about that one.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 06, 2007, 01:35:35 PM
To be honest, I'm not that convinced about this Vanguard Vastness, myself. It took me approximately 45 minutes to travel from New Targonor to Halgarad, a full cross-continent trip, on a newbie horse. Nothing particularly of interest along the way. Token mobs here and there. This was not an 'as the crow flies' trip, either. I took winding roads to get there.

Not that I'm complaining too bitterly, mind you, since for me teh big was never something that I considered a way to make things better. But off hand, EQ, AO, DAoC and WoW have far larger and more varied landscapes than Vanguard does.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 06, 2007, 01:41:26 PM
Not that I'm complaining too bitterly, mind you, since for me teh big was never something that I considered a way to make things better. But off hand, EQ, AO, DAoC and WoW have far larger and more varied landscapes than Vanguard does.

I have remarked on this too. When you enter the game, you see things in the distance you want to explore. But when you get there, it is just more scenery and now you have to run back to where the exp is.  This game is in desperate need of explore exp like EQ2.

Quote from: El Gallo
The old EQ class sites started before everyone knew how to find spoilers and really exploded in popularity when they shut down whineplay.  Some of them tried to get WoW sections going, but I don't think any of them reached critical mass (except maybe Graffe's) because WoW has official boards which draw so much attention.  Vanguard does not have official boards because McQuaid thinks private class sites are cooler. 

I am using the Ten Ton Hammer forums right now. They are not that busy and sane for the most part.




Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 06, 2007, 02:34:11 PM
I don't see why surprise encounters are a bad thing in these games, we allow it both ways in pen and paper versions of these games and we are allowed to surprise what we fight in the game otherwise as well too.   I really like the idea myself. 

The only reason they are a bad thing is because of the death penalties. If death didn't hurt, surprise me all day. If I've the potential to lose a level from some attack I never see, it's an assraping.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Tale on February 06, 2007, 02:42:13 PM
I never played WoW, not that you would know that.

edit: it is in my sig now.

After you tire of Vanguard, it would be interesting to hear your impressions of playing WoW if you're willing to try it then. Until then, you're just a curiosity, because nothing you say about Vanguard is even in context.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 06, 2007, 03:25:09 PM
To be honest, I'm not that convinced about this Vanguard Vastness, myself. It took me approximately 45 minutes to travel from New Targonor to Halgarad, a full cross-continent trip, on a newbie horse. Nothing particularly of interest along the way. Token mobs here and there. This was not an 'as the crow flies' trip, either. I took winding roads to get there.

Not that I'm complaining too bitterly, mind you, since for me teh big was never something that I considered a way to make things better. But off hand, EQ, AO, DAoC and WoW have far larger and more varied landscapes than Vanguard does.

Well, I disagree. 45 minutes to run from side to side of a (one) continent? Keep in mind that:

1) There are 3 continents.
2) You ran from point a to point b... from east to west but in Vanguard you can go from coast to coast 10 miles northern of the path you just ran.. and see different things. While in "zoned" games you can go just from Los Angeles to New York along one or two paths, here you can go from LA to Miami, or from La to Boston, or from Seattle to whichever place you want to reach on the east coast, following millions of different roads.
It took you 45 minutes to go from one side to the other, put would took you days to actuall do the "coast to coast" thing following different paths. EDIT: It's an OPEN world, you can cross basically everything you see on the poetic map. There are no "zone connections" that create bottlenecks and artificial checkpoints to go from town a to town b. Multiple it all by 3 (continents), and add to that the Dungeons, that are more than WoW ones and larger (for the most part) than WoW ones.
3) If you feel that there's not so much to see when you reach that point on the horizon I can't do much to convince you of the contrary. It feels like a real world to me and I think it's filled with point of interest. There are no rainbow castles to look for, but whichever trip I took, I found lots of points of interests. Can't say much more. The world look everything but empty to me.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 06, 2007, 03:40:09 PM
It's nice that people are enjoying the game, however I will not be playing it anytime soon due to one thing. The whole damn thing felt half finished. The textures, the animations, everything just looked and felt cheap. The landscapes were nice but fuck man, if I want to look at a nice landscape I will take the bike and do a ride up the coast. When playing a game I want to have something to do besides admire the pixilated trees. Sorry but it typical SOE release - half finished and half ass. I will admit it does have a few nice touches but it still feels like a Kmart blue light special of a game, definitely not top shelf.

edit I ran across this while looking for something else- Oh how soon we forget
http://www.thecomputershow.com/computershow/reviews/everquestkunark.htm (http://www.thecomputershow.com/computershow/reviews/everquestkunark.htm)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Chenghiz on February 06, 2007, 04:32:40 PM
Does anyone have a map of Vanguard's world so I can get an idea of what this 45 minute trip was? And I like maps.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 06, 2007, 04:34:57 PM
Can't find any maps. Where's Muse? Nobody gone through the pains of mapping the game? Thought that was one of the benefits of it being hard?

I never played WoW, not that you would know that.

After you tire of Vanguard, it would be interesting to hear your impressions of playing WoW if you're willing to try it then. Until then, you're just a curiosity, because nothing you say about Vanguard is even in context.
It'll sound like everyone's beef about VG, except in reverse :)

World vastness is irrelevant. It's cool that it's different, and I found both the topography and population centers very diverse. That's cool. WoW is the same way. Anyone with an active trial account try this: run from Darnassus to Booty Bay or Lights Hope Chapel. If that takes you less than an hour, you're on a mount or had a Mage teleport you to Ironforge. And WoW has boring spots too.

Death penaltiies are overrated. Nobody cares now because there's nobody at appreciable levels yet. Talk about it again when the average among this group is in their 30s (assuming the vast majority survive) and they lose a night's effort to one overrun in their vaunted public-space zones, after not having won any rolls and being late for the event they had to schedule with the three other guilds vying for the same mob.

I'm not railing VG. It's a fine game if you have patience and are bored with WoW et al. But it's got the sort of issues that require you think WoW is child's play to put up with.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on February 06, 2007, 04:55:33 PM
Darniaq makes lovely maps. (http://smiley.onegreatguy.net/nod.gif)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on February 06, 2007, 04:59:03 PM
Does anyone have a map of Vanguard's world so I can get an idea of what this 45 minute trip was? And I like maps.

Thestra with Names (http://i7.photobucket.com/albums/y256/SilentWurm/Thestra_mit_chunks_full.jpg)

He went from Halgarad to New Targonor. 45 Minutes seems a little short, but I assume all he did was run. And as Falconeer pointed out, that's hardly the whole continent when you consider that there are hordes of routes you could take from one place to another. Then there are three continents... and dungeons... and unexplored islands out in the ocean, etc.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 06, 2007, 05:00:40 PM
edit I ran across this while looking for something else- Oh how soon we forget
http://www.thecomputershow.com/computershow/reviews/everquestkunark.htm (http://www.thecomputershow.com/computershow/reviews/everquestkunark.htm)
Ah, those were the days.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 06, 2007, 05:27:12 PM
This is another map of Thestra, one of the three continents.

(http://www.harnmaster.it/forum/uploads/post-8-1170811247.jpg)

I tried to figure out one of the paved roads he could have taken to avoid most of the dangers to go from New Targonor to Halgarad, and drawed it on map. Those should be the 45 minutes he is talking about.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on February 06, 2007, 06:09:53 PM
There are maps of the three continents here (http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=493).  As far as the 45 minutes goes, I can drive from one end of the city to the other in 45 minutes on the freeway and all I would see is pavement.  Running time from one end to the other is a pretty absurd way to judge content.  I've spent hours exploring just one of the dungeons and there are dozens of them.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 06, 2007, 07:22:12 PM
Falconeer has it right. And I should ammend my previous statement. It did take 45 minutes, but it wasn't quite all the way to Halgarad. See that lake thingie just to the west of Halgarad, the one that looks like a leaning 8 figure? That was my final destination, called Vault of Heroes. That said, it was a Dark Elf toon, that needed to do some halt and go scouting and recieve an invis from a Psionicist friend to get past Leth Nurea, the High Elf city.

I think that folks are missing the point, somewhat. Its not wether Vanguard is technically big or not, its what's actually there, wether it feels like a living, breathing world. I'm glad for Falconeer that he does feel it is, but I think results will vary. Its not even a matter of content volume; the road way from New Targonor to Halgarad has lots of mobs on it, but just a few types. Huge spiders and large elk. In a way, that's half the problem. There are too many danged Elk romaing about the roadside to keep a proper immersion factor in play.

I said it a while back during beta, that spawns of 1 hyena, 1 snake and 1 scorpion across miles and miles of desert-ish landscape does not content make. The cities, for instance New Targonor, can be veritably enormous, but they feel uninhabited and somehow unfinished. There are few props, and fewer NPCs in many of these vast regions.

Contrast that with the enormous amount of content that was stuffed into say, the Emerald Jungle in EQ. Although far smaller than the above mentioned area covered, the Emerald Jungle had much more content per square foot. The distances get larger when you have something actually making you stop and look. Vast tracts of repetitive mob spawns you simply avoid along the way is a waste of real estate.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 07, 2007, 02:04:03 AM
Fair enough, Engels.
Still. you all should take into account that you (like me) saw, at best, 2% of the whole Vanguard world.

I am not saying you or any of the others are wrong. As I pointed out I am loving the world so far and I had a completely different feeling from the Tanvu area in Kojan and the Thursh/Three rivers, or even Veskal's Exchange areas in Thestra. But there's no reason to negate that I still have to see dramatic changes in the world environment. Of course that would be contrary to the "logic" behind it, as in an attempt to recreate a rational world there's no way you can jump from jungle to volcanic area as used to happen in past MMORPGs. Still, the three continents offer enough dramatic changes and even in Thestra if you manage to go from the plains of Thursh up to the mountains of Bordinar's Cleft you'll feel mountains approaching and snow will start falling as a different climate/environment welcomes you to dwarvenland. You just can't see those happening on a 10 minutes horseback trip time. The world is large for a reason.

Sadly enough, so far I have to agree with you on the city part. I had the same identical feeling of emptiness in WoW, as opposed to EQ2 where every single building was conceived and implemented with maniacal attention to details. The world here feels lot less "alive" than the EQ2 one to me. A step back. :(

My story about a 45 minute trip (25 minutes actually, for a 40 minutes timed quest) is a bit different. From Three Rivers to Veskal's was amazing as I had to ride over a mountain pass, through a elf city, behind a waterfall, across an ancient graveyard, and some stuff like that. I had the whole "traveling" feel and I liked it. I felt it like a huge accomplishment while watching at the map it was a trip half the size of that New Targonor/Halgarad one. I managed to see some new mobs, some buildings and points of interest I'd wish to scout later and I basically had to choose my own way as the paved road disappeared into the grass a couple of times. I know I passed close to at least 3 dungeons on my way there as adventurers where shouting different acronyms during my travel to the east, but they weren't immediately visible and there was no "Dungeons this way" sign, so once again, and as someone else said, exploration is rewarded in Vanguard (although I really miss too the little xp ding for discovering new places :( :( ) while following the easiest road isn't always the best thing to do.

You know, I read with interest the thread about "Best MMO for explorers" and read so many votes for AC1. We all know our digital heart belongs to the very first massives we played, but while reading all those stories about AC1, I couldn't see any difference with what happens in Vanguard. Lots of towers, ruins, enclaves, caves, villages, encampments, dungeons, to visit, meet, stumble upon. When I read of people finding it pretty empty I seriously wonder if we are playing two different games. Maybe I am just old or just too low maintenance (it could be), but I can't really see how the world is empty and, say, the WoW one is full. Different? Ok.. as any WoW zone is so different from each other, and you are compelled to see every one of them. More content for square inch? Again yes, as WoW zones are relatively small and travel times are voluntarily reduced to a minimum. Huge and annoying lack of polish everywhere? Sadly, yes. But Empty vs.  Full? Barren vs. Detailed? I disagree. Heck, I even found a Bed and Breakfast just north of Three Rivers. I'd really like to rent a room up there.

To me it was like taking a trip from Spoleto to Mantova back in circa 1200 A.D. How many things did you expected to see on that road? It was fucking medio evo! Of course this is a game and it has to be different, populated, filled with content and points of interests, but it is! It's just not immediately obvious, and I'd feel pretty cheated should it be otherwise, with a full continent packed with stuff everywhere and with illogical weather or environment changes every 5 kilometers. It's a feature, not a bug or a lack of time/will. They went the semi-realistic way and it delivers for me.

Still, like the most of you, I have yet to visit and explore the remaining 98% of the world. So who knows what's hidden there? So far, I found out enough dungeons and stuff to keep me interested and exploring for more. I know this won't ever happen for any of you cause as Schild pointed out in his thoroughly Vanguard review, if it doesn't appeal to you in the first 5 minutes then it's not worth it. But the world in Vanguard is one of the few things that I definitely think stands out.

On a closing note, I would like to remember something that happened to me yesterday in the world of Telon. I was fighting a bugbear close to their encampment south of Three Rivers and suddenly a HUGE shadow darkened the sky for a moment while passing quickly over me and the bugbear. It was so huge and so fast (like 2 seconds of onscreen time, maximum) that I thought it was a bug, a visual glitch. But you know, just wanted to be sure, so looked up... and a Griffon was lazily gliding just above us, 4 meters or so above our heads. It wasn't a named or anything special, just one of the few griffons that you can sometime see in the distance, or very very high in the sky, waiting for flying mounts to sunk. They are level 29 and don't attack pedestrians so far, but I never had a chance to see one so close to the ground. It passed, glided, ignored us and left us to our stupid swordfight.
What struck me was the shadow. It's not a scripted thing and it wasn't like the griffon was 1 feet above our heads. It usually roams like 200 meters from the ground but this one was flying so low that the shadow was dynamically cast on me and the bugbear because of the position of the griffon and the sun. It felt SO real, so amazing. Different time of the day or different weather, clouds over the sky and I wouldn't have noticed it. It felt real, worldly. And it was definitely a "whoa" moment, although a random and probably not even intended one.

Things like this are definitely overlooked in Vanguard while usually praised elsewhere and taken as future references of goodness.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 07, 2007, 03:33:25 AM
The question is not how big of a world they have, the question is how much content is there. Farlan used to love to brag on how big the landmass was in Dark and Light, yet it did not get them very far now did it? Not saying that Vanguard is DnL quality, but if you make a large play ground you better have some swings and slides (that work) there for the kids to use, otherwise it is just a empty field.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 07, 2007, 03:34:14 AM
The question is not how big of a world they have, the question is how much content is there. Farlan used to love to brag on how big the landmass was in Dark and Light, yet it did not get them very far now did it? Not saying that Vanguard is DnL quality, but if you make a large play ground you better have some swings and slides there for the kids to use, otherwise it is just a empty field.

Did you actually read what I wrote?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on February 07, 2007, 06:12:02 AM
I almost read it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 07, 2007, 06:34:18 AM
I bored myself at myself again.

I'd let this (http://wiki.silkyvenom.com/index.php/Main_Page) speak for me from now on.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 07, 2007, 07:17:25 AM
No one has mentioned this yet.

The two "anti-hardcore" features Vanguard was supposed to have, caravans (EDIT: they are. see below.) and fellowships, are not in the game yet. The caravan feature is supposed to allow your character to travel with your friends while offline. The fellowship feature is supposed to let your character earn exp with your friends while offline (at the cost of taking up a group slot, obviously.) 

There is no announced date for their implementation.

EDIT: Caravans are in the game.  Here is a post on them:

Quote
Caravans are already in the game. I tested it out the other night, but it didn't work exactly the way I thought it might. After I joined a leader's caravan I had to camp within 10 minutes or I was going to get booted from the caravan.

After you camp, I think you have to wait a couple of hours before you log in and you can choose to show up either where you camped at or where your caravan leader is or camped at. Don't remember whcih it was. This will be useful later on, if you're in some zone that the rest of your group is planning on continuing on with but you need to jet and then want to join them all at a later point in time, but not so useful for any kind of speedy travel.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 07, 2007, 08:11:33 AM
- Vanguard world is larger. So much larger. It's a pleasure to explore it. And I can fly over it and pilot boats over it. Wanguard is a world, while WoW zones are very well painted and connected room. Or "zones", if you prefer.

Ok, so it's "large".  Asheron's Call had a HUGE world space, but how much of it is interesting?  How much of it is unique?  (I honestly don't know, so this is a real question here.)  If it's acre after acre of open unused area, I'll pass on that for the "smaller" WoW, where there are interesting things to see all over the place.

I knew Falconeer's defense of this game reminded me of a song (http://youtube.com/watch?v=cRUa_E1CugU).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 07, 2007, 08:14:13 AM
Most appropos line in the song for Falconeer:

"I have to squeeze him each night to keep him warm".


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 07, 2007, 10:03:15 AM
edit I ran across this while looking for something else- Oh how soon we forget
http://www.thecomputershow.com/computershow/reviews/everquestkunark.htm (http://www.thecomputershow.com/computershow/reviews/everquestkunark.htm)

That's a pretty shit review though. And I don't mean the score he gave RoK, but the review itself.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 07, 2007, 02:20:22 PM
The question is not how big of a world they have, the question is how much content is there. Farlan used to love to brag on how big the landmass was in Dark and Light, yet it did not get them very far now did it? Not saying that Vanguard is DnL quality, but if you make a large play ground you better have some swings and slides there for the kids to use, otherwise it is just a empty field.

Did you actually read what I wrote?

you lost me somewhere around the double smilies, I have a short attention span. I was just expressing how I feel about big virtual worlds with sparse content vs smaller ones that entertain me.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 07, 2007, 06:11:29 PM
Like I said above, world size is irrelevant. I actually do think VG did a good job with diverse and dense-enough content, but this entire debate is really pretty silly. VG has oh gee moments. WoW does. EQ2 does. Even it's-all-instanced CoX and GW do. Having now almost two entire pages dedicated to this type of thing tells much about what else there is to talk about (read: not much because it's not that unique).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 08, 2007, 05:24:45 AM
The New York Times (?!) has an article about Vanguard. (http://www.nytimes.com/2007/02/07/arts/11schi.html?_r=1&ref=arts&oref=slogin)

What I didn't know is that Vanguard costed (Engrish?) 30 millions $$$.
We all know it is the 2nd most expensive MMORPG ever. So how much was it for EverQuest 2? 25millions? 20? Less?

EDIT: It's more about McQuaid than Vanguard, but it has some funny/interesting bits, like this quote from Brad himself:

Quote from: Brad McQuaid
“Originally we thought that if we did EverQuest in three years we could do this game in three years, but that was naïve both because of how ambitious our design was and how other games raised the bar,” he said. “Twenty-three guys and three years wasn’t going to cut it anymore. Now we have 110 people on one project. Figuring out how to set that up with different levels of managers and teams was quite a learning experience, and it cost us a lot of time and money.”

or

Quote
“I’d love to be a billionaire and fund it all myself and take more time, but all I can do is make the best game I can at launch and get the message out that it isn’t as polished as WOW but it also has a lot more depth and a lot more freedom.”


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 08, 2007, 07:28:22 AM
$30mil seems about right. EQ2 was $25mil based on info they released about a year before launch.

However, I wonder if VG really is the secondmost expensive one. Hopefully someone's got public numbers they can share.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 08, 2007, 07:44:45 AM
I can't think of any other MMO going over 30millions beside WoW (which was 60 millions IIRC, adveritising included, right?).
Which other ones are you thinking about?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 08, 2007, 07:47:46 AM
Vanguard should have launched with one, tightly designed continent.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 08, 2007, 08:19:16 AM
According to Nino over at the FoH boards (sorry, no link to the post - I'm at work), Sigil has scrapped fellowships because the week or so of testing they had on them just prior to launch showed the concept was fundamentally broken with respect to VG's design. (Read: They were being used for powerlevelling...which anyone with at least two functional neurons remaining in their skull could have pointed out was what would happen).

Sigil are planning on using mentoring/reverse mentoring instead.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 08, 2007, 08:23:31 AM
According to Nino over at the FoH boards (sorry, no link to the post - I'm at work), Sigil has scrapped fellowships because the week or so of testing they had on them just prior to launch showed the concept was fundamentally broken with respect to VG's design. (Read: They were being used for powerlevelling...which anyone with at least two functional neurons remaining in their skull could have pointed out was what would happen).

Sigil are planning on using mentoring/reverse mentoring instead.


... !
Priceless.

That said, mentoring is always a good idea. Up for that.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on February 08, 2007, 08:29:37 AM
That's a terrible idea, I think. I've got many friends who would love to play VG with me, but I play in the early mornings and they play late at night (Not to mention some of them having MMO-loyalty issues). The Fellowship system was pretty much all we had going in that dream that we'd finally MMO together. Oh well...

Edit: Relevance being that I'm sure there were a lot of people in similar situations.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 08, 2007, 08:42:08 AM
That's a terrible idea, I think. I've got many friends who would love to play VG with me, but I play in the early mornings and they play late at night (Not to mention some of them having MMO-loyalty issues). The Fellowship system was pretty much all we had going in that dream that we'd finally MMO together. Oh well...

Edit: Relevance being that I'm sure there were a lot of people in similar situations.

MMORPG survived so far without Fellowship. It was a neat idea but apparently it doesn't work. I would like to have it too, but stretching it to say that it was "pretty much all we had going in..." sounds a bit extreme to me.
Plus, "XPing offline" with your friends living in a different timezon is actually completely different from "playing together".


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 08, 2007, 08:44:52 AM
Didn't AC have some type of pyramid xp scheme in which the guy at the top got xp from all the people in the tree below him?  Is that system still in game?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 08, 2007, 08:46:29 AM
Mmmm

Maybe this could use a thread on its own, but I am now really curious about it.
Let's do a list of MMORPGs and their cost. Feel free to add your titles and figures:

1. World of Warcraft - 60M $
2. Vanguard             - 30M $
3. EverQuest 2         - 25M $
4. ?
5. ?
6. ?



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 08, 2007, 09:09:09 AM
Oh, and apparently today's patch is full of bats of the nerf variety.

The "I want a game like early EQ" crowd seem to be generating the largest number of complaints, ironically enough.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 08, 2007, 09:58:34 AM
Fellowships were the only saving grace for the grind this game was obviously going to have. Mentoring will fail as a band-aid in VG because a level 40 is not going to travel 30 minutes to play in the level 20 area.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 08, 2007, 10:08:06 AM
Didn't AC have some type of pyramid xp scheme in which the guy at the top got xp from all the people in the tree below him?  Is that system still in game?
Yes.

I'm surprised Sigil is ditching the idea wholesale. With proper tweaking, it could work fine.

Quote from: Falconeer
I can't think of any other MMO going over 30millions beside WoW (which was 60 millions IIRC, adveritising included, right?).
Which other ones are you thinking about?
If I understand WoW dev budget correct, it was 70mil to build the game and infrastructure. They hit 100mil with advertising.

The other games I was wondering about (being in the EQ2/VG range, not the WoW range) were FFXI, Lineage 2 and LoTRO. I'd also consider AoC a candidate but we're a ways away from launch.

Pure supposition though. FFXI is pretty old but has to support both PS2 and PC in numerous countries. L2 was just a lot of cash for a sequel to the previous world-dominating MMO. And LoTRO secured a good chunk of VC after it was already pretty far along, if I recall correct.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on February 08, 2007, 10:10:55 AM
I don't see why they would have a problem with fellowships, it is the exact same amount of effort put into the levels - just by different people.  It might even take more time since you have to grind solo content instead of killing more powerful mobs together.  The fellowship system is one of the few newish ideas they have, it would be a shame to drop it.

As far as power levelling goes I think that once you tap a mob you get all of the xp so your buddies could just burn it down for you, I don't even know if there are level limits to buffs either.  I was putting level 14 cleric buffs on level ones and double or tripling their HP, the game seems designed for powerleveling, fellowships are the least of their problems.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lantyssa on February 08, 2007, 10:19:59 AM
Quote from: Brad McQuaid
He says he’s going after “players who are looking for something deeper, more like a home.” He adds, “I don’t expect to get six or seven million players, but if we have 500,000 by the end of the year and keep growing after that, I’ll be happy.”
Methinks he is going to be a tad bit unhappy.

Quote
As the years passed and the price tag neared $20 million, Microsoft began to lose patience with Mr. McQuaid, who insisted on adding more virtual landscape and other features to the game. By 2005 Microsoft was focused on introducing the Xbox 360 console and was looking for someone to take Vanguard off its hands. (Microsoft representatives declined to discuss the matter in detail.)
Interesting in that we now know MS put in at least $20 million, and Sony less than $10 million, plus whatever the deal with MS cost.

Quote
In the end he may have good cause to be upbeat. “In some ways this is just the beginning of a long journey,” Mr. McQuaid said. “People ask me, ‘Are you launching a finished game?’ And the answer is no, we’re launching a game that is good enough to launch, but it’s not finished. And that’s why I love these games: because they should never be finished.”
My definition of finished and Brad's definition of finished seem to wildly differ.  For this, and this alone, I want to smack him upside the head.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 08, 2007, 10:53:20 AM
My definition of finished and Brad's definition of finished seem to wildly differ.  For this, and this alone, I want to smack him upside the head.
]
aka "Spin, Bradley! Spin!"



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 08, 2007, 12:18:32 PM
I don't see why surprise encounters are a bad thing in these games, we allow it both ways in pen and paper versions of these games and we are allowed to surprise what we fight in the game otherwise as well too.   I really like the idea myself. 

The only reason they are a bad thing is because of the death penalties. If death didn't hurt, surprise me all day. If I've the potential to lose a level from some attack I never see, it's an assraping.

You can't loose a lvl in this game.  Your butt won't bleed again today.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 08, 2007, 12:29:03 PM
Right. You lose XP when you die but you get it back (fully, so far) when you succesfully perform the Corpse Run.
If you lose more XP than you can afford, meaning that you woul de-level, then you get debt instead of the loss of a level.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 08, 2007, 12:51:03 PM
Link to maps

http://vanguardvault.ign.com/View.php?view=maps.list


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 08, 2007, 01:08:53 PM
Right. You lose XP when you die but you get it back (fully, so far) when you succesfully perform the Corpse Run.
If you lose more XP than you can afford, meaning that you woul de-level, then you get debt instead of the loss of a level.
So basically, do the CR get full XP back, including paying off debt?

As long as they stay with that system, that's cool. XP loss sucks. XP debt without a way to instantly getting it back is really just a shade of the same thing. Having a method in the game mechanic to get that XP back in full, at a much quicker pace than having to grind it back, is fine for a game billing itself as "hardcore". You still lost XP (because you spent time doing the CR), but it's nowhere near as arbitrarily sadistic is losing that XP/time forever ala pre-click-stick EQ1.

Those maps are ok, but not of a resolution to be useful beyond a broad scope. Which of course was the intention I'm sure.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 08, 2007, 01:39:54 PM
With XP debt and all that, it now sounds like EQ2 at release, execpt without instancing and more money pissed away.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 08, 2007, 01:54:03 PM
Well, I heard you'd get only 75% of the just lost XP, but my personal and empiric tests showed a full regain of lost XP.

It's a nice system. It actually does what Brad said he wanted. The soloer is OK as dying in the open usually results in a very easy CR, so XP is safe.
While adventuring (and dying) in Dungeons means serious stuff: if you die a cleric can res you on site and the XP is safe. But if you and your group wipe, well... better you have a full set of weapon and armour in bank or you can say goodbye to those hard earned XP.

I like the system. I know when I am in a place where I can take some risks or where I have to be careful and equip the best weapon I can. Dungeons are the best loot and stuff, but you have to go there knowing that you could have a bad night.

War story: three days ago I was in a Bugbear cave of some sort and with a full group we grinded XP and quests (we kept sharing a repeatable one that didn't even need to be turned in, so basically an exploit, whatever...) and I reached 97% of level 15. Suddenly, a bad pull aggroed 3 meanies on me and one of them critted me sending my ass to the ground. No chance to res me and I was so mas as my XP fell back to 90%....
I tried getting back to the corpse, but this group (pickup one) was deep in so they tried to drag my corpse to the entrance and wiped in the process. We were at this point full group and full naked at dungeon entrance, basically unable to do the corpse run but definitely wanting to do it. What? Losing 7% xp? no way!
We waited for another group going in to just follow them as they cleaned the way and so we did... but at a certain point one of the suckers in our group aggroed something more than the sweeping group could handle... so they wiped, and we wiped (naked) again.

Not only we get them SO mad at us, but I died two times and from 97% into level 15 I fell back to 83%. At that point I summoned my corpses, took the durability hit, cried for my lost XP and called it a night.
Was it fun? Hell no! I was so pissed and my keyboard suffered major bashing. My cat hide under the bed.
Is it fun now, remembering it? Yes.
I never enjoyed doing the Corpse Runs in EverQuest. I loved the story about it the morning after.


Anyway, I derailed. I'll edit the warstory to a smaller font, to ease the skipping of it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 08, 2007, 02:02:20 PM
That account reminds me specifically of EQ1. And yea, I definitely agree Brad achieved his vision. This is one of those intangible "rewards" or "horrors" of an experience, but is cornerstone to what sets VG apart (or what justifies errors made early in development... whatever).

I'd personally hate that. I did not mind it in EQ because I was young and had lots of time, and it's really how I got to know a lot of the people I still game with. Nowadays I can't afford that level of immersion in a game, and I know these people already. I'm immersed, but come with the social ties that don't require anything deeper than "game". Sucks that life keeps me from bothering with games that require way more of me than I can afford to spare.

Don't marry a non-gamer, and adopt kids when they're already seven years old, and gamers  :-D


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on February 08, 2007, 02:21:35 PM
Better yet, adopt kids who have jobs.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Strazos on February 09, 2007, 01:58:42 AM
My buddy, who has been a Vanguard fanboi from the very beginning, has quit in disgust.

He may rejoin later, but for now...

VICTORY IS MINE!


Sorry, I was just happy that now he'd actually play something other than VG. Feel free to ignore me on this one.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 09, 2007, 02:31:15 AM
My buddy, who has been a Vanguard fanboi from the very beginning, has quit in disgust.
What were his reasons?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Der Helm on February 09, 2007, 02:32:26 AM
Not only we get them SO mad at us, but I died two times and from 97% into level 15 I fell back to 83%. At that point I summoned my corpses, took the durability hit, cried for my lost XP and called it a night.

Was it fun? Hell no! I was so pissed and my keyboard suffered major bashing. My cat hide under the bed.
Is it fun now, remembering it? Yes.

(http://www.scandinavian-lifestyle.de/images/folle_stapler_classic.jpg)
(http://website.lineone.net/~triggerfish/2%20Eggs.jpg)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Strazos on February 09, 2007, 02:35:06 AM
My buddy, who has been a Vanguard fanboi from the very beginning, has quit in disgust.
What were his reasons?


The usual; unfinished quests, broken servers, shitty performance (once more than 50 people were logged in), sparse content, etc etc.

You know, shit I was telling him about for MONTHS. Oh well, at least he learned his lesson...kind of.


He's going to buy TBC, which is an entirely different problem.  :|


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 09, 2007, 03:25:49 AM

[silly imges]


You deluded cheaters who loved to to play R-Type ansd Xenon 2 in godmode don't impress me at all.
If you can't stand defeat, if you can't get a good chuckle over some digital hurdles, then it's time to get that Action Replay cartridge (http://www.retrogames.it/news/..%5Cimmagini%5Cfoto%5Cmegadrive%5CMDactionreplay.jpg) and save yourself the bad part of videogames, which is called "Game Over" in my book while "staples 'n eggs" in your.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Der Helm on February 09, 2007, 04:55:02 AM
You deluded cheaters who loved to to play R-Type ansd Xenon 2 in godmode don't impress me at all.
If you can't stand defeat, if you can't get a good chuckle over some digital hurdles, then it's time to get that Action Replay cartridge (http://www.retrogames.it/news/..%5Cimmagini%5Cfoto%5Cmegadrive%5CMDactionreplay.jpg) and save yourself the bad part of videogames, which is called "Game Over" in my book while "staples 'n eggs" in your.

I will remind you of this when the loss of 14% exp to the next level equals not a few lost hours of gametime, but a week or two at level 30 (40,50, whatever)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 09, 2007, 05:18:13 AM
You deluded cheaters who loved to to play R-Type ansd Xenon 2 in godmode don't impress me at all.
If you can't stand defeat, if you can't get a good chuckle over some digital hurdles, then it's time to get that Action Replay cartridge (http://www.retrogames.it/news/..%5Cimmagini%5Cfoto%5Cmegadrive%5CMDactionreplay.jpg) and save yourself the bad part of videogames, which is called "Game Over" in my book while "staples 'n eggs" in your.

I will remind you of this when the loss of 14% exp to the next level equals not a few lost hours of gametime, but a week or two at level 30 (40,50, whatever)

Do I really have to explain to you that at level 30 (40,50, whatever) you won't lose 7% but just a scaled amount?
That said, a two week rollback of the server would piss me off a little. While losing two weeks of XP because of death would be a completely different thing (and that is NOT gonna happen anyway, as at level 40 you just lose a fraction of your XP, like 1%).
What's so hard to understand about the fact that while I won't negate that MMORPGs are about progression, get to the next level, see new places and mobs, get new gears... most can still enjoy the horizontalities provided by the social layer?

See, losing 1 full level of XP in a multiplayer game, where I group and chat with friends every night it is SO NOT like having your memory card with 30 hours of time spent in FFXII erased. You can cut my xp but you can't cut my fun because, as opposed to single player games or the FF example, I am not there JUST to progress.
It's not that I like to die, lose xp, having to procrastinate the day I will be able to tackle Dragon Momma or wear the Plated Greaves of Gameoverness. It's just that it's ok. If I was just interested in getting levels and gears I'd play Progressquest (http://www.progressquest.com/).

And we are back at the Game Over part. Maybe it's because I grew up in the coin op era, but as much as I hated to lose my coins on too hard videogames, I kept playing some of them. I wasn't expecting candies or a thai massage anyway for eventually beating the game, so losing (and having to start over, that is NOT the case here) was mostly OK.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 09, 2007, 05:45:20 AM
Actually, I believe the point is that he will remind you when you quit VG in {insert form of disgust here}  :evil:

Quote from: Falconeer
What's so hard to understand about the fact that while I won't negate that MMORPGs are about progression, get to the next level, see new places and mobs, get new gears... most can still enjoy the horizontalities provided by the social layer?
Nothing's hard about understanding that because it's why we're all here. But it is hard to understand how a game with far less people because it is relatively punitive in all things can be deemed more social than games with twice to twenty times the number of players. Does the game mechanic of WoW compel socialization? Not directly, no. But you know what? There are so many freaking people there that they find ways to socialize horiztonally anyway.

You don't need downtime, public spaces and competition or spawn to compel social interaction. In fact, I'd say those being used as tools in social engineering is going to compel almost the wrong type of interaction.

Like you not minding how you pissed off that other group. That's circa-1999 stuff there, the very essence of why the genre has evolved to what it is.

None of this is surprising. We all knew VG was retro, specificially targeting folks who looked upon elements of the old days through rose-colored glasses.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 09, 2007, 05:49:42 AM
Actually, I believe the point is that he will remind you when you quit VG in {insert form of disgust here}  :evil:

Quote from: Falconeer
What's so hard to understand about the fact that while I won't negate that MMORPGs are about progression, get to the next level, see new places and mobs, get new gears... most can still enjoy the horizontalities provided by the social layer?
Nothing's hard about understanding that because it's why we're all here. But it is hard to understand how a game with far less people because it is relatively punitive in all things can be deemed more social than games with twice to twenty times the number of players. Does the game mechanic of WoW compel socialization? Not directly, no. But you know what? There are so many freaking people there that they find ways to socialize horiztonally anyway.

Hey, Darniaq.
I never said Vanguard is "more social". At all. Neither I was trying to imply that the loss of XP is a good way to foster socialization in MMORPGs. I know these are someone else's theories (Brad?) but not mine.

I just tried to explain why I am not bothered by the occasional loss of XP and why I fail to see that like a punishment.
That was all.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 09, 2007, 06:44:57 AM
None of this is surprising. We all knew VG was retro, specificially targeting folks who looked upon elements of the old days through rose-colored glasses.

The more I think about it, the less I like this perspective.
You sound like some guys I knew. We were playing a PnP RPGs, actually two campaings at the same time. I was the DM in one, a friend was the DM in the other one. In mine, some PCs died along the way and while it was painful it was so part of the game. In the other campaign the guy used to save all the PCs anytime he could, so the group, after 5 years, was still the initial one. I argued that it was so obvious he was cheating to save us that it wasn't funny anymore and so him (and a few others) asked me what was supposed to be funny or in dying?
Their idea about the RPG was just the idea of progression, new gear, new levels, longest paper-peen.

It's not anymore about Vanguard. And it's not about the XP loss per se.
You should try to explain me WHY in the world losing some XP should be considered a waste of time! Especially in a social-oriented environment, unless you clearly chase just the vertical aspect of the game and consider the horizontal one like a joyful and less important decoration of the whole experience. AGAIN, I am not saying that games with loss of XP foster better socialization, I just fail to see the big deal about it. So you have to take back your corpse or accept the fact that you lost some XP (but not the money, the loot and especially NOT the fun you got while doing that). So?

This is NOT a confrontation between Vanguard and different approaches to death, like recent EQ2 for example. It's just that I don't get you all guys who just want to play with auto-save permanently enabled. This games aren't story driven to the point that you have to repeat the same identical steps of the plot every time you die. On the contrary, the only plots and stories you will ever have will come from your human friends and human enemies. So what's so bad in losing some XP? What's so bad in having to wait a little longer to hear the ding? The game won't change. You aren't longing for the next cutscene, for the big fight with Jecht, for the return of of the Jedi or for good ole Godot. You are just whacking and whacking and whacking and whacking just to hear fucking DING and some different textured colours on your avatar. This is why MMORPG are shitty games. Cause they don't provide the meat single player RPGs can offer, they are basically just watered down RPGs.
What's the trade in? The people. And the stories people can tell, of course in the successful raid against Onyxia, Daratathar or Lady Vox AND in the big and dramatic wipes.
I don't wear ANY kind of rose colored glasses, and once again I am not talking about Vanguard. I just can't see what it's so compelling about just getting to the next level, what's with all the hurry. What's so bad in losing a life sometimes and having to get back at the last checkpoint?

So here's the line on the ground. That side of the line I put you (not just you Darniaq), bored enough with MMORPGs that you just want to mow through them chasing the ghost of the fun that will, eventually, come at level 60 (or whatever it's the top).
This side of the line I put a different kind of bored gamer, me, who played single players since their invention until the advent of Ultima Online. At that point I realized that, save for sport games (they are always fun played shoulder by shoulder with friends), there was only two kind of games I could be still interested in:

- The ones with compelling and extraordinary storylines. Most of my favourite console games satisfy that requisite, and I still play lots of them.

- The ones with lots of people in it, where most of the content was created by players by just existing there with their different behaviours. Pre Trammel Ultima Online, where you could lose much more than a few XP with just one death, is still one of my best videogame experience ever, the best online one for sure. But yes I love PvP everytime and everywhere, and I loved EQ, and I loved Trains and I still love love Corpse Runs.

They are good examples, for me, of unscripted horizontal content in games that usualy lack it or any kind of comeplling storyline. And it's content of the kind that I can share with friends and that I can talk about later.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Arthur_Parker on February 09, 2007, 07:56:42 AM
It's not anymore about Vanguard. And it's not about the XP loss per se.
You should try to explain me WHY in the world losing some XP should be considered a waste of time!
Especially in a social-oriented environment, unless you clearly chase just the vertical aspect of the game and consider the horizontal one like a joyful and less important decoration of the whole experience. AGAIN, I am not saying that games with loss of XP foster better socialization, I just fail to see the big deal about it. So you have to take back your corpse or accept the fact that you lost some XP (but not the money, the loot and especially NOT the fun you got while doing that). So?

This is NOT a confrontation between Vanguard and different approaches to death, like recent EQ2 for example. It's just that I don't get you all guys who just want to play with auto-save permanently enabled. This games aren't story driven to the point that you have to repeat the same identical steps of the plot every time you die. On the contrary, the only plots and stories you will ever have will come from your human friends and human enemies. So what's so bad in losing some XP? What's so bad in having to wait a little longer to hear the ding? The game won't change. You aren't longing for the next cutscene, for the big fight with Jecht, for the return of of the Jedi or for good ole Godot. You are just whacking and whacking and whacking and whacking just to hear fucking DING and some different textured colours on your avatar. This is why MMORPG are shitty games. Cause they don't provide the meat single player RPGs can offer, they are basically just watered down RPGs.
What's the trade in? The people. And the stories people can tell, of course in the successful raid against Onyxia, Daratathar or Lady Vox AND in the big and dramatic wipes.
I don't wear ANY kind of rose colored glasses, and once again I am not talking about Vanguard. I just can't see what it's so compelling about just getting to the next level, what's with all the hurry. What's so bad in losing a life sometimes and having to get back at the last checkpoint?

I was in a Bugbear cave of some sort and with a full group we grinded XP and quests (we kept sharing a repeatable one that didn't even need to be turned in, so basically an exploit, whatever...) and I reached 97% of level 15.

The reasons you use to justify playing Vanguard to yourself, appear to be different from what you do when you actually play.  Nothing wrong with that in itself.  I just think it's interesting that you don't see exp loss as time wasted in theory, yet you use quest reward exploits in game to gain exp which I can only assume, saves you time.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 09, 2007, 08:02:06 AM
Arthur, you can do better than that.

I look for many different things in a MMO. The time you have to commit on them is long enough that the more things you can do the better. I never said I despise progressing. I just said I like some variations and accidents while doing it.
I liked the XP I was getting in that dungeon and I like the way we wiped and lost part of what we gained. For different reasons, I enjoyed both the events.
Having only the first part, or too much of the latter, would suck in full.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Arthur_Parker on February 09, 2007, 08:10:37 AM
I'm not bashing the game or you, I said my piece on Vanguard already, I just found two of your posts on this page interesting.  Personally I would rather read about your experiences playing Vanguard, rather than your responses to the limitless "Vangrind lol" posts.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 09, 2007, 08:54:47 AM
I wrote some stuff about Vanguard, supposedly for f13, and I submitted it. Apparently it has been stuck in the editing cog of the mechanism for the last 7 days.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 09, 2007, 09:04:48 AM
AGAIN, I am not saying that games with loss of XP foster better socialization, I just fail to see the big deal about it.

It's not a "big deal", it's just that we'd rather not put up with the hassle of XP loss, corpse retrieval, etc.. of old style MMO's. 

I'd suggest it's something like the progression of RTS games to the point where you have waypoint control, right click context, auto-producing of units, and so on.  These are all ways of minimizing those factors that many people don't find "fun".  XP loss and corpse retrieval were things that many people didn't find "fun" about EQ.  Likewise with forced grouping and having to wait in line to defeat the grand foozle at the end of dungeon X.

There are always going to be people who miss older games and their experiences, and if you like the idea of corpse runs and XP loss, more power to you.  Trying to convince people who have left those behind because they found them un-fun that "No, they really ARE Fun!!" isn't going to work (not that I am suggesting that this is exactly what you are doing).



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 09, 2007, 09:38:47 AM
This breakdown is occurring sooner than I expected.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 09, 2007, 09:59:19 AM
I'm guessing that I'm in the vast minority here.  I'm a huge proponent of calculated risk/reward in games.  I'm a fan of putting the best items in an area that contains the greatest risk/reward for obtaining them.  If people feel that the risk isn't worth it to them, then they may feel free to avoid adventuring in those areas. 

This is one of the few skill barriers left in MMOG's that separates the better players from those that have the most time.  While I'm against xp debt and corpse retrieval in all areas, I think that they serve as risk/reward tools in a very small subset of others.  I like the concept of a dungeon that contains great risks (loss of my corpse and items) with the benefit of a very rare/nice reward.  The fact that these areas are optional should allow players to encounter risk at their own choosing. 

More niche mmog's please!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 09, 2007, 11:09:55 AM
See, that's the issue. If Vanguard's rewards were commesurate with the pain in the ass 'risk' involved in some of their quests, then I'd be all for it. Last night, we picked up a couple of quests to go into a troll dungeon near Vault of Heroes, at Sir. Somebody's camp.

This troll dungeon was repleat with 3 dot trolls, with wanderers and the occasional inevitable multiple pulls. Completeing the above quest required killing approximately 30 or so trolls. With a team of 4 players, due to a server crash and the mobs dropping below the world and then repoping at their original spawn points only to bring in other mobs to the fight, my team wiped twice. Completing the quest took approximately 3 hours, between corpse runs, etc.

The rewards amounted to a grand total of 60 copper for each quest. One crafting work order of equivalent level rewards you with more than that for approximately 4 minutes work.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 09, 2007, 11:20:36 AM
I don't mind risk/reward schemes, for the most part. I'd rather not have some of the more punitive systems, but I've played enough games with them that it's not really the breaking point.

But I disagree with what you said about skill vs time invested. EQ was one of the more punitive games, but a skilled player could pull off a lot more than they could in more modern games, because of the hard-coded group bias so popular these days. The days of soloing in Guk when you could still get experience and decent items for your level are long gone. It took a lot of player skill even with a powerful soloing class like a necromancer. Now it's complete cockblock.

But if I had more time to play, so I could build social networks and be available to group regularly, that stuff would be available.

And that's not even getting into the direct timesinks of raid-style gameplay, where he who can play in the most unfun way possible reaps the highest rewards the game has to offer.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 09, 2007, 11:49:00 AM
I don't understand, raids are usually alot of fun, solo play is the suck.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 09, 2007, 11:55:57 AM
Raids are fun the first time. After that, doing the same raid more than once sucks it, especially when the loot-whoring arguments begin.

I'm all for risk/reward formulas, but MMOG's are fucked in this regard. Losing an encounter you've tried to win and getting sent back to a bind spot or graveyard is more than enough of a loss for me. Maybe add some item damage. I don't need the threat of XP loss, because in MMOG's, what that really means is TIME lost. And time is more valuable than any shiney in an MMOG.

It might be different if MMOG encounters were in anyway sophisticated, but they aren't. They are mostly just "hammer on it til it's dead" encounters, or "beat the gimmick" encounters like EQ's old Venril Sathir raid.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 09, 2007, 12:38:57 PM
Sky,

I wasn't suggesting that skill ever wins out over time.  The way MMOG's are designed, time will always be the dominant factor.  I was more trying to say that I appreciate games where a skilled player can accomplish what they wish to more efficiently.  Efficiency is all I have going for me in games since I have other hobbies and a job.  When that gets roadblocked (as it appears to be with each new iteration of mmogs), then my time in mmogs will either be extremely casual or over.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 09, 2007, 05:21:34 PM
This is why I hope MMOFPS games can take off. If player skill determines the outcome by itself, players can be motivated by goals different from the usual grind.

Quote from: Falconeer
I never said Vanguard is "more social"...

I just tried to explain why I am not bothered by the occasional loss of XP and why I fail to see that like a punishment.
Yea, I really didn't mean to focus that on you. It was more in response to prior arguments about why downtime is needed to foster socialization, through the years. VG leans that way. WoW and GW lean the other. To me, any popular game can be social through collective emergent behavior. If players want it, they'll do it. But the game play comes first. Without that you can't attract people in the first place (not an epiphany there ;) ).

Quote
You should try to explain me WHY in the world losing some XP should be considered a waste of time!
XP loss is time loss is advancement loss. You don't worry as much about advancement in Oblivion or NWN2 because the periodic rewards you receive punctuate an evolving experience. But MMOs are persistent, time-static games, and get repetitive real quick. Quests can't be world-changing by nature. Abilities can't be too broad and varied to be balanced effectively. MMOs emphasize different experiences to offset the diluted RPGs they are by necessity. So the biggest types of "new" players get in these games is through the abilities they unlock either by level or by gear.

Everyone grinds eventually. Would you bring in KOTOR2? No. Why bother? You KNOW the game is designed to give you max enjoyment at YOUR pace throughout. MMOs don't have that luxury. So we're motivated by mastering what we know until we unlock ways to further customize our experience.

When something that's easily fixed gets in the way of that, we want it fixed.

There's also the very big difference between soloing, grouping with a dedicated group of friends on a calendar (DnD style), and jumping into a game whenever and however you can to temporarily hang out with friends who may or not be around.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 09, 2007, 06:26:39 PM
A lot of this seems to me to be:

"I enjoy hanging out with my friends, so what is happening in-game doesn't matter all that much."

In that case, I would suggest your friends are the fun part, not the game.

I had a ton of fun playing Command and Conquer in college, even though it wasn't a great game. Because my friends were fun. Nothing wrong with that but that isn't a convincing reason for someone else to play C&C unless my friends come in the box.

I was just reading some vault vanguard forums for fun. A lot of people are complaining about the XP being slow, and others are saying "hey, slow down - enjoy the world, travel, try diplomacy!" The problem is, these games are all about XPing. Gaining XP is really the point. That's why losing XP sucks, and why losing time (and therefore time you could spend gaining XP) sucks.

I'm a big proponent of taking your time and enjoying the journey - as long as the journey is interesting. It sounds like your group of buddies makes the journey interesting, cool. But people asking for something *in-game* to be interesting is quite reasonable.

It is hard to take your time and smell the roses in a MMORPG when the core gameplay sucks.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on February 09, 2007, 07:30:51 PM
I'm not going to comment on some key things here, but what I really wanted to point out is... People always complain about XP loss. They absolutely love being sent back to a bindstone to run back, though, and they even love having to spend money to repair their gear. But still they decry XP loss as being some unholy plague because it "wastes time". So does running back to your instance, so does repairing your gear (You have to grind the money back anyways). How does any of this differ to losing experience? "I might never get it back!" You might never get that money back that you repaired your gear with... and you're certainly never going to get the time back you spent running after you died, so what's the difference? I don't understand how a developer choosing to have XP loss as their death penalty is any different than just making you run really really far to the dungeon you just died in. Its ALL time anyways, what does it matter in which form you lose it so long as you're losing the same amount?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 09, 2007, 08:31:41 PM
The time you lose doing a CR (which I would point out, many people don't like either) does translate into XP indirectly, and money for repairs might translate into time which translates into XP, but XP *is* XP.

Losing XP hits people hard because the point of the game is to accrue XP. Money can be gained while earning XP, and you can often do without top-notch gear. Taking away XP is directly taking away what people have working towards and is negative progress. Wasting time is a lack of positive progress, which is similar but psychologically not the same. I would also point out that if you have the money repair costs are meaningless.

My guess is if you asked people to rank those, they would almost always come out like this:

Repair costs. (Best)
CR
XP Loss. (Worst)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on February 09, 2007, 10:10:48 PM
I suppose you may be right. For whatever reason, though, I've always viewed it as "Meh, I'll just whack a few more foozles and be done with it". Its money loss that kills me, probably because its where I struggle the most in MMOs. Just seems like XP is everywhere (Wherever there's a mob... everywhere) and money is in select places like high level raids and non soloable stuff. The XP is easily returned, the money is not.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 10, 2007, 04:40:54 AM
Different strokes for different folks it seems. In another game that is in beta they were/are not having any XP loss but one of the death penalties they came up was not very popular in it's initial implementation. I made the mistake of saying they needed to go to the XP loss on a thread and you would have thought I had proposed capital punishment judging from the response. I personally can handle a reasonable amount of XP debt or loss, but todays average gamer equates it to a ass raping it seems.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Tmon on February 10, 2007, 10:21:10 AM
I suppose you may be right. For whatever reason, though, I've always viewed it as "Meh, I'll just whack a few more foozles and be done with it". Its money loss that kills me, probably because its where I struggle the most in MMOs. Just seems like XP is everywhere (Wherever there's a mob... everywhere) and money is in select places like high level raids and non soloable stuff. The XP is easily returned, the money is not.

I don't know if you played the original release version of EQ, but losing a level due to xp loss on death was not a generally a matter of wacking a few more foozles.  It could take days to regain your level, especially if you insisted on trying to solo a warrior up.  I quit EQ about 6 months after release and I still sometimes catch myself thinking " better kill a few more to lock in the level" after one of my WOW tunes levels up.  If the point of the game is to gain levels then delaying your progress is much more palatable than stopping it or worst yet reversing it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 10, 2007, 10:57:54 AM
If the point of the game is to gain levels then delaying your progress is much more palatable than stopping it or worst yet reversing it.

Point of the game is not just gain levels. Otherwise the game would end as soon as you hit top level.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on February 10, 2007, 11:37:40 AM
I don't know if you played the original release version of EQ, but losing a level due to xp loss on death was not a generally a matter of wacking a few more foozles.  It could take days to regain your level, especially if you insisted on trying to solo a warrior up.  I quit EQ about 6 months after release and I still sometimes catch myself thinking " better kill a few more to lock in the level" after one of my WOW tunes levels up.  If the point of the game is to gain levels then delaying your progress is much more palatable than stopping it or worst yet reversing it.

Heh I played EQ1 for a very long time, for better or for worse. Yes losing your level was certainly an issue, but it wasn't by any means as bad as you make it out to me. In the 50's (I admit, I didn't play when they upped the level cap past that) dying was usually a couple days of casual grouping XP. In WoW, though, I once had to spend about four/five hours just grinding to get back the money I lost repairing items during the course of a bad instance run, though, and purchasing food. Not several days of time, but still. With losing XP I'm backpedaling as far as progress goes, but if I run out of money progress grinds to a halt.

And just to add here... I still remember dinging to lvl 9 as my first Ranger in EQ1. I was so excited to test out my new spells and to flaunt them to my warrior friend that I pulled some nasties and, even though I was sure my spells would get me out alive, lost my level. To this day I remember how ironic that was, and it set apart that level from all the other "oh ding, whatever" levels. I'm not saying only XP loss can do that, but that sort of memory can only come from a loss of some sort.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 10, 2007, 12:29:08 PM
Heh I played EQ1 for a very long time, for better or for worse. Yes losing your level was certainly an issue, but it wasn't by any means as bad as you make it out to me. In the 50's (I admit, I didn't play when they upped the level cap past that) dying was usually a couple days of casual grouping XP. In WoW, though, I once had to spend about four/five hours just grinding to get back the money I lost repairing items during the course of a bad instance run, though, and purchasing food. Not several days of time, but still. With losing XP I'm backpedaling as far as progress goes, but if I run out of money progress grinds to a halt.
What? Did you wipe five times in full epics in Naxx or something? It's not until raids that multiple wipes costs you more than a gold or so.

And if you're dying multiple times on a Strat run -- and you in T1 or better gear -- most people would have found another group.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 10, 2007, 02:06:50 PM
I think that he was pointing out that, while an extreme case, WoW contains time sinks as well.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 10, 2007, 03:01:52 PM
I think that he was pointing out that, while an extreme case, WoW contains time sinks as well.
Yeah, it does. At the very high-end endgame. Molten Core is probably the first place where "learning" costs you even roughly the same amount of gold you'd make playing casually.

I logged on more or less just for MC raids and PvP, and even with wipes the only reason I was down cash-wise was ammo costs (I bought the ice-threarded stuff -- 2 gold a night right there).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Murgos on February 10, 2007, 03:32:12 PM
Heh I played EQ1 for a very long time, for better or for worse. Yes losing your level was certainly an issue, but it wasn't by any means as bad as you make it out to me. In the 50's (I admit, I didn't play when they upped the level cap past that) dying was usually a couple days of casual grouping XP.

That was after the lessened the pain of the death penalty.  Before they lowed the exp loss, which was about 3 months into live, I remember losing almost an entire level to 1 death.  In the late 20's.

Probably 98% of the people who played EQ never experienced that but it was ridiculous.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 10, 2007, 06:20:42 PM
As an old EQ player from release, that once you got to be able to group with someone that could rez with exp return, that exp loss was usually returned later that night and that overall you would have a positive gain of exp for the time in game.  The people saying otherwise are the ones saying they had to walk up hill against the wind through feet of snow to school each day as kids.  They are not telling the truth. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Murgos on February 10, 2007, 06:27:16 PM
The first exp return rez was at what?  35?  In those initial months after releae while the debt was still HUEG there just weren't that many people with that rez.  Even then that early rez only returned something like 50%.  I was the third or fourth warrior on my server to 50 and a lot of those groups were done with Shamen or Druids.  Exp returning rez's were not always available.

Rose colored glasses, natch.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 10, 2007, 06:38:00 PM
Yes losing your level was certainly an issue, but it wasn't by any means as bad as you make it out to me. In the 50's (I admit, I didn't play when they upped the level cap past that) dying was usually a couple days of casual grouping XP.
"A couple of days". That right there represents just how far this genre has come, both in games and in people. We put up with that crap (Christ, a couple of days) because this was new and interesting and we felt like we were on the cutting edge. But there's no way this'd be a multi-billion dollar business with tens of millions of players with the XP loss we could only sometimes control resulting in days lost. Insane just to think back on it.

Running to bind stones, paying for repairs, running back to the mob spawn locations, yes, those are all time lost as well. However, they can all be easily overcome through options ingame: Portaling/teleporting, twinking/lucky-sales-on-bazaar, speedyfeet buffs/teleporting. XP lost outside of the EQ1 clickstick really has no ingame way of being returned, and for a good chunk of early EQ1, clicksticks weren't common.

That's the rub really. It's analagous to combat mechanics in general. For every action there should be a counter. If you have XP loss, you need to have a counter or it's pure punitive time loss and sucky. Thankfully the genre has learned a lot since the early days.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 10, 2007, 09:51:39 PM
It only took me a couple of days to beat God of War on God Mode. I'm supposed to spend that same amount of time just recouping XP? No thanks.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on February 10, 2007, 10:03:19 PM
I'm sorry if I made it sounds like a couple of days was okay and that we should put up with it. I merely meant to point out that it wasn't weeks like what he said. If the XP loss was merely 30 minutes to an hour of grouping it would be more akin to the penalties we're seeing nowadays. I'm just trying to say that if we keep the loss proportionate, I don't think most people would care in what form you lose it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 11, 2007, 06:12:37 AM
Ok, yea, that's a valid point. Sorry to misinterpret. And yea, I never had weeks of EQ1 XP lost either unless I lost it and was AFK for a few weeks :)

I still prefer there be a system to get all of the XP back even if it means loss of another way. For example, if I could buy back the XP from a Cleric then that'd be fine. I'd be willing to pay the coin to do that, which is time loss itself, because at least I can get that back a few different ways (mob hunting, quests, bazaar-sales, etc). I just hate unrecoupable loss.

Quote from: Falconeer
Point of the game is not just gain levels. Otherwise the game would end as soon as you hit top level.
That's part of the point though. Levels unlock abilities unlock customization unlock "new". People want that to continue at the top level, but they end up needing to play an entirely different game (Raiding, PvP, etc) to do it. And infinite levels don't work because players need that sense of "end" to shoot for. So other methods are used, but they're all about advancing to customize, just in a different form.

So while it's not just about gaining levels, it is about gaining at all.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 12, 2007, 07:05:14 AM
Actually, each death in EQ1 did cause me to lose weeks of experience. My necro was level 54, and I don't have a lot of time to play. One day I died a couple times and lost almost all of level 54 which had taken me several months to work through. Levels 1-51 took a year, levels 52-54 took another year, mostly due to the death penalty and retardedly slow advancement (which would have been more acceptable except for the aforementioned penalty). Sure, I could've had a cleric around, but there's another timesink (in finding one every night I play or at least every time I die). There's no good reason imo to base so much of the core gameplay around timesinks!

Now Planetside, with mere tactical setbacks as a death penalty? Golden. You can have medics revive you, set up mobile spawn points. It's mmo done right. And so many more memorable moments packed into the game play.

Of course, my position is that death penalties themselves are stupid? Why do you need to be punished for playing a game? No other games are set up like that. Yet for mmo, god forbid you question penalizations! Whip me, beat me, call me sally.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 12, 2007, 08:14:59 AM
Turning this back to VG for those who are still on the fence about picking it up, I had two good group experiences this weekend. Both were with my guild and full Ventrilo participation.

Level 11-13 characters in the Vault of Heroes
- Mobs are mostly 3-dot comparable to the group's level
- We saw a few named 4-dots that dropped blue or yellow loot. Common magic items are green.
- Mobs are largely cash poor so it is key in a group to have the loot settings ironed out.
- Large dungeon. We scratched the surface over two hours. We did get adds some times, but a full group fighting 3-dots shouldn't have any problems with out CC and we didn't.
- Back spawn was about 10 minutes and lots of wanderers so the dungeon pushes you to move. Camping in one place would not be as efficient, at least in this dungeon.

2-dot vs 3-dot vs 4-dot mobs
- The VG con system uses level and "dots." The first are soloable, the second are soloable for some classes but will gove good exp for small groups, the last if for full 6 person groups.
- 3 people fighting 3-dots get about the same exp as 6 fighting 4-dots but the 6 will get much better loot tables.
- The two dungeons I have seen have a mix of 2 and 3 with a rare 4 as a named.

Loot
- Like what I have heard from WoW players: green is what most people will have, with a smattering of blue. If you have two yellows you are doing well.

Loot distribution
- The group leader can set the distribution. Most common is cash split with rolls for greens or better.
- When someone in the group loots a corpse with a magic item, they click "start roll". Everyone in the group then gets a pop-up window.
- If the item is class-appropriate for you, then you will see a Need button. Everyone sees a Greed button and a Pass button. If you are the only one who clicks need, you win. If more than one clicks need, then there is an auto-roll (1-100). If you don't actually need it (and you are honest) then click Greed. The game then auto-rolls for everyone in the Greed pool.
- This is the best group loot mechanic yet.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 12, 2007, 09:28:02 AM
Loot distribution
- The group leader can set the distribution. Most common is cash split with rolls for greens or better.
- When someone in the group loots a corpse with a magic item, they click "start roll". Everyone in the group then gets a pop-up window.
- If the item is class-appropriate for you, then you will see a Need button. Everyone sees a Greed button and a Pass button. If you are the only one who clicks need, you win. If more than one clicks need, then there is an auto-roll (1-100). If you don't actually need it (and you are honest) then click Greed. The game then auto-rolls for everyone in the Greed pool.
- This is the best group loot mechanic yet.

Looks virtually identical to what WoW does.  I agree, I like the mechanic too.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Belce on February 12, 2007, 09:35:10 PM
Actually, each death in EQ1 did cause me to lose weeks of experience. My necro was level 54, and I don't have a lot of time to play. One day I died a couple times and lost almost all of level 54 which had taken me several months to work through. Levels 1-51 took a year, levels 52-54 took another year, mostly due to the death penalty and retardedly slow advancement (which would have been more acceptable except for the aforementioned penalty). Sure, I could've had a cleric around, but there's another timesink (in finding one every night I play or at least every time I die). There's no good reason imo to base so much of the core gameplay around timesinks!

Now Planetside, with mere tactical setbacks as a death penalty? Golden. You can have medics revive you, set up mobile spawn points. It's mmo done right. And so many more memorable moments packed into the game play.

Of course, my position is that death penalties themselves are stupid? Why do you need to be punished for playing a game? No other games are set up like that. Yet for mmo, god forbid you question penalizations! Whip me, beat me, call me sally.

Here we see a bald face EQ exp loss lie.  I played this game as a warrior, only able to gain exp in groups and as a warrior did suffer death a few times, but never was the consequence as poor as you say, not once.  There was exp loss greater for solo players that could not find a rez and if this applies to you, it is due to a game play choice you made and not a valid complaint against the game itself.  You decided to play that way and had other options at hand.  Your bad experience with exp loss in EQ was due to a game choice you made and there was another choice to make it better, much better. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 12, 2007, 10:04:06 PM
Huh?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lt.Dan on February 12, 2007, 10:24:12 PM
He's new.  Or is trolling for an aneurism. :-o


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Xerapis on February 12, 2007, 10:34:04 PM
Looks like a little of both.

I say we go ahead and tag him and track him.

Maybe he's only EQ-rabid and we'll know what to avoid around him :P


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 13, 2007, 12:51:05 AM
Here we see a bald face EQ exp loss lie.  I played this game as a warrior, only able to gain exp in groups and as a warrior did suffer death a few times, but never was the consequence as poor as you say, not once.  There was exp loss greater for solo players that could not find a rez and if this applies to you, it is due to a game play choice you made and not a valid complaint against the game itself.  You decided to play that way and had other options at hand.  Your bad experience with exp loss in EQ was due to a game choice you made and there was another choice to make it better, much better. 


Sky,

If you liked to solo. Then that's your choice, but then you deserved to die.

Ditto if you only had limited time to play and so were unable to sit on your ass looking for group (there was no /lfg flag back then). Either way, you're weak and deserved everything that EQ1's pre-clickstick and search for a cleric game threw at you.



Green Text, in case you couldn't tell.



Oh yeah, on Vanguard specifically.

I can't believe they took Fellowships out after what? Two weeks of going live? Did those morons even fucking playtest that shit in the last year? They didn't realise it was a powerleveller's dream or yet they did and let it go live or what the fuck? It might not be a big deal, but seriously, if you're going to tout your fucking game's features then try fucking playtesting them rather then stripping them out less than a month after going live. I can't believe how stupid the VG devs are sometimes.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Strazos on February 13, 2007, 03:28:14 AM
Sometimes?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Merusk on February 13, 2007, 07:23:40 AM
Either way, you're weak and deserved everything that EQ1's pre-clickstick and search for a cleric game threw at you.

So very, very few people remember this bolded timeframe, much less having to stare at a book praying you didn't get some wandering mob beating your ass for 30 levles.  Fucking a it sucked.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 13, 2007, 07:25:31 AM
Oh yeah, on Vanguard specifically.

I can't believe they took Fellowships out after what? Two weeks of going live? Did those morons even fucking playtest that shit in the last year? They didn't realise it was a powerleveller's dream or yet they did and let it go live or what the fuck? It might not be a big deal, but seriously, if you're going to tout your fucking game's features then try fucking playtesting them rather then stripping them out less than a month after going live. I can't believe how stupid the VG devs are sometimes.

They were disabled before the pre-order early live period, if not before.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 13, 2007, 08:18:14 AM
Quote
2-dot vs 3-dot vs 4-dot mobs
- The VG con system uses level and "dots." The first are soloable, the second are soloable for some classes but will gove good exp for small groups, the last if for full 6 person groups.
- 3 people fighting 3-dots get about the same exp as 6 fighting 4-dots but the 6 will get much better loot tables.
- The two dungeons I have seen have a mix of 2 and 3 with a rare 4 as a named.
Yeah. Off the fence here.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 13, 2007, 08:21:36 AM
I started playing again for the lack of anything else interesting to mess with.  I've now leveled 5 characters to level 10 and the difference in ability to solo is staggering.  I shouldn't be surprised that there are classes very geared to groups (the rogue for example) and some very adept at solo (psionicist, shaman, ranger).  The biggest deterrent to soloing is that many classes rely on gear to solo successfully... and the best gear drops from group encounters.  Color me shocked. 

I'll likely leave again in a couple of days.  I just wanted to give it one last shot.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: palmer_eldritch on February 13, 2007, 10:35:10 AM
I've levelled up a monk and a bard in Vanguard - the bard is 18, which is obviously not high but is a lot more work than getting to 18 in, for example, WoW. I usually group with a ranger friend of mine.

I would say the game is soloable (so far) but not solo-friendly. It is group-friendly. Even quests not marked as "group quests", which you might assume means they are soloable, are often not. The individual mobs can be soloed okay, but in many places the number crowded together and the spawn rate makes it a death trap.

Incidentally, one unusual thing about the game is there is nothing in the quest text to indicate what level the quest is for. That makes it harder to look for quests that are "green" to you, ie easy because of your level. You need to go and look at the monsters and see for yourself, which is kind of cool if you want a game which doesn't hold your hand, but can obviously be frustrating. Sometimes those monsters are a long way from the NPC giving the quests.

If you prefer to solo, I wouldn't reccomend Vanguard (not sure if I would reccomend it anyway, but I'm still trying to decide). However, I don't see this as a terrible thing. One of the good things about today's MMO market is that there is at least some choice out there between solo-friendly games and group-friendly games, and you can choose which one to play. For example, as someone who played EQ I back in the days where you did stare at a book to meditate, I can't imagine anyone trying to solo up a warrior there if they had had other games to consider, unless they actually enjoyed pain. Nowadays they can play WoW or maybe LotR which is quite nice for soloing, but as someone who likes grouping - even pick up groups - I'm glad someone is making a game for me.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 13, 2007, 10:58:36 AM
One problem VG has, though, is that grouping isn't really all that more exp efficient than soloing. This depends a lot on which class you play, but there are half a dozen classes that can easily solo the 3-dot (small group) mobs. The trick is finding an outdoor, reliable spawn point for them. Sigil has already started trying to make exp adjustments to this (raising the exp of 3- and 4-dot mobs a bit) but that doesn't fix anything because the soloers just get more exp. The problem is that the grouping bonus is crap right now.

I enjoy the grouping in VG and do it with my guild because it is fun AND you have no chance at yellow or better loot drops without a group since those drops seem to be restricted to dungeons, where mob density makes soloing very dangerous.

So, you can solo in VG and if you want to craft, you can also make decent money (some people have 10g+ already when most mobs drop a few copper and low teems quests pay 1s.)

Take a look at some druid spells (not all, just the solo friendly ones):

Level 4(?): Ensnare
Level 12: 40 second root, levitate
Level 14: SoW
Level 18: Taproot (roots the druid, but regens all mana in about 15 seconds even in combat)

Snare mob, unload DoTs and DDs, root, taproot, repeat until mob is dead. It really doesn't matter if the mob is 2-, 3- or 4-dot as long as it's level is low enough (+2 or lower) to avoid resists.  Before Taproot, the druid has to stick to 2-dots because mana runs out on the higher hitpoint mobs. Taproot has no purpose other than to aid soloing since if the druid is oom in a group, the other casters probably are too so everyone has to wait around anyway.

Reports are that a 20ish druid soloing 3-dot even con mobs can level in 2.5 hours. Now, this is not the most exciting thing I can think of but it is VERY hard to get that kind of exp efficiency in a group and 3-dot mobs drop reasonably good loot (green and blue).



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 13, 2007, 12:54:49 PM
Here we see a bald face EQ exp loss lie.  I played this game as a warrior, only able to gain exp in groups and as a warrior did suffer death a few times, but never was the consequence as poor as you say, not once.  There was exp loss greater for solo players that could not find a rez and if this applies to you, it is due to a game play choice you made and not a valid complaint against the game itself.  You decided to play that way and had other options at hand.  Your bad experience with exp loss in EQ was due to a game choice you made and there was another choice to make it better, much better. 

That's not about a gameplay choice. Even in a guild like ours, Belce, I would lose days worth of experience with a death if there was no cleric around (Sky was higher than I ever got - 54 necro). And in our guild, there often wasn't a cleric around. We had a number of problems with people in the guild getting upset because they couldn't find a group, mainly because no one wanted to exp without a group and often the one or two clerics in the guild were snapped up in groups the minute they got online and said "Hi!" So those who weren't in that one or two groups were forced to do PUG groups, alliance groups (one of the few reasons I wanted us to foster alliances back then), solo or log off. Or if they were like Sky, they tried to solo in a game that punished soloing, and if they died, they lost all they'd done that night, and for many nights previous.

It likely got better after I left, but what Sky said was most certainly not a lie, nor down to a gameplay choice. It was down to play the way McQuaid said, or get assraped if you made one little mistake.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 13, 2007, 01:46:36 PM
I try not to address that stupid bullshit anymore, Haemmy. Besides, the grouptards won, most mmo is not worth soloing anymore. At least if you ever want decent drops, named mobs, or dungeons. I don't understand why soloers can't be happy as second-class citizens. I should break up with my girlfriend and sell my guitars so I can play more correctly.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 14, 2007, 10:12:52 PM
Sometimes?

Well, you know, when I read about them. Which is sometimes.


They were disabled before the pre-order early live period, if not before.

My ignorance then. Mea Culpa. Still, wasn't that only a month or so ago? My point on playtesting your shit or at least picking up on the obvious still stands though.


Take a look at some druid spells (not all, just the solo friendly ones):
Level 4(?): Ensnare
Level 14: SoW

Did they just go ahead and call the damn spell "Spirit of Wolf" again?


I try not to address that stupid bullshit anymore, Haemmy. Besides, the grouptards won, most mmo is not worth soloing anymore. At least if you ever want decent drops, named mobs, or dungeons. I don't understand why soloers can't be happy as second-class citizens. I should break up with my girlfriend and sell my guitars so I can play more correctly.

I've been quite surprised with the BC expack for WoW in this regard - you can still solo lots of stuff (there are a few group-only quests, but thats cool) and dungeons for your level are still group-only situations, but you can quest for good gear throughout your levelling span, and a lot of random-mob-greens are better than quest drops as well. It's been a strange but fun experience again, in that I can be killing a random mob for any reason and they often have a good chance to drop gear that's actually an upgrade for me. I'd say it's moreso this way than it was 1-60. Of course, at 70, I'll run out of commonly-available greens, so it will be back into groups, though at least the raids aren't the dominant animal anymore. I guess PVP is a solo option.





Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 15, 2007, 04:56:56 AM
Blizzard threw the kitchen sink at BC, trying to keep the vets and capture back folks who quit at 60. Sucks for those who quit at 30, but with 8mil+ accounts, apparently they're not a big enough audience anyway :)

Seriously, as has been noted frequently, gear upgrades on the first soloable quests in BC lands are pretty big, particularly if you quit at 60 because you could never raid. The stat boosts and money are very good.

Quote from: Azazel
Did they just go ahead and call the damn spell "Spirit of Wolf" again?
It's called "Speed of the Wolf". And you know, that's just tip of the iceberg. VG is so much like EQ in just about everything, except the inclusion of the proto-Asian race(s). For those who didn't play EQ1 alot or at all, the corrolations won't matter. And for those who liked EQ1, they'll be enjoyed. But from afar, it really does seem like Brad felt he owned the whole IP enough to go off and effectively make the sequel in everything but name.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 15, 2007, 05:29:31 AM
But from afar, it really does seem like Brad felt he owned the whole IP enough to go off and effectively make the sequel in everything but name.

And that's funny, cause Tony "Vhalen" Garcia, the man who invented the whole EQ lore and world for its D&D PnP campaign back in the 80s, is still actively in the EQ2 team, and I dare to say the only one from the original EQ1 team still in the EQ2 boat (not counting Smedley).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 15, 2007, 07:16:15 AM
I fully intend on checking out BC...when it's not the price of a full game for an expansion.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 15, 2007, 08:57:56 AM
Turning this back to VG again, then evidence continues to mount (at least in my experience) that Vanguard is a very attractive game for small groups. I have now had three really good experience as part of a duo (druid + melee) fighting the 3-dot mobs and co-ordinating quests. The exp is better than all the 6-man groups so far (although I have yet to do a PURE 4-dot area as they aren't really available until 15+) and the loot is good (the occasional blue drops from any 3-dot and greens are plentiful).

Maybe my class, druid, is better fo this than others but I don't think so. Last night I was with a level 11 rogue fighting level 12 and 13 3-dots. Single mobs were cake. The only heal I had to throw was my low level HoT. If we got an add, it only got sticky if I got aggro and couldn't root park due to surrounding spawns.

All in all an enjoyable gamming experience.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 15, 2007, 09:57:07 AM
Are you talking about dedicated social-circle based groups (possible in any MMO) or general pickup groups (indicative of the general playerbase)?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 15, 2007, 10:05:49 AM
Are you talking about dedicated social-circle based groups (possible in any MMO) or general pickup groups (indicative of the general playerbase)?

Is that to me? All I am saying is that the conventional wisdom that progressing in VG requires 6-man grouping does not match my experience so far. Everyone should be able to find one or two people where the schedules match, and thus enjoy more than the 20% Sigil says is for soloers.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 15, 2007, 10:18:13 AM
Is that to me? All I am saying is that the conventional wisdom that progressing in VG requires 6-man grouping does not match my experience so far. Everyone should be able to find one or two people where the schedules match, and thus enjoy more than the 20% Sigil says is for soloers.

I think you're being generous.  The 4 dot mobs are the ones that drop the better loot (yellow items) and can only be killed by groups or duo when the gear is now too low to be significantly helpful. 

I play a dread knight and only log on now if I can group with a RL friend that has a druid.  We do very well and are able to explore and complete group quests.  We're just not able to handle 4 dot mobs unless they are a few levels below us.  I imagine this will get even more difficult when we approach the endgame... though I doubt I'll last that long.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 15, 2007, 11:59:32 AM
I agree with you, but think it is fine. It doesn't bother me that certain mobs require a full group (or more). More than 80% of the content I have seen so far is doable with 3 or less players. That is much more casual friendly than I expected.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morfiend on February 15, 2007, 12:06:30 PM
If I cant log on and level my character by myself, if I want to, then the game is not for me. I dont mind grouping, but I dont want my playtime to be dependant on other people. Thats one of the many reasons why I play WoW and not VG.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 15, 2007, 12:33:28 PM
I fully intend on checking out BC...when it's not the price of a full game for an expansion.

Interesting.. it's priced slightly higher than a typical expansion here in Aust, but then on reflection, we pay about 50%+ over what you guys do for new games (adjusted for exchange rate).

Can SoW be cast on people not in the same group? Do you have SoW beggars?



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 15, 2007, 12:41:16 PM
Yes you can cast SoW and Cloudwalk (levitation) outside group. But there are no beggars so far, despite the huge size of the world. Could be cause crapy horses are ultracheap and just slightly slower than SoW (actually I purchased some nice horseshoes for my mount and it runs a bit faster than SoW apparently)?
Big difference between the two is that you can be dismounted when attacked, while SoW sticks with you, but still didn't see a single beggar yet.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 15, 2007, 01:25:14 PM
I made my homework for the team.

Here are some snippets from the latest Brad's post on Silky Venom, that is one of the most popular unofficial-but-you-know-there-is-no-official boards.
Please consider that these posts are fresh stuff, as the oldest one is just from yesterday.


On launch date, Burning Crusade, you know.. (we knew Brad):

Quote from: Brad McQuaid
We (Sigil & SOE) are doing our best with marketing, but the reality is that we launched close enough to Burning Crusade that it has been very hard to get the presence, point of purchase materials, etc. displayed. And I certainly don't blame the stores for that. This is the price that has to be paid, at least short term, for launching so close to the WoW expansion. Wasn't our desire, but as I've said, at some point, financial realities are just that: reality.

That said, by no means has the marketing campaign ended and we have months ahead of us to re-gain ground. That, and viral marketing will help, as existing players tell others they are enjoying the game.


On player cities:

Quote
Player cities will allow group ownership of property, guild houses, intersphere dependence, and an RTS element where after the city starts building, you will need to build certain buildings first to unlock others. Also, the owners of the city will likely need the business of other players to continue to advance so that the cities are of use to all players and not just a few.


Again on player cities and a little digression about UO, SWG, dikus and stuff. Raph?

Quote
Quote
Originally Posted by A guy
SWG was like this, before it was turned into a ghost town by macro-grinding wannabe Jedi. The player cities offered useful resources to all players and thrived if players visited them.

Indeed. Many of our core ideas when planning player housing and then player cities came from SWG. We do plan on taking the player city aspect of it a lot farther than SWG did, and we have zoning and some other mechanics in there to avoid some of the SWG problems.

If fact, you could go farther than that. While Vanguard is a diku/EQ/etc style game at it's core, we did our best to incorporate new ideas (like Diplomacy) as well as to take the best from previous games and integrate them into Vanguard. While the guys behind SWG and UO I don't always agree with, or their approach (usually make a broader game and then a deeper game, where I think you need to go deeper first and then broad), and while they are friends of mine, we did put a lot of effort into crafting, player housing, player customization, user controlled boats (not really seen since UO, a tile based game), etc. to reach out to those players who like that aspect of a virtual world and, quite frankly, because we think they are cool and should be included in any modern MMOG.


On how things didn't go as easily as planned:

Quote
Quote
Originally Posted by Some Random Board Guy
I have my theory on this. Based on the things Brad said years ago during early developement, they expected to be able to churn out massive amounts of solid content efficiently by
1) having a team of experienced MMO developers
2) making heavy use of middle ware and existing tools (Unreal Engine with its mature content developement tools etc.)

I think it simply didn't work out that way. It prolly took a whole lot longer to make good content than initially planned, there's probably also a lot more hand-tuning and bug-fixing. Maybe the tools they bought with the middle ware didn't work all that well for MMO developement. Maybe the loss of several key developers (Burke and that guy with the Italian name) hampered developement. Maybe it was all of this.

So I guess it boils down to poor planning, unrealistic expectations, insufficient risk management and maybe even a lack of competence in some areas. I've seen this happen far too often with IT projects that were of much smaller scale than the development of a MMO. With a project the size of Vanguard, such errors can have a cascading effect that pretty much screws up everything and sometimes you don't even notice what's happening before it's too late.

Brad says:
It has been a struggle getting such a large company working together, but we've accomplished that in beta 4 (really before that, but I'd say we've been a more well oiled machine since the beginning of beta 5). It has taken longer than we'd hoped to get content in, but it's going in fast now. I take full responsibility here and it's nobody's fault at Sigil -- the team are working their asses off and being efficient at it now. I can only humbly ask that you guys have some patience and stick with us. We are quashing bugs, getting more content in, tweaking and balancing, etc. The latest patch, while it introduced some issues which we will jump right on, I think was full of content and fixes overall.


On why the world is empty (actually it isn't on myserver and continent, but I guess it is if he felt the urge to address the problem)

Quote
Quote
Originally Posted by Random Board guy #2
If i wanted to play a mmorpg by myself id play Oblivion (with much better performance I might add) but I love Vanguard and the potential it has. But where is everyone else, so much hype pre-release but it seems like nobody took the bait. Grouping is even more of a hassle than it was in EQ 5 years in, after much of the population had migrated to other games. THIS GAME JUST CAME OUT! It's so frustrating to think how hard its going to be to find a group in the 30's and 40's.

The only time i ever really get a group up is with guildies, and dont get me wrong, it really helps build guild community. But everyone likes to pug once in a while. This world is so massive it needs very high server populations to experience all of the content it has to offer. I hate having to solo outside dungeons and end up out leveling them before i can get a solid group together. Telon feels so empty and it saddens me...

Brad says:
The game continues to sell well so there will be a lot more people coming online. Also, we kept the server population down at first until players dispersed more (leveled up, moved out of the starting areas). Now, however, we can allow the servers to build up with more players because this is beginning to happen. The sucky part is the transition, now that people are moving about and leveling up, we need to wait for server populations to increase. I totally understand the frustration (I've experienced it myself personally), but it will resolve itself. Thank you for your patience.


On Fellowships (yes, they will be in the game soon)

Quote
Fellowships are very important to us and we're very excited about them. We implemented them in beta 4/5, but there were exploits associated with them, so some of the system has to be revamped. I don't have a solid ETA (I apologize) but it is a high priority as I think it's a very important component of the game.




Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 15, 2007, 02:31:57 PM
So is anyone really playing? I just went over to the Vangaurd Players  site and played with the database a bit and there are only 27K players level 15 to level 50. Considering that a portion of those are on the free buddy keys that does not seem like a hell of a lot for a game that is been out for over two weeks unless leveling is really snails pace above 10 which is the highest I ever went in beta. Dropping back to 10 - 50 the numbers jump to around 90K but how many of those are alts?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 15, 2007, 02:47:00 PM
So is anyone really playing? I just went over to the Vangaurd Players  site and played with the database a bit and there are only 27K players level 15 to level 50. Considering that a portion of those are on the free buddy keys that does not seem like a hell of a lot for a game that is been out for over two weeks unless leveling is really snails pace above 10 which is the highest I ever went in beta. Dropping back to 10 - 50 the numbers jump to around 90K but how many of those are alts?
Brad claimed they had a 100k subs over on the FOH boards today. I suspect, given it's quick fall down the games lists, that they're close to topping out, and will probably end up in the 80k range once it stabilizes.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 15, 2007, 02:50:10 PM
VGplayers is a mess, but free pass or not it says there are 360k characters created so far. Meaning at worst (I mean, dividing the whole thing by 8 character slots), there are  about 45k single accounts. I would go the middle roads dividing it by 4 and saying there are 90k single accounts. I wouldn't consider trial accounts as there are very few collector edition players apparently (they are easiliy recognizable by the cloak, as the only cloak in game so far is the collector edition one) so maybe not so many collector-spawned accounts.
How many already stopped playing? Can't tell.

Varking is definitely an healthy server so far, at least in the Thestra continent. But it's the only Team PvP one, so maybe that's why.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 15, 2007, 05:52:53 PM
VGplayers is a mess, but free pass or not it says there are 360k characters created so far. Meaning at worst (I mean, dividing the whole thing by 8 character slots), there are  about 45k single accounts. I would go the middle roads dividing it by 4 and saying there are 90k single accounts. I wouldn't consider trial accounts as there are very few collector edition players apparently (they are easiliy recognizable by the cloak, as the only cloak in game so far is the collector edition one) so maybe not so many collector-spawned accounts.
How many already stopped playing? Can't tell.

Varking is definitely an healthy server so far, at least in the Thestra continent. But it's the only Team PvP one, so maybe that's why.

so you are saying only one in three players have a character up to level 15? With 27K lvl 15 and above that would be about what it works out to be. That is some slow ass leveling considering in beta 3 I could hit 10 in about 4 to 6 hours of play and the box has been out 2 weeks now.

heres the complete breakdown

level 1 to 50- 344851
level 1 to 5- 186133
level 6 to 10- 89276
level 11 to 15- 47903
level 16 to 50- 21569


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 15, 2007, 08:32:33 PM
Good stuff from Brad. The dev team he's got now though seems sized for a game doing much better than VG is currently though. Hopefully the game is efficient to maintain and scale with new features, so that he can build his ideas with a team scaled to an 80k-100k game.

Quote from: shiz
Is that to me? All I am saying is that the conventional wisdom that progressing in VG requires 6-man grouping does not match my experience so far. Everyone should be able to find one or two people where the schedules match, and thus enjoy more than the 20% Sigil says is for soloers.
Yea, it was to you, as I was wondering about the player society. Are they generally receptive to PUGs and therefore less asshat-ism? What's the general playerbase like compared to other titles? Same? Different?

(as an aside, I generally don't run into jerks in WoW. They're either all playing somewhere else or I've got Charisma++)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 15, 2007, 09:06:48 PM
Time for a cheap shot:

So.. will it be hitting Geldon's 1m subs anytime soon, ya think?  :rimshot:


More seriously though, even though this game is seemingly not for me, I think niche games are cool. I guess they were after more than that with the second-largest MMO budget EVAR, and probably were hoping to at least top EQ1/2, but meh, them's the breaks.

I am disappointed in the lack of "old-skool EQ" instances of "SOW PLZ" though. So very disappointing..  :cry:





Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 15, 2007, 10:24:40 PM
From the "Schild reviews Vanguard" thread, I present these links.

/Cartman voice on


Dude! (http://forums.station.sony.com/vg/posts/list.m?&topic_id=2815)

That's Awesome! (http://forums.tentonhammer.com/showthread.php?t=7708)


 :roll:


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 15, 2007, 11:55:43 PM
Thing is, nearly everyone here said it was going to be a niche game.

The only person who didn't think it was going to be niche was Brad and his dot-bomb style numbers fudging.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 16, 2007, 01:01:45 AM

so you are saying only one in three players have a character up to level 15? With 27K lvl 15 and above that would be about what it works out to be. That is some slow ass leveling considering in beta 3 I could hit 10 in about 4 to 6 hours of play and the box has been out 2 weeks now.

I am saying that VGplayers is not reliable, but yes leveling is THAT slow.
They slowed it down 3 days into release, as they stealth nerfed XP by one third, apparently to slow down powerlevelers that was about level 35 already and the content for those levels is still locked. Boards are still screaming for that (http://www.silkyvenom.com/forums/showthread.php?t=8720). In my guild of 64 members (48 single accounts, 18 alts), only 19 members are over level 14 and the highest player of the bunch is the only one in our Guild that is 20. The other 18 are crammed between level 15 and 19. And we are dedicated players, although not hardcore (meaning we have a real life). I am level 18 myself and I played everyday since January 26th (20 days ago) for a /played of 4 days and 11 hours, netting an average of 5.35 hours/day (seems a bit off to me... mmh).
 
To be fair, I did some Diplomacy wich took away two full days of adeventuring XP, but yes: leveling is THAT slow.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 16, 2007, 04:00:36 AM
Just guessing here but I would bet a beer or beverage of choice that the 100K figure is number of accounts created between buddy keys and boxes sold. Of ocurse that would be growing unless they are deleting accounts for some reason.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 16, 2007, 05:29:39 AM
I don't think it's in numbers significant enough to make a bigimpact on sub numbers yet, but check out my links just up the page for an answer to that, Hound.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on February 16, 2007, 06:15:38 AM
You'd think that if you look at credit-card information and who owns the account, transfers to a mule would become visibly different than giving gold to strangers.  And by looking at who's in the same guild as the character, a guild bank's transactions would be different than a gold seller's.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rodivar on February 16, 2007, 06:27:28 AM
You'd think that if you look at credit-card information and who owns the account, transfers to a mule would become visibly different than giving gold to strangers.  And by looking at who's in the same guild as the character, a guild bank's transactions would be different than a gold seller's.

SOE Game Card's make that an unreliable method.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on February 16, 2007, 06:36:13 AM
Ah, allright, didn't know.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 16, 2007, 08:06:27 AM
You'd think that if you look at credit-card information and who owns the account, transfers to a mule would become visibly different than giving gold to strangers.  And by looking at who's in the same guild as the character, a guild bank's transactions would be different than a gold seller's.

They also do not appear to have bothered doing that. Instead, it appears that they have just said "You have too much money on that level 1. Or level whatever. You are suspended till you explain yourself! (And we check out your story, and get back to you. However long that will take.) Have a nice day."



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 16, 2007, 08:21:35 AM
The irony is that this is Vanguard's own doing. If their banking system had actually been implimented correctly, and after implementation hadn't been buggy as crap, people wouldn't be forced to transfer their coin to placeholder toons.

Also, the sum of 7 gold isn't that high. A crafter guildmate of mine, who, admittedly is grinding like a starved peasant in an internet cafe, has made 3 gold on his own in the last 2 weeks. Considering Vanguard catered to catasses in organized uberguilds specifically 7 gold is a meaningless sum.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Arthur_Parker on February 16, 2007, 08:43:30 AM
Quote from: Brad McQuaid
The game continues to sell well so there will be a lot more people coming online. Also, we kept the server population down at first until players dispersed more (leveled up, moved out of the starting areas). Now, however, we can allow the servers to build up with more players because this is beginning to happen. The sucky part is the transition, now that people are moving about and leveling up, we need to wait for server populations to increase. I totally understand the frustration (I've experienced it myself personally), but it will resolve itself. Thank you for your patience.

WTF does that mean?  How could they limit the population while still allowing people to log in?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: tazelbain on February 16, 2007, 08:48:13 AM
Add more servers?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 16, 2007, 08:51:58 AM
Yeah I forgot to underline that too, Arthur. I thought exactly the same while I was cut 'n pasting it.
I still have no idea what kind of magic trick he thinks he pulled out.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on February 16, 2007, 09:16:43 AM
Sounds like he's talking about logon queues, and servers being at capacity because the playerbase just got too big.  He probably had the code and limitations in place; question is did the playerbase get big enough to even approach those limitations.  Was there ever a login queue, a la WoW?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on February 16, 2007, 09:27:58 AM
Sounds like he's talking about logon queues, and servers being at capacity because the playerbase just got too big.  He probably had the code and limitations in place; question is did the playerbase get big enough to even approach those limitations.  Was there ever a login queue, a la WoW?

Never experienced any queue.  Been playing since launch, and a couple NA  servers are at heavy with the rest at medium.  I am enjoying Vanguard, and the areas I have been to have been well populated,  but Brad's statement  is just spin and/or obfuscation. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 16, 2007, 09:29:01 AM
Never heard about queues in Vg. Lost accounts, yes, and other login technical issues, but no queues.
I think he is making up things. Pathetic..


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hellinar on February 16, 2007, 09:58:11 AM

They slowed it down 3 days into release, as they stealth nerfed XP by one third, apparently to slow down powerlevelers that was about level 35 already and the content for those levels is still locked.

I just don't get the thinking behind this. If the designers have a max rate of experience gain in mind, why not just softcap the rate of experience gain? Call it tiredness or whatever, it certianly makes sense that your character would have a limit on how fast they can learn stuff.

Axing the experience gain for the entire player base to slow down a couple of percent of the players is assinine. If experience gain was balanced to be "fun" before, now the average player is having fun two-thirds of the time, and grinding to pay tribute to the powerlevelers for a third of the time. How is this a good plan?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 16, 2007, 10:01:36 AM
Never heard about queues in Vg. Lost accounts, yes, and other login technical issues, but no queues.
I think he is making up things. Pathetic..
To give Brad the benefit of the doubt -- I suspect he's talking about the "Full/Heavy/Medium/Light" flags. (Or whatever their relevent labels are on Vanguard servers).

They might have decided it was a good idea to originally claim "Full" was, say, 1500 players -- even though the server was designed for, say, 3000. The idea being that the server was designed for 3000 players scattered across the entire world, and would choke and die if you put 1000 of them in the same area. Once people moved on and started scattering out, you could raise it to the correct level.

I suspect Blizzard, should they ever launch a new MMORPG, would try something similar.

Hellinar: That's always bugged me to. Fucking with XP rates screws the casuals, not the catasses.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Afropuff on February 16, 2007, 10:13:15 AM
. . . yes leveling is THAT slow.
They slowed it down 3 days into release, as they stealth nerfed XP by one third, apparently to slow down powerlevelers that was about level 35 already and the content for those levels is still locked. Boards are still screaming for that (http://www.silkyvenom.com/forums/showthread.php?t=8720).

I was actually feeling tempted to jump back into the Japanese ball massage world of MMORPGs with Vanguard, until you rescued me with this bit of typical MMORPG customer fuckage. 

-edit-
-hellinar apparently beat me to it.  But yeah, basically this crap can blow me.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 16, 2007, 10:44:33 AM
Quote from: shiz
Is that to me? All I am saying is that the conventional wisdom that progressing in VG requires 6-man grouping does not match my experience so far. Everyone should be able to find one or two people where the schedules match, and thus enjoy more than the 20% Sigil says is for soloers.
Yea, it was to you, as I was wondering about the player society. Are they generally receptive to PUGs and therefore less asshat-ism? What's the general playerbase like compared to other titles? Same? Different?

(as an aside, I generally don't run into jerks in WoW. They're either all playing somewhere else or I've got Charisma++)

I do see other players but I generally have poor luck with PUGs and I am one of those (rare, apparently) guys who takes the initiative on forming groups. If I want to group, it usually means a guild duo or trio.

The travel grind is starting to get to me a bit. I dinged level 13 last night. No spells at level 13 but a guildie had emailed me a nice loot item so I had to recall back to newbie town (Halgard) and then horse back to my hunting groud. 30 minutes of time burned to check my email. The outpost near my hunting ground - Veskal's, a major quest hub for 10-15 - has neither mailboxes nor broker/AH NPC. My bags fill up fast with harvesting and monster fragments that I cannot get to the crafters without a 30 minute detour.

I logged in frustration (well, the game crashed and I took it as a sign). Opened up EQ2. Got invited into an instance within 10 minutes and had a blast ripping through the place making more progress in level 66 in 90 minutes than I get in 1 hour at level 13 in VG thanks to the travel timesink. If you can kill mobs without a detour, advancement in VG isn't bad at all.

VG needs 5 times as many brokers, bankers and mailboxes. I don't mind having to return to my trainer so much, but even that is going to get annoying. Let us carry our spells a la EQ/EQ2.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 16, 2007, 11:22:28 AM
Quote
They slowed it down 3 days into release, as they stealth nerfed XP by one third, apparently to slow down powerlevelers that was about level 35 already and the content for those levels is still locked.
"Hardcore" players will always ruin multiplayer games for casual players. Enjoy killing an extra 33% more rats because Drisst Duh-urden has a box full of poopsocks.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on February 16, 2007, 11:30:30 AM
They slowed it down 3 days into release, as they stealth nerfed XP by one third, apparently to slow down powerlevelers that was about level 35 already and the content for those levels is still locked. Boards are still screaming for that (http://www.silkyvenom.com/forums/showthread.php?t=8720).

Holy codfuckers. From the first reply to that thread:

Quote
*I* disagree with you. I felt I was leveling too fast. And relying far too much on quests to get me through levels, now that I think about it. Yeah.

/boggle

Relying on quests to get through levels was BAD. How the fuck do you even have a mindset like that? Are you saying that you PREFER camping? WHAT THE FUCK IS WRONG WITH THESE PEOPLE?

VG is hovering around 100k subs. LOLERS.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 16, 2007, 12:18:56 PM
Seems I was way too generous in the prediction thread.  I saw it getting up to 200k before being abandoned and sinking to less than 100k.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 16, 2007, 01:48:27 PM
The outpost near my hunting ground - Veskal's, a major quest hub for 10-15 - has neither mailboxes nor broker/AH NPC.

Veskal's Exchange? There's definitely a mailbox there. Forgive me if you are talking about a different place, but there is a mailbox in Veskal's (Exchange). It's just by the stairs to Veskal's Palace (Main Building). I used it to send away my money as lots of PvP happens there.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 16, 2007, 02:00:35 PM
The outpost near my hunting ground - Veskal's, a major quest hub for 10-15 - has neither mailboxes nor broker/AH NPC.

Veskal's Exchange? There's definitely a mailbox there. Forgive me if you are talking about a different place, but there is a mailbox in Veskal's (Exchange). It's just by the stairs to Veskal's Palace (Main Building). I used it to send away my money as lots of PvP happens there.

I am an idiot then. I looked all over, convinced there HAD to be one and couldn't find it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 16, 2007, 03:26:58 PM
They slowed it down 3 days into release, as they stealth nerfed XP by one third, apparently to slow down powerlevelers that was about level 35 already and the content for those levels is still locked. Boards are still screaming for that (http://www.silkyvenom.com/forums/showthread.php?t=8720).

Holy codfuckers. From the first reply to that thread:

Quote
*I* disagree with you. I felt I was leveling too fast. And relying far too much on quests to get me through levels, now that I think about it. Yeah.

/boggle

Relying on quests to get through levels was BAD. How the fuck do you even have a mindset like that? Are you saying that you PREFER camping? WHAT THE FUCK IS WRONG WITH THESE PEOPLE?

VG is hovering around 100k subs. LOLERS.

And there are some "interesting" gentlemen that are loudly asking for a switch to turn off experience...
Those guys scare me.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 16, 2007, 03:29:17 PM
Fairly common with groups of people that have some members too high for the main group, and want the others to catch up. It was available in EQ, and I believe EQ2 as well.

Veskal's Exchange does have a mail box. What it doesn't have, despite the name, is an exchange broker.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Oban on February 16, 2007, 03:33:06 PM
It would be awesome if they made it so that players were punished for killing non-player characters, flora and fauna. Sort of a karma penalty with negative experience points.  I would definitely subscribe to a game like that.

How can any sane person ask for more grind?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 16, 2007, 03:44:31 PM

Personally, I want Sigil to design a hardware interface for my personal testicle electrocuter so every time I level, I am sharply reminded of how bad and wicked of me it is to do so.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Quinton on February 16, 2007, 03:57:22 PM
The irony is that this is Vanguard's own doing. If their banking system had actually been implimented correctly, and after implementation hadn't been buggy as crap, people wouldn't be forced to transfer their coin to placeholder toons.

Also, the sum of 7 gold isn't that high. A crafter guildmate of mine, who, admittedly is grinding like a starved peasant in an internet cafe, has made 3 gold on his own in the last 2 weeks. Considering Vanguard catered to catasses in organized uberguilds specifically 7 gold is a meaningless sum.

The thing I find the most amusing about those threads regarding the "too much gold" suspensions is all the people rushing to defend them.  I mean *obviously* these accounts must mostly be goldsellers and nobody would ever have a reason to have that kind of vast wealth on an alt if they weren't trying to ruin the economy.

Broken game.  Broken playerbase.

- Q


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Oban on February 16, 2007, 03:58:18 PM

Personally, I want Sigil to design a hardware interface for my personal testicle electrocuter so every time I level, I am sharply reminded of how bad and wicked of me it is to do so.


Dong-gratz


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 16, 2007, 04:40:40 PM
Why not give people a personal slider that allows them to adjust their XP gains downward? Everyone starts at the same level but if you are levelling too fast just dial it back.

Oh wait, I know why. Because those same players are often passive-aggressive competitive pricks that don't want anyone else doing "better" than they are.

---

The money thing is funny. How about ask for an explanation first, *then* ban?

It's like they are trying to drive away subs.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Afropuff on February 16, 2007, 07:11:24 PM

Personally, I want Sigil to design a hardware interface for my personal testicle electrocuter so every time I level, I am sharply reminded of how bad and wicked of me it is to do so.


Dong-gratz

Vanguard fun - YAY! (http://i144.photobucket.com/albums/r185/AfroPuff_bucket/MMOFUN.gif)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 17, 2007, 09:10:01 AM
The funny/sad thing about Brad's vague* 100K number is that he seems to think that VG is going to follow the EQ subs curve - slow & steady increase to a certain point, then a plateau with a gradual decline. Thing is, that'll only work if there's good word-of-mouth (see: EQ back when their competition was UO & AC, WoW now, EVE-O to a certain extent although that's probably gone now) whereas it's a pretty good assumption that the majority of people who were interested in playing the game have already bought it and subbed. The game might scrape up another 25K-50K subs (although I sort of doubt it), but it's going to be downhill from there. Go ask Smed how EQ2 did post-launch.

*Brad never specified whether it was 100K subs, or 100K box sales.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 17, 2007, 09:19:53 AM
I think its a little bit too soon to tell. If they are working like fiends over the next few months to not simply fix glaring bugs, but also do such things as provide more than 3 stock hair graphics for all humanoid races, code in the helm graphics, provide MUCH better newbie Diplomacy and Crafting tutorials, we may see the steady increase hoped for by Sigil. If on the other hand they are lacadaisically resting on their unearned laurels and only patching critical game stopping problems, current players' patience is probably going to wear thin within a month.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on February 17, 2007, 10:27:01 AM
So they'd be working like fiends for several months for exactly how big of an increase in pay/profit?   Will it even return the investment after the increase?

EDIT:  Nevermind, they could be as masochistic as their playerbase is.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 17, 2007, 12:06:33 PM
*Brad never specified whether it was 100K subs, or 100K box sales.
Over on FoH, Nino clarifies. (http://www.fohguild.org/forums/mmorpg-general-discussion/27034-vg-sales-numbers-40.html#post669034) Over 100K box sales, no word on subs.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lt.Dan on February 17, 2007, 03:10:14 PM
What would the difference be at this stage? Digital downloads?  Surely in the first month box sales = subs (since you have to provide a CC number to activate your account).



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 17, 2007, 03:55:06 PM
What would the difference be at this stage? Digital downloads?  Surely in the first month box sales = subs (since you have to provide a CC number to activate your account).
You'd think so, but MMOGs always have more box sales than subscriptions.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Oban on February 17, 2007, 04:00:33 PM
Yes, a lot of people do not realize that the majority of new online games require a broadband connection and/or a monthly recurring fee.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 17, 2007, 04:42:52 PM
*Brad never specified whether it was 100K subs, or 100K box sales.
Over on FoH, Nino clarifies. (http://www.fohguild.org/forums/mmorpg-general-discussion/27034-vg-sales-numbers-40.html#post669034) Over 100K box sales, no word on subs.

So I assume Nino is Brad or a Sigil employee? Once again I look at the Vanguard players database and call BS since there are only 76K characters at lvl 11 or above and a few of those have to be buddy keys. Only way they sold 100k boxes is if 50K of those people played to level 5 and said fuck this and uninstalled it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rodivar on February 17, 2007, 04:46:19 PM
This title will have even more "Box sold no subscription" due to the hardware issue.  Some (allot) of people with full intentions of playing the game just won't be able too due to the hardware requirements. 

In the end it may not be slow leveling, tedium, death punishment, spawn camping, broken boats or empty landscapes that hurt the game most, in the end it may  be something as pedestrian as people not being able to play the game with their hardware. 

Blizzard is looking smarter all the time, swallow your ego, reduce the eye candy and eleminate hardware as a potential veto vote for your game. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 17, 2007, 04:55:34 PM
What would the difference be at this stage? Digital downloads?  Surely in the first month box sales = subs (since you have to provide a CC number to activate your account).
You'd think so, but MMOGs always have more box sales than subscriptions.
Lots of people buy it, play it, never sub. You get that "free month" after all.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 17, 2007, 05:10:49 PM
That was my DAOC experience too. Though as noted, you do need to put in a CC number. Because, you know, BUYING their fucking games isn't a good enough reason to let you play....



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Merusk on February 17, 2007, 05:30:14 PM
What would the difference be at this stage? Digital downloads?  Surely in the first month box sales = subs (since you have to provide a CC number to activate your account).
You'd think so, but MMOGs always have more box sales than subscriptions.
Lots of people buy it, play it, never sub. You get that "free month" after all.

Several times Raph's mentioned that there's folks that buy it, and never even install it or hit their server for a login. IIRC he mentioned it happening to SWG as well as UO. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 17, 2007, 05:30:37 PM
That was my DAOC experience too. Though as noted, you do need to put in a CC number. Because, you know, BUYING their fucking games isn't a good enough reason to let you play....
Yup, companies like to take advantage of the "inertia factor" in human nature by making customers do extra work to opt-out of things knowing that many people won't or will delay doing doing it for a myriad of reasons. With paid subscriptions companies couch this as a "convenience" to users so that their service is "uninterrupted" but really they are just interested in sponging that extra money off of people who don't cancel in time.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Cadaverine on February 18, 2007, 12:40:21 AM
That was my DAOC experience too. Though as noted, you do need to put in a CC number. Because, you know, BUYING their fucking games isn't a good enough reason to let you play....
Yup, companies like to take advantage of the "inertia factor" in human nature by making customers do extra work to opt-out of things knowing that many people won't or will delay doing doing it for a myriad of reasons. With paid subscriptions companies couch this as a "convenience" to users so that their service is "uninterrupted" but really they are just interested in sponging that extra money off of people who don't cancel in time.

Reading through the thread reminded me to cancel before I got billed for the first month.  After I clicked the cancel sub button, it brought me to a screen that required me to put in my place of birth to cancel my subscription.  I'm just glad that I had actually entered the correct city at some point, rather than gibberish, or I'd still be trying to get my sub canceled in 2010.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lt.Dan on February 18, 2007, 01:24:01 AM
Reading through the thread reminded me to cancel before I got billed for the first month.  After I clicked the cancel sub button, it brought me to a screen that required me to put in my place of birth to cancel my subscription.  I'm just glad that I had actually entered the correct city at some point, rather than gibberish, or I'd still be trying to get my sub canceled in 2010.

Tinfoil much?  You're buying a service, why make life harder than you need to?  It's not like you're giving your details to some shonky provider - they've done this a few hundred thousand times....


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 18, 2007, 08:40:00 AM
Reading through the thread reminded me to cancel before I got billed for the first month.  After I clicked the cancel sub button, it brought me to a screen that required me to put in my place of birth to cancel my subscription.  I'm just glad that I had actually entered the correct city at some point, rather than gibberish, or I'd still be trying to get my sub canceled in 2010.

Tinfoil much?  You're buying a service, why make life harder than you need to?  It's not like you're giving your details to some shonky provider - they've done this a few hundred thousand times....
I routinely give every online service the wrong birthdate. (Right year, right month, wrong day). I just always use the same one. That was something of a problem when my yahoo account got phished, as apparently I'd given them the wrong city and it took me weeks to figure out the answer to me "secret question". (Here's a hint -- if you use an oblique reference to a family pet, it helps to remember WHEN you got the account. Turns out the account was at least two years older than I thought, and I was referring to my mother's dog -- not one of mine).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 18, 2007, 09:06:10 AM
Reading through the thread reminded me to cancel before I got billed for the first month.  After I clicked the cancel sub button, it brought me to a screen that required me to put in my place of birth to cancel my subscription.  I'm just glad that I had actually entered the correct city at some point, rather than gibberish, or I'd still be trying to get my sub canceled in 2010.

Tinfoil much?  You're buying a service, why make life harder than you need to?  It's not like you're giving your details to some shonky provider - they've done this a few hundred thousand times....
I routinely give every online service the wrong birthdate. (Right year, right month, wrong day). I just always use the same one. That was something of a problem when my yahoo account got phished, as apparently I'd given them the wrong city and it took me weeks to figure out the answer to me "secret question". (Here's a hint -- if you use an oblique reference to a family pet, it helps to remember WHEN you got the account. Turns out the account was at least two years older than I thought, and I was referring to my mother's dog -- not one of mine).

I guess you could put me in the dip shit category, I had to have my credit card company issue me a new number to cancel with SOE after I typed in every conceivable way to spell my hometown ( first letter capitaized, all capitals, all lower case etc)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on February 18, 2007, 09:09:43 AM
I use my name for everything and then all of Righ's info just in case he wants to use my stuff.  Things such as what city I was born in, my mother's maiden name, my father's middle name, etc,  are exactly the sort of thing he forgets.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Stormwaltz on February 18, 2007, 10:46:37 AM
So I assume Nino is Brad or a Sigil employee?

I believe "Nino" is the soundtrack composer, Todd Masten.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 18, 2007, 12:44:28 PM
Yup, companies like to take advantage of the "inertia factor" in human nature by making customers do extra work to opt-out of things knowing that many people won't or will delay doing doing it for a myriad of reasons. With paid subscriptions companies couch this as a "convenience" to users so that their service is "uninterrupted" but really they are just interested in sponging that extra money off of people who don't cancel in time.

Point. I have a friend who is still subscribed to EverQuest1, with I think an annual recurring sub. Despite not having played for nearly 2 years...

 :roll:




Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 18, 2007, 01:15:16 PM
I generally use a made-up birthdate too (and name/address if that's an option), but I always use the same one. Keeps things simple.

It's not so much about tinfoil hats as much as it is understanding technology just enough to know how stupid some people can be with it. There's a crapload of MMOs out there with billing systems that only vaguely remember something I built in Hypercard 20 years ago. Most times the right information isn't needed, so why unnecessarily volunteer it?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 18, 2007, 11:46:37 PM
Gave this game an honest second week with a friend.  I'm out.  Game-breaking bugs + grind that would make a Lineage player cry = Not for me. 

Saw much of the world... that was enough.  I gave it my best and I'm sorry I gave them my money.  I feel dirty. 





Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 19, 2007, 09:04:15 AM
Die, game, die!  MUAHAHAHAH!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 19, 2007, 09:14:00 AM
There's a part of me that always wanted to play UO with WUA, fighting together and rocking Britannia. After all I spawned his avatar (he'll deny it), and I use to love his humour.
The other part of me can't wait to get him on a foggy night on Felucca to KICK HIS ASS!!!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 19, 2007, 10:49:23 AM
Pfft, nobody goes to Felucca.  If you wanted to e-beat me, you'd have to find me in WoW.

Which reminds me, what do UO and WoW have in common?  They both have more paid subscriptions than Vanguard!  Buahahaha!

I reiterate:  DIE GAME!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 19, 2007, 11:08:53 AM
Pfft, nobody goes to Felucca.  If you wanted to e-beat me, you'd have to find me in WoW.

Which reminds me, what do UO and WoW have in common?  They both have more paid subscriptions than Vanguard!  Buahahaha!

I reiterate:  DIE GAME!
As do EQ and its sequel...which is the real kicker.  :evil:


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 19, 2007, 11:12:35 AM
Pfft, nobody goes to Felucca.  If you wanted to e-beat me, you'd have to find me in WoW.

What's the point? There's no PvP in World of Warcraft, unless you carebears used to call Team Fortress and the like "pvp".


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morfiend on February 19, 2007, 11:33:03 AM
What's the point? There's no PvP in World of Warcraft, unless you carebears used to call Team Fortress and the like "pvp".

This would be a false statement.


It might not be h4rd0R3 PVP. But there is definitely PVP. World PVP and BGs.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 19, 2007, 11:48:28 AM
WoW world PVP > Old-UO "crap I need to buy another six suits of armor today" PVP

WoW world PVP also > Modern-UO "crap I need to buy 200 million gp worth of gear to compete" PVP


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 19, 2007, 11:56:05 AM
What's your point man?

Battlefield 2 PvP > WoW PvP.

So?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 19, 2007, 12:14:33 PM
PvP in WoW is either "crap, I'm getting ganked on this turn in" or another way to grind for gear. Even the "world PvP". It's nice to have that extra 5% zone-wide buff to damage or XP gain, but otherwise it's about grinding something for faction, which in turn means gear.

UO was a different game, at a different time. But ultimately, in my time, people did PvP for kicks. You couldn't "own" the "land" you "conquered". The best you could do was grief your opponent so much they up and moved so you could "expand" your "town" there.

Shadowbane did it right.

In the idea phase anyway.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 19, 2007, 01:14:44 PM
I'm not overly fond of the usual class/level diku mechanics, and I'd be pleased if something else miraculously began to replace them in future games.  But leaving that aside, I have to say that the success of WoW and the apparent failure of Vanguard make me feel good about the industry.

Vanguard was the last chance for the "old school" faction to rebut the crushing invalidation of it's ideas that WoW delivered, and it failed miserably.  You can get a few hundred hunchbacked degenerate catasses to blather on a forum about how corpse runs, and XP loss, and PVP looting, and twelve-hour mob camps, and stupid-long travel times gave meaning to their useless lives, but the market has spoken and it has told us that if you actually try to sell that shit to people, then you will be rejected.

All those people you see in places like the Vanguard forums, who bitch about WoW being easy-mode?  It's over, and they lose.  They can go sit in the corner and cry about how MMO gaming is too easy, and how their washing machine doesn't even kick them in the nuts, and how every ten-thousandth can of Spaghetti-O's should be poisoned in order to make eating more meaningful, but nobody will ever fucking listen to them again.  Ever.

Have fun trying to learn to read Korean, you fucking catasses.  I hear they have a lot of games that might suit your tastes.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 19, 2007, 02:02:48 PM
Travel times are funny, I saw a thread on it.

One side said that the travel was very long, prevented them from playing with friends, and that the wilderness areas were just really boring. As one person put it, the game is WOW with vast empty areas of filler thrown between points of interest.

The other side's point was "go back to WOW." That was it.

I enjoyed when one person asked this:

"How do travel spires ruin your gameplay? If you want to travel and explore can't you just choose not to use them?"

7 pages later, no answer.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: KallDrexx on February 19, 2007, 02:38:07 PM
lol, gg vanguard.  Apparently the last patch put in a lot of unbelievable bugs.  I am talking to my friend who actively plays (and is pissed the hell off) right now about it.

Some of the goodies:
rollbacks when you log off and log on (my friend lost 20% of a level just by logging off).
lose crafting levels randomly (another person lost 18 crafting levels just by talking to an NPC).
Randomly die and have your corpse missing (my friend turned in a quest to level him, he crashed.  When he logged on he was dead and his corpse was missing).

And no, SOE won't refund hte xp.  They tried petitioning a few times (separately, not spamming) and their petition got deleted every time.  Another person got a response telling him it's a known issue and they will not give xp reimbursements.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 19, 2007, 02:56:07 PM
This game is obviously very poorly programmed. Some of the bugs I've read about are unbelievable and evidence of just incredibly sloppiness. Hotkeys firing the wrong action, trade interface not working, etc.

Non-engineers always seem to think that with more time you can iron out the problems. The truth is for something that is very poor sometimes only a full rewrite will fix problems, or the problems may be eventually fixed over the course of decades.

Catching a bug in development and fixing it (or just not writing it in the first place) is free. Catching a fixing a bug after you ship (or any late stage) is very costly in time and resources. SWG was the same way. Years later and still many bugs remain.

Vanguard did not need more time or more money. It needed more competence. It isn't too early to call the game an utter failure IMO. The main draw of the game is being part of the smug anti-WOW community.

People ask why SOE forced them to ship "early"? (On time) Because SOE is smart. SOE knew that 6 months or a year of extra development would not make a big difference and would not be recouped with enough new subs to make it worthwhile.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 19, 2007, 05:43:03 PM
Quote from: KallDrexx
And no, SOE won't refund hte xp.  They tried petitioning a few times (separately, not spamming) and their petition got deleted every time.  Another person got a response telling him it's a known issue and they will not give xp reimbursements.
Whoa. Even the EQ2 team has refunded XP, or at least accelerated it for a time. I gotta imagine that's more Sigil talking than SOE, because not refunding XP lost to retarded bugs smacks very much of Vision(tm), and even SOE has shed some of that arrogant crap over the years (particularly the EQ2 team).

No game is perfect, and you have to bend with the broke. Telling the only group you're ever going to get for your sucky game that they can't get their hard-won XP back because you fucked up your code does not make your game hard-core. It just makes you an ass.

I feel for the players. Let them all be in their first or second MMO and take to their third and fifth the hard-learned life lessons.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: palmer_eldritch on February 19, 2007, 05:53:57 PM
Another bug -death on recall. You can recall back to your bind point once every so often (I think an hour). One time, recalling on full health (not in the middle of a fight or anything - I wasn't dotted) killed me. Nothing in combat text to give any hint why.

The game does also seem to delete your tombstone if you crash and somehow die offline. Which is annoying, as you crash to desktop quite a lot. The game seems to have a memory leak.

I should say in fairness that I'm still enjoying it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 19, 2007, 06:02:37 PM
Quote
People ask why SOE forced them to ship "early"? (On time) Because SOE is smart.

Releasing that close to the WoW expansion is not smart by any reasoning.  I think they should have released at least 3 months after TBC came out, but hell, releasing 3 months before TBC would have still been better, even if it was (even more) buggy as hell at the least they could have got more box sales out of the deal.

2 weeks of gameplay in:


I have 20 hours played on my main character, probably 35 across characters (I got 5 different characters to level 6).  The game is still fun for me.  I haven't encountered any horrific bugs, fallen through the world, crashed to desktop, no lag whatsoever, etc.  Basically I've have had the best possible experience one can have with the game as far as I can tell.  Don't get me wrong, it's been buggy, but I would consider the bugs minor to medium in scope thus far.  The game runs decently (not as well as it should of course) on my system and is very pretty at moments.

Comparing it to my WoW experience, I would say the lack of polish brings it down, but the fundamental gameplay and the world itself is actually a bit more interesting, at least at low level.  The grind doesn't bother me yet, as I'm having fun and my character is pretty fun to play.  The death penalty is not bad yet. This may likely change.

And it's gonna get me paying through one month at least.  Maybe not after that.  The 'forced grouping' hasn't kicked in yet (13 monk), and as I said, I've had a pretty good experience so far that is probably above average (just out of pure luck).  I'm sure my experience will change, likely for the worse.  But till then...I'll give my cash to Brad.  (haemish winces)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: pants on February 19, 2007, 06:08:04 PM
the apparent failure of Vanguard

I aint no Vanboi - but surely its a bit early to be calling Vanguard a failure isn't it?  McQuaid has been saying for years that its a long term niche game, multi year subscriptions etc etc.  Just coz it didn't sell a million copies in the first (rushed, buggy) launch - I dont see how that means its doomed to go the route of AC2 or E&B.  Unless I'm missing some awful sales figures, I thought it was doing ok but not spectacular for now...


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 19, 2007, 06:13:13 PM
Initial sales of 100k are not good (because even if it's a niche game, it's not a low budge niche game, and they are looking for 300k subs at least I'm sure), and they are the highest estimates I've seen.

But I actually think this game might rise in subs though over time.  As someone else mentioned, it really depends on the competence of the live team.  The basis for an enjoyable experience seems to be there at this point, and they have a big world to fill with interesting stuff if they can pull it off.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 19, 2007, 06:29:04 PM
McQuaid never said it was going to be a niche game. That is the problem. He said it was focused on retention and the long haul, and did not expect WOW numbers. However they did expect 250k-500k subs.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lt.Dan on February 19, 2007, 07:11:29 PM
Releasing that close to the WoW expansion is not smart by any reasoning.  I think they should have released at least 3 months after TBC came out, but hell, releasing 3 months before TBC would have still been better, even if it was (even more) buggy as hell at the least they could have got more box sales out of the deal.

2 weeks of gameplay in:


I have 20 hours played on my main character, probably 35 across characters (I got 5 different characters to level 6).  The game is still fun for me.  I haven't encountered any horrific bugs, fallen through the world, crashed to desktop, no lag whatsoever, etc.  Basically I've have had the best possible experience one can have with the game as far as I can tell.  Don't get me wrong, it's been buggy, but I would consider the bugs minor to medium in scope thus far.  The game runs decently (not as well as it should of course) on my system and is very pretty at moments.

Comparing it to my WoW experience, I would say the lack of polish brings it down, but the fundamental gameplay and the world itself is actually a bit more interesting, at least at low level.  The grind doesn't bother me yet, as I'm having fun and my character is pretty fun to play.  The death penalty is not bad yet. This may likely change.

And it's gonna get me paying through one month at least.  Maybe not after that.  The 'forced grouping' hasn't kicked in yet (13 monk), and as I said, I've had a pretty good experience so far that is probably above average (just out of pure luck).  I'm sure my experience will change, likely for the worse.  But till then...I'll give my cash to Brad.  (haemish winces)

I've had very similar experiences getting a Psionicist to 12.  Some bugs but no crashes nor any of the poor programming implementation mentioned elsewhere in this thread.  So far the worst issue I've come across is mobs aggroing through walls (which is a total bastard).  The death penalty (so far) is nothing to complain about and some of the gameplay is kind of fun (Diplomacy is fun, solo dungeons are fun, horse at 10 is nice).  Some of the starting areas are really well designed - one you start off as an officer in an imperial army beating and looting peasants, only to have realise it's the wrong path and be "reborn".  It's not the total clusterfuck the haters make it out to be, but it's not a AAA MMO either - maybe it would have been killer if it had been released pre-EQ2/WoW.  It was worth a look but probably not worth paying for an extra month - although my guild has finally decided to relocate to a single continent which might make things a bit more interesting.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: KallDrexx on February 19, 2007, 07:24:11 PM
Whoa. Even the EQ2 team has refunded XP, or at least accelerated it for a time. I gotta imagine that's more Sigil talking than SOE, because not refunding XP lost to retarded bugs smacks very much of Vision(tm), and even SOE has shed some of that arrogant crap over the years (particularly the EQ2 team).

Is Sigil in charge of the customer service or is SOE.  I don't know how that works with games published by SOE.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 19, 2007, 07:50:36 PM
Great new bug tonight: when a new member joins the group, the leader gets randomly re-assigned BUT that leader cannot change the looting rules.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 19, 2007, 08:09:24 PM
See...how do you even have a bug like that? The code must be a total mess for that sort of thing to happen.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on February 19, 2007, 08:23:39 PM
EDIT: Nevermind, I don't really know.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: squirrel on February 19, 2007, 08:49:55 PM
Great new bug tonight: when a new member joins the group, the leader gets randomly re-assigned BUT that leader cannot change the looting rules.

Muahahahahaha. Oh god the griefing/ninja'ing & squealing this could produce. That's a horrible bug, the kind that should never make it to production or be immediately hot-fixed if it does.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 19, 2007, 09:16:03 PM
Whoa. Even the EQ2 team has refunded XP, or at least accelerated it for a time. I gotta imagine that's more Sigil talking than SOE, because not refunding XP lost to retarded bugs smacks very much of Vision(tm), and even SOE has shed some of that arrogant crap over the years (particularly the EQ2 team).

Is Sigil in charge of the customer service or is SOE.  I don't know how that works with games published by SOE.
SOE's infrastructure is pretty vast and integrated from what I understand. I imagine they do maybe handle some CSR as part of their collective service. However, the deeper stuff (code, busted issues, etc) is probably all Sigil. They know the game.

But I don't really know. It could be that SOE has nothing to do with CSR and it's all Sigil.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Calantus on February 19, 2007, 10:50:10 PM
I'm late to the party so I'm quoting some old posts here, and I realise that.

You deluded cheaters who loved to to play R-Type ansd Xenon 2 in godmode don't impress me at all.
If you can't stand defeat, if you can't get a good chuckle over some digital hurdles, then it's time to get that Action Replay cartridge (http://www.retrogames.it/news/..%5Cimmagini%5Cfoto%5Cmegadrive%5CMDactionreplay.jpg) and save yourself the bad part of videogames, which is called "Game Over" in my book while "staples 'n eggs" in your.

Um... what? Difficult != Hardcore. You failed if you die. That should be enough of a motivator to not do it again. That should be enough of a kick in the balls to feel pissed off or annoyed. You don't need the game to kick you when you're down to drive home to the point that you failed. I play games on hard mode all the time, and difficulty is rarely a reason for me to call a game teh suck (unless the "difficulty" is just another word for random). I enjoy challenge and can cope with failing because I did not execute properly. That doesn't mean I want the game to kick me when I fail. A simple "YOU LOSE" and the screen fading to black is just fine. But I better not have to wait 5 minutes before I can play again, or have to replay the last 5 levels just to make it back to the boss. No, put me back at the beginning of the specific challenge I failed and I'll have another go.

I HATED dying in WoW, and that game doesn't do shit to you when you kick the bucket. In BGs if I die I simply spawn back in less than 30 seconds, but dying means somebody killed me. Somebody beat me. That's just not acceptable and I need to do better. I'm completely, utterly (privately) arrogant when I play games. I'm better than everyone I see by default. That means losing has a bit of weight behind it. I remember someone who I dismissed as just a trash talking idiot once responded to someone telling him to grow up that he only trash talked because it upped the anti and that otherwise BG games meant nothing to him. If he loses he's going to cop shit and lose a lot of face because of his tough words before the start. You can make your own death penalty, you don't need the game to do it for you. It's always been the failure part of dying that pisses me off at myself and motivates me to do better, kicking me when I fail just makes me pissed off at the game and motivates me to quit.

It's like hardcore/softcore in Diablo 2. I played many softcore characters where I would not die over the whole course of the game because I didn't want to die. Is a hardcore player playing a harder game? No, they're just playing one that punishes them when they die, the actual difficulty never changes. Infact, the softcore player is more likely to take risks that take skill to survive because they don't have such a huge penalty hanging over their neck. I don't see anything wrong with a hardcore mode for those that want the added risk, but if the whole of D2 was hardcore you can bet I'd label it as "suck" and never play it. I will say that it's kind of pointless though... you can just go ahead and delete your character on your own when they die.

I try not to address that stupid bullshit anymore, Haemmy. Besides, the grouptards won, most mmo is not worth soloing anymore. At least if you ever want decent drops, named mobs, or dungeons. I don't understand why soloers can't be happy as second-class citizens. I should break up with my girlfriend and sell my guitars so I can play more correctly.

There was a period of a few months where I was only working maybe 10 hours a week by choice because I was playing WoW very heavily. Even during those times when I had near infinite play time I hated being forced into groups. I personally love grouping, and some of my most favourite moments in gaming are with a group. But I like it on my terms, I do not want to be forced to group. Half the people in the world are stupid and/or dickheads (either in real life, or only when they go on the internet), perhaps even more than half. I don't want to have to pick up whatever chucklefucks I can grab of the right class because the game forces me to group. I only want to group when I have the right people ready to go and I want to do it because being with those people will enhance my experience.


That's 2 shots against VG for me, and is why I won't even try it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 20, 2007, 01:42:16 AM
I aint no Vanboi - but surely its a bit early to be calling Vanguard a failure isn't it?

What is it possibly going to do in order to reach the several hundred thousand subscriptions that McQuaid said it needed in order to be profitable?  Sell another 200k boxes and convert every single sale into a paying subscription, despite being a buggy unfinished grindy shitpile with prohibitive system requirements and negative buzz?

Are they going to patch out all the bugs, finish the content, and then have some sort of grassroots rise to success?  Fuck no.  In the entire history of buttfucked MMO releases, when has that ever happened?  I guess Eve had a shitty launch, but it also had the benefit of an uncontested market niche and a profile low enough that a lot of people didn't even hear about the game until after they had some time to clean things up.

But Vanguard is smack in the middle of the most heavily contested market in the industry, and it's already made a big ugly miserable splash.  I mean, people were still referring to UO as "that game with all the player-killers" for YEARS after they added Trammel.  First impressions really do stick hard.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 20, 2007, 02:01:31 AM
I aint no Vanboi - but surely its a bit early to be calling Vanguard a failure isn't it?

What is it possibly going to do in order to reach the several hundred thousand subscriptions that McQuaid said it needed in order to be profitable?  Sell another 200k boxes and convert every single sale into a paying subscription, despite being a buggy unfinished grindy shitpile with prohibitive system requirements and negative buzz?

Are they going to patch out all the bugs, finish the content, and then have some sort of grassroots rise to success?  Fuck no.  In the entire history of buttfucked MMO releases, when has that ever happened?
AO managed to do it and...that's about it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 20, 2007, 02:58:03 AM
Die, game, die!  MUAHAHAHAH!

Richard Garriott just said:

Quote
Richard Garriott: Let me back up and tell you how I feel about this whole genre, the MMO genre. First of all, any MMO that has ever in its life gotten over the 100,000-player mark is still here. All of them. You would think that competition and new games would ultimately peel away those players and somehow it does not.

So Vanguard is cursed to last ten years.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 20, 2007, 03:10:57 AM
Die, game, die!  MUAHAHAHAH!

Richard Garriott just said:

Quote
Richard Garriott: Let me back up and tell you how I feel about this whole genre, the MMO genre. First of all, any MMO that has ever in its life gotten over the 100,000-player mark is still here. All of them. You would think that competition and new games would ultimately peel away those players and somehow it does not.

So Vanguard is cursed to last ten years.

you are assuming that (A) Garriot is a marketing guru just because he is/was a hell of a game designer and (B) Sigil/SOE really has 100k subscribers.
Vanguard isn't going anywhere though. SOE keeps Planetside, SWG and the Matrix on life support and they will do the same for Vanguard in the hope that someday ball peen hammer vasectomies will be the rage.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 20, 2007, 03:19:12 AM
No, I was joking.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 20, 2007, 03:27:54 AM
No, I was joking.

Did he really say that though?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 20, 2007, 03:33:33 AM
Oh yes. (http://ve3d.ign.com/articles/765/765698p3.html) (Although he didn't mention Vanguard)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 20, 2007, 03:35:27 AM
AO had to go free-to-play with ingame adds to keep their playerbase at a viable level, so I'm not quite sure how viable they were.

Backtracking a little, the other reason why Vanguard wasn't delayed three months or so is that would put it head-to-head with LOTRO. Going up against TBC gave Sigil a bit of an excuse, in a way - Sigil can shrug, point at the hundreds of people queueing at three in the morning for an expansion pack and say "We were never going to be able to compete with that".

Going head-to-head with Turbine and still only getting ~100K subs, OTOH, is an entirely different kettle of fish.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Calantus on February 20, 2007, 03:54:50 AM
I'd also like to point out that just because a game is still going does not necessarily mean it was profitable as a whole. You don't just get back your investment when you collapse a game, it's just gone. If you're making a profit in the month-to-month then you have a reason to keep it open, even if it will never become profitable when venture capital is taken into account. Also, becoming profitable is not of relevance in and of itself. It has to beat out the other options that were available at the time of investment for the investment to pay off, and it has to beat them by a significant margin if those other options were less of a risk.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 20, 2007, 07:43:19 AM
Quote
Backtracking a little, the other reason why Vanguard wasn't delayed three months or so is that would put it head-to-head with LOTRO. Going up against TBC gave Sigil a bit of an excuse, in a way - Sigil can shrug, point at the hundreds of people queueing at three in the morning for an expansion pack and say "We were never going to be able to compete with that".

Going head-to-head with Turbine and still only getting ~100K subs, OTOH, is an entirely different kettle of fish.

I suppose that might be fair.

But why not release it inbetween TBC and LOTRO releases however?  Late Jan for TBC, late April for LOTRO.  Why not release it early-mid march, when TBC buzz had died down and LOTRO was still over a month away? 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Surlyboi on February 20, 2007, 07:51:27 AM
Because releasing it unopposed would truly show how much it..."shines".


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on February 20, 2007, 08:21:20 AM
Gave this game an honest second week with a friend.  I'm out.  Game-breaking bugs + grind that would make a Lineage player cry = Not for me. 

Saw much of the world... that was enough.  I gave it my best and I'm sorry I gave them my money.  I feel dirty. 

I'm out too. Got my shaman to level 12 solo and really enjoyed it but then something hit me like a ton of bricks.  I started getting  solo quests that were just a little too hard for my level, which left me with no alternative but to grind easier mobs for a mere pixel of experience (which was adjusted significantly post launch).    I have no qualms against grouping, but family committments only allow this type of play once in a while.  While I appreciate that there is  stuff Vanguard that is group orientated like all mmos, at least EQ II and WoW give  interesting things to do on nights you may not have time to group .  The only option you have in Vanguard is play 'move the pixel' until you are strong enough to carry on with your solo quests.  The precipice is quite sudden and brutal.

Combine that with  bugs and  a clunky engine, and you pretty much come to the realization that you really need to make too many concessions as a player.

[EDIT] What attracted me to Vanguard initially was the virtual word feeling.  I think it caputred that quite well,  and I am realy disappointed that there is really nothing like it comming out in the near future. 




Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 20, 2007, 09:04:11 AM
VG with an EQ2 levelling curve would be really great. VG's boats and housing are hidden behind the grind cockblock and that is too bad. The housing model is something that EQ2 and WoW cannot easily replicate since VG was designed to have plots in intersesting place. EQ2 and WoW would need a special zone to have actual physical housing. The grind in VG is so bad I don't even focus on the housing or boats. Those features might as well not be in the game for me since I am a year away from enjoying them.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 20, 2007, 09:41:12 AM
So I'm on that VG forum linked to earlier in this thread, reading a generic "game sux, I quit" thread, when the discussion somehow turned to UO and I made a discovery that shouldn't have surprised me as much as it did:  Lots of Vanguard catasses miss old-timey Ultima Online.  (Being able to lock skills ruined the game!!1!)  The thread did generate one good quote though.

Quote
A quick question for anyone who thinks "Player justice" worked in UO,

Can you find me one verifiable post from 1997-1998, pre Trammel/Felucca, where a player says anything to the effect of:"I played UO because I wanted to gank noobs and miners, but I quit because every time I try, some anti-PK guild ganks me, and I can't find any unprotected innocents to kill anymore and I'm tired of being hunted down by other players everywhere I go because I've got such a bad rep. This game sucks!"

One person who verifably quit the game because "player justice" -- not game rule changes -- kept him from being a dickwad.

Just one.

/derail attempt


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 20, 2007, 12:56:39 PM
I thought this was pretty spot on.

(http://www.ctrlaltdel-online.com/comics/20070217.jpg)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 20, 2007, 01:10:04 PM
The housing and boats in Vanguard sounded nice in theory.  I'd like to see something like that done by someone competent, minus the hardcore catass factor that permeates VG.  Basically I'd like to see Blizzard do it, but then Blizzard only copies things that are successful.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 20, 2007, 01:26:51 PM
Vanguard has some nice ideas but unfortunatly is predicated on the worst idea: let's make a game for 16 year old MMORPG snobs that have nothing better to do than spend 6 hours a day playing.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on February 20, 2007, 03:32:47 PM
I'm hoping that at least some good ideas come out of Vanguard.

Things VG had going for it (IMO):
Boats: They're fun. Cruising around through the ocean looking for remote isles is amazing. Just ditch the weeks worth of crafting grinding. Yes, weeks, just to get a "sloop", not to mention the fortune spent in crafting resources. Hell, I don't think anyone is even high enough to craft the next tier of ships yet.

Crafting: Solid, interesting crafting system. Just remove the levels. Why does crafting have both levels and skill points? But, crafted stuff was comparable to (sometimes better than) drops, which was a very very good thing.

Harvesting from nodes that are in places you'd expect them to be: Its fun chopping down trees in forests and looking in mines to find rocks and ore. More games need to do this, rather than having iron nodes popping up in the middle of grassy plains and whatnot.

Deep and large dungeons with real storylines: Nothing makes me want to crawl down to the bottom of a dungeon than a good background story and non-directed spelunking. Knowing that turning left or right at a split means I won't end up at the same end, but that I'll still find meaningful encounters and loot.

The separate wardrobe thing: Having different clothes for crafting, harvesting, and diplomacy is a good thing. Especially since it allows you to make mob drops more varied and interesting than "Magic Sword 1", "Magic Sword 2", etc. EQ2 did this with housing items, I thought it was a great idea, too. Taking a group into a haunted mansion and killing the vampire count who owns it to come out with a really cool armoire to put in my house as a trophy can be more rewarding than just another magic item drop.



Ultimately, I think the fall of VG was incompetence and grind. I haven't seen bugs like VG's since Shadowbane. I was willing to put my faith in their dev team for a couple months back then, but now (especially since WoW is around) I'm not willing to put up with game-breaking bugs. But honestly, remove the collossal bugs and the "just cause" grind, and I think VG would've done very well.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on February 20, 2007, 03:51:11 PM
There were a lot of bugs in beta, but then... it was beta.  You report them and move on.  It almost seems as if there are MORE bugs now.  Some of the ones people are reporting are absolutely game breaking, in my opinion.  Random rollbacks when logging in and out?  Losing dozens of crafting levels after speaking to particular NPCs?  Come on.  Who plays a game that gives you that much of a headache?  Then there's the fact that many people with pretty high end computers have to run it using what I would consider to be unacceptable settings.  Some people defend it by saying it's a game made for "todays" technology.  I have a feeling it's more due to sloppiness.  I've seen the game using the highest settings and I didn't think it was anything special.  Using low settings, it's awful.  The animations are crappy no matter what you do.  No matter how much you tweak crap, it'll still be stinky.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Damn Dirty Ape on February 20, 2007, 05:22:37 PM
Come on.  Who plays a game that gives you that much of a headache?

(http://img138.imageshack.us/img138/1196/test2xw2.gif)

a_vantard_001 says, "Whip me some more, Brad!"


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 20, 2007, 11:34:46 PM
I'm hoping that at least some good ideas come out of Vanguard.

Harvesting from nodes that are in places you'd expect them to be: Its fun chopping down trees in forests and looking in mines to find rocks and ore. More games need to do this, rather than having iron nodes popping up in the middle of grassy plains and whatnot.

Deep and large dungeons with real storylines: Nothing makes me want to crawl down to the bottom of a dungeon than a good background story and non-directed spelunking. Knowing that turning left or right at a split means I won't end up at the same end, but that I'll still find meaningful encounters and loot.

WoW doesn't have wood, but you're aware that while you can fine ore in the open, there's much, much more of it in rocky/mountainous areas, and also inside mines, aren't you?

The dungeons thing sounds interesting, but again, it's something that WoW also has in some of it's instances. Sure, Deadmines is linear, but even exclusing the winged dungeons like Scarlet Monastery and Dire Maul, places like Stratholme and Blackrock Spire are filled with the gameworld's lore and offer multiple paths inside them which offer very different experiences, even when you don't count somewhere like Blackrock Depths as part of the "Blackrock Spire" experience (it's essentially a lower wing to the spire, as a seperate instance), BRD still offers a variety of different things to do in there, and runs will rarely "clear the dungeon".

Not saying that these things in Vanguard aren't good to have, but just that VG isn't the first one to come up with these ideas and concepts..



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 21, 2007, 12:12:09 AM
Yesterday I ventured deep into Khegor's End, a lev 15+ dungeon, and I really had some sort of Scarlet Monastery deja vu. It's just twice as large. In the last few days I was pretty bored at Vanguard, especially cause my guildees play for the most when I am soundly asleep. But yesterday cruise into Khegor's refreshed my enthusiasm (mildly), as the place is great and compelling. Dungeons are the strongest point of VG so far.

Once again I was able to have a great time. Not going so far as ships and houses go, I really like the active combat where tanking is a new form of art thanks to the rescue and the very hard to master aggro and where healers (I played a healer in WoW) have much more to do than just spam heals. The defensive target feature is the key and a very good idea, and the interface does a great job telling you who's aggroing the party but not always telling you (need a succesful tactics recognition roll) who's attacking who. Yes some dungeons are huge and there are so many that I am a biut overwhelmed, as I hate to skip stuff.

Unfortunately, reality hit hard two hours into the dungeon: we pulled a room and managed to take he three mobs well, when some other 4 attacked us from another room. The usual "aggro through walls" thing that always plagues poorly coded games since AO missions. So wipe.
And while it's easy to get your corpse and XP back when you are in the open, it's a different story when you are deep down in a dungeon full of 4dots linked mobs.
Add on that that I was at 99%xp, so I was PISSED. But still we managed to get down there half naked, invisibile and half equipped and we eventually get our bodies and 90% of our XP back.
So we decided to go for a few mobs more, we crawl a bit more and we tell our scout to be on her toes with the EVAC button. As soon as we get to a room with literally 30 mobs in it and we manage to pull about 10 of them with a single (bad) pull we scream for EVAC, she did... and find out that only 3 of us got evaced, while the other 3 crashed AT ONCE and died down there....

We called it a night and I get my 1% of XP needed to get level 19 killing foozles outside Renton Keep.

Once again I want to state how good Vanguard COULD be with more money, more time and more competence. It's not that I am a coder and I can judge other people competence. But I can't believe that there's no way to build a "stabler" game unless you have 60m budget or ten years or development. Wondering if Brad cared too much about a team of friends and not enough about a team of exceptional professionals. Hey, just wondering.

I am sticking with Vanguard for the lack of more interesting and fun MMORPG to play (but I keep my EVE account open), but everyone's patience is now thinner than a sheet of paper. Add to that that patches are now apparently once a week and they usually come with more bugs than fixes (see last week).

Right now I am so annoyed that if nothing good happens in Vanguard very soon I'll jump back in UO as soon as the new expansion and clients come out.
If I have to play an old school game that is SO old school to bring on the old school bugs, than I'll play my favourite one.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 21, 2007, 12:46:24 AM
It's a shame really. I wanted the game to be mildly successful, if only to keep the hardcore catasses away from me in other games. If now Falconeer is getting to the end of his rope, then I don't think there's any hope for it. I'd like to see what Geldon thinks at this stage, but it seems he was driven off by villagers with flaming brands and pitchforks. Or something.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 21, 2007, 12:47:04 AM
A little more:

Yesterday I installed a custom UI known as CoreUI 2.0. It's wonderful, useful. It gives so much better information than the basic one that you can't avoid ending up asking yourself "why they didn't do it like this in the first place?".

Basic stuff like % of XP needed to get to the next level for example should be MANDATORY in every MMORPG. I am ok with leaving room for modders and keeping the UI to a clean and basic level as a default.
But not every player like to search for customs online, and often the UI can be what keeps you in or send you away.
The new UI is refreshing and among other things squashed the "move the pixel game" as now I know exactly how many xp out of a generic /2000 every mob gives. It's not a solution but it eases solo playing a bit.

And a last word on solo playing. I find solo playing in Vanguard and WoW almost IDENTICAL. Combat is similar, mechanics are similar, quests are similar. There's just ONE BIG difference: time.
With the same time I invested in solo playing at level 18 I would be level 36 in WoW. Meaning rewards take too much time to come by in VG while soloing. That's the only difference to me, although as I said a big one.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 21, 2007, 01:51:37 AM
Geldon quit Vanguard 2 weeks ago.

About catasses, please remember what spawned the term: maybe Vanguard is the game that can ONLY be played if you are a catass, but at best it holds 100k catasses.
WoW on the other hand will probably entertains 5 millions casual/regular players/human beings, but you can stay assured that it retains a good amount of catasses that I would consider in the 3 millions range.
WoW made some of my "sane" friends into rabid catasses and made people buy new computers just to ruin their life on raiding Molten Core and beyond. Tyra made an episode in her talkshow about a major wow catass exactly as it used to happen back in the EQ days with people losing jobs to raid all day and Southpark's WoW episode is all about catassing, not the game.

So you could be happy that all the crazies are probably firmly in Vanguard's hands, but for the biggest amount of catasses, even statistically, you have to look at WoW. Should that ever collide (and it won't) there would be a MAJOR catass invasion in the online world.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 21, 2007, 02:44:34 AM
Geldon quit Vanguard 2 weeks ago.
That's odd. I must have missed the "I was wrong about Vanguard and apologise for spamming up the board with replies about how great it's going to be" post by him.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 21, 2007, 02:48:36 AM
Geldon quit Vanguard 2 weeks ago.
That's odd. I must have missed the "I was wrong about Vanguard and apologise for spamming up the board with replies about how great it's going to be" post by him.
He can't post -- he self-banned himself.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 21, 2007, 03:06:42 AM
Geldon is just another example of Vanguard-liker that chose to go the solo road.
It kills you.

Right now, the only way to enjoy Vanguard is being in a Guild (and that must be why I am still enjoying it). Exactly like it was in EQ1.
So mission accomplished for Brad.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 21, 2007, 03:50:25 AM
Apart from the bit where it's got ~1/5th the subs that Brad wanted, yes? :)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Calantus on February 21, 2007, 03:53:07 AM
Mission Accomplished is such a dirty phrase now. :evil:


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 21, 2007, 03:55:43 AM
So mission accomplished for Brad.  So mission accomplished for Brad.

Fixed it for myself.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 21, 2007, 06:33:31 AM
Geldon is just another example of Vanguard-liker that chose to go the solo road.
It kills you.

Right now, the only way to enjoy Vanguard is being in a Guild (and that must be why I am still enjoying it). Exactly like it was in EQ1.
So mission accomplished for Brad.

I find VG actually needs a guild group with Vent/TS if you are going to dungeon crawl. The few times I have crawled with a PUG resulted in pain, largely because the old EQ1 discipline is gone. Sure, VG does not require CR like old school EQ1, but the exp hit from summoning your corpse is just crushing.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on February 21, 2007, 07:27:50 AM
places like Stratholme and Blackrock Spire are filled with the gameworld's lore and offer multiple paths inside them which offer very different experiences, even when you don't count somewhere like Blackrock Depths as part of the "Blackrock Spire" experience (it's essentially a lower wing to the spire, as a seperate instance), BRD still offers a variety of different things to do in there, and runs will rarely "clear the dungeon".

Actually, those are the specific dungeons in WoW I'd compare most of VG's dungeons to. Khegor's End (The lvl 14 - 20 or so one) is an old abandoned dwarven mine taken over by dwarven rebels, of course. And in BRD you can go to different sections of the city for different bosses and different "ends". And imo, was my favorite dungeon in WoW. The only thing is that VG makes sure all its dungeons are like that, even the low level ones. I don't think I've been into one dungeon yet that was very linear at all, Zihurr Mound (Giant ant colony), Hillsbury Manor (Haunted mansion), The Infinium (Freaky time-cultist lair), Fallen Lycuem (Elven college post magic apocalypse). Each even has nice backstories to them and explanations of why they are there. Er, but yes VG isn't the first, its just refreshing to see these kinds of dungeons even at the lower levels.

And much like Falconeer's story of dungeon delving and bug wiping, I had a realization a couple days back that hit me in the face like a truck. I logged four hours into a dungeon (Early holiday morning, not much else to do), and I had gained something like 15% of lvl 18. Hah, I just have so much better stuff I could do with my time.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Arthur_Parker on February 21, 2007, 08:03:16 AM
Geldon quit Vanguard 2 weeks ago.
That's odd. I must have missed the "I was wrong about Vanguard and apologise for spamming up the board with replies about how great it's going to be" post by him.
He can't post -- he self-banned himself.


Can you reset his password to "iamanumptey" sometime in the next week or two?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 21, 2007, 08:12:34 AM
Holy crap. This is another doozy:

http://forums.tentonhammer.com/showthread.php?t=8475 

Quote
Where does one get the level 20 spell Silence...[it] is avaliable [not] on my two trainers.

Quote
Silence was removed

Quote
but those of us who already bought the spell still have it.

Silence prevents a mob (or player in PVP) from casting a spell for X seconds. This isn't even a bug. So, if you levelled to 20 fast, you now have a spell no other druid has or will have.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: El Gallo on February 21, 2007, 08:13:38 AM
I was interested in VG only to see what kind of world McQuiad would come up with.  An oft-overlooked thing about EQ was that it really felt like you were going through a world that actual designers and artists handcrafted with love.  WoW is the only MMO I've played that comes close in that aspect.

I may look at it in a few months if they fix up the bugs and humanize the levelling curve a bit.  Some people in my old EQ guild are playing.  The problem with starting a game like VG late is that you'll be levelling mostly alone, which sucks in a game like that.

I remember back in EQ when I was Pling an alt in Guk.  This must have been early-PoP.  There was this level-appropriate, untwinked guy, I think a paladin, in there trying to solo.  We chatted a while and it turns out he was a bona fide new player, but had never grouped because there just weren't any players his age.   I PLd him a while with my twink, but he didn't really want to be PLd, he wanted to play.  But he just couldn't.  I don't want to be that guy.

I'm having fun in WoW anyway, so God knows why I wandered in here.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on February 21, 2007, 08:22:39 AM
McQuaid sort of deviated from his initial "vision" although he tried to sound as if that was the plan all along.  I guess he thinks people won't remember what he said way back when or that just by saying something else will make people think it's true and that we remember wrong.  I remember my nephew, when he was little, hiding his eyes and believing no one could see him.  At least HE was adorable.  Anyway, I have little doubt that Sigil will continue to chip away the bits of Vanguard that make it less suited for solo play and more in line with WoW and what's selling now.  Just like EQ2.  Whether it'll be forced on them by SOE or simply by the lack of decent subscription numbers, who knows?  Who cares?  Maybe they'll end up with a better product. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: tkinnun0 on February 21, 2007, 09:23:07 AM
he didn't really want to be PLd, he wanted to play.  But he just couldn't.  I don't want to be that guy.

I was that guy. I lasted about 4 days and was left wondering:

Has anyone actually tested any of this shit? and,
This is supposed to be the game with the interesting quests?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 21, 2007, 11:31:40 AM
Maybe they'll end up with a better product. 

Yeah, that's what I repeat to myself everyday. As I said being in a guild with some friends and having the chance to explore dungeons and actually enjoy content I am not having a bad time (save for technical wipes). But I keep repeating to myself what Henry V said to Catherine of Valois:

But, in faith, Kate, the elder I wax, the better I shall appear: my comfort is, that old age, that ill layer up of beauty, can do no more, spoil upon my face: thou hast me, if thou hast me, at the worst; and thou shalt wear me, if thou wear me, better and better

Basically, Vanguard can only get better. And if I can play it now that it is at its worst, the future is probably not so bad. Conan, Warhammer and even Tabula Rasa are too far and Ultima Online's rebirth is the only actual contender for me to this.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 21, 2007, 11:39:07 AM
Maybe they'll end up with a better product. 

Yeah, that's what I repeat to myself everyday. As I said being in a guild with some friends and having the chance to explore dungeons and actually enjoy content I am not having a bad time (save for technical wipes). But I keep repeating to myself what Henry V said to Catherine of Valois:

But, in faith, Kate, the elder I wax, the better I shall appear: my comfort is, that old age, that ill layer up of beauty, can do no more, spoil upon my face: thou hast me, if thou hast me, at the worst; and thou shalt wear me, if thou wear me, better and better

Basically, Vanguard can only get better. And if I can play it now that it is at its worst, the future is probably not so bad. Conan, Warhammer and even Tabula Rasa are too far and Ultima Online's rebirth is the only actual contender for me to this.
This is SOE -- it can get worse. I put forth SWG as evidence.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 21, 2007, 11:41:15 AM
Maybe they'll end up with a better product. 

Yeah, that's what I repeat to myself everyday. As I said being in a guild with some friends and having the chance to explore dungeons and actually enjoy content I am not having a bad time (save for technical wipes). But I keep repeating to myself what Henry V said to Catherine of Valois:

But, in faith, Kate, the elder I wax, the better I shall appear: my comfort is, that old age, that ill layer up of beauty, can do no more, spoil upon my face: thou hast me, if thou hast me, at the worst; and thou shalt wear me, if thou wear me, better and better

Basically, Vanguard can only get better. And if I can play it now that it is at its worst, the future is probably not so bad. Conan, Warhammer and even Tabula Rasa are too far and Ultima Online's rebirth is the only actual contender for me to this.
This is SOE -- it can get worse. I put forth SWG as evidence.

Aagh! You are right. I am sunk. DARN!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 21, 2007, 12:20:48 PM
This is SOE -- it can get worse. I put forth SWG as evidence.

Aagh! You are right. I am sunk. DARN!
If it makes you feel better, SOE greatly improved EQ2. Frankly, it seems like the less of Brad's "vision" the better the damn game. You want Vanguard to get better? Hope Brad gets fucking turfed out. They removed a lot of the gratituous nut-kicks in Beta. Hope the live team starts removing the rest.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 21, 2007, 12:28:22 PM
Yeah, SOE needs to buy out Sigil, fire Brad, and dump the EQ2 Live Team onto Vanguard.
Then it might be a decent game a couple of years after that.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 21, 2007, 12:52:00 PM
Quote
I remember back in EQ when I was Pling an alt in Guk.  This must have been early-PoP.  There was this level-appropriate, untwinked guy, I think a paladin, in there trying to solo.  We chatted a while and it turns out he was a bona fide new player, but had never grouped because there just weren't any players his age.   I PLd him a while with my twink, but he didn't really want to be PLd, he wanted to play.  But he just couldn't.  I don't want to be that guy.
That's kinda how I felt this weekend in EQ2. I was trying to do some quests in blackburrow, and kept getting slaughtered. But I kept on, trying different tactics, hoping maybe at some point I'd figure out a way to overcome the game's anti-solo bias. I mean...there has to be some class that can take on ^^^ Heroics, right?

Guess not.

Meanwhile, the place was a ghost town (and that's ok in my book, if it weren't for the anti-solo code) except for a few twinked-to-hell alts. And I don't mind twinking a bit, I think it makes the game more fun when you've already been through it all once. But I simply couldn't compete. Finally had to give up.

I can understand wanting players to work together, social retention and whatnot. But turning away players? That seems crazy. I'd have played WoW a lot longer if it hadn't been for their anti-solo dungeons. Playing an rpg with dungeons but only seeing one ever pretty much sucked.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 21, 2007, 01:03:09 PM
That's kinda how I felt this weekend in EQ2. I was trying to do some quests in blackburrow, and kept getting slaughtered. But I kept on, trying different tactics, hoping maybe at some point I'd figure out a way to overcome the game's anti-solo bias. I mean...there has to be some class that can take on ^^^ Heroics, right?

Guess not.

I'm not sure how helpful this is, but my brigand could kill blue ^^^ if they were alone but it required me to have VERY good gear, the best poisons, and all of my toys up.  Funny actually since 4 standard blue mobs could do me in.  Some classes are very good at killing single targets but suffer when having to deal with numbers.  I agree though, I ultimately left EQ2 when I couldn't see the content until it was all green/gray to me. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Afropuff on February 21, 2007, 01:41:46 PM
Geldon is just another example of Vanguard-liker that chose to go the solo road.
It kills you.

Right now, the only way to enjoy Vanguard is being in a Guild (and that must be why I am still enjoying it). Exactly like it was in EQ1.
So mission accomplished for Brad.


Wait a minute, Geldon was going on and on for pages about the virtues of manditory socialization . . .  and that Vanguard has a soul -  A SOUL I tell you!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 21, 2007, 01:50:23 PM
Can't talk for him, but that's a soul that has to be shared. If you try to take it alone, it'll burn you from the inside.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 21, 2007, 03:50:18 PM
Its all our fault anyway. If we hadn't been mean to him, and had liked Vanguard like he asked, he'd have had a guild to play with, and he'd not quit so soon. Shame on us!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: palmer_eldritch on February 21, 2007, 03:52:29 PM
Quote
I remember back in EQ when I was Pling an alt in Guk.  This must have been early-PoP.  There was this level-appropriate, untwinked guy, I think a paladin, in there trying to solo.  We chatted a while and it turns out he was a bona fide new player, but had never grouped because there just weren't any players his age.   I PLd him a while with my twink, but he didn't really want to be PLd, he wanted to play.  But he just couldn't.  I don't want to be that guy.
That's kinda how I felt this weekend in EQ2. I was trying to do some quests in blackburrow, and kept getting slaughtered. But I kept on, trying different tactics, hoping maybe at some point I'd figure out a way to overcome the game's anti-solo bias. I mean...there has to be some class that can take on ^^^ Heroics, right?

Guess not.

Meanwhile, the place was a ghost town (and that's ok in my book, if it weren't for the anti-solo code) except for a few twinked-to-hell alts. And I don't mind twinking a bit, I think it makes the game more fun when you've already been through it all once. But I simply couldn't compete. Finally had to give up.

I can understand wanting players to work together, social retention and whatnot. But turning away players? That seems crazy. I'd have played WoW a lot longer if it hadn't been for their anti-solo dungeons. Playing an rpg with dungeons but only seeing one ever pretty much sucked.

I don't know how WoW can have an anti-solo bias when it has so much solo content. Even EQ 2 has a lot of solo content. It sounds as if you are complaining that the game has any group content at all. As a serious question, how could this be dealt with in a perfect world? Make content which is both suitable for groups and suitable for soloists at the same time? I don't think it would be possible.

If a game puts in lots of solo stuff and also puts in lots of group stuff, and says "here is the group stuff, see it says "elite" or three up arrows, that means group" and you go and seek out the group stuff to try to kill it solo, it's kind of unfair on the developers:)

I guess one issue is loot - in WoW you might solo up to 70 but you wouldn't get the cool stuff from the dungeons. Maybe solo mobs could drop loot which is as good as the stuff that comes from the group mobs. But even a dedicated soloist would find that a bit odd if they ever grouped up for a change and took on the dragon of uber-groupwiping only to come away with something that could get solo, even in a very difficult solo fight, I think.

(even a lot of group stuff can be soloed if you wait until it is very low level to you, but ok, that's not fun so let's agree that is group-only content).

Edit: If you are only really talking about locations - how about having some cool, dangerous, interesting dungeons for soloists instead of making them only do exterior areas - then I see your point.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: palmer_eldritch on February 21, 2007, 03:56:24 PM
The story of the EQ paladin brings up another issue with Vanguard I think - if the supply of newbies dries up, it will be really horrible to play for the rare newbie that does join. Right now, I can do a fair number of quests that I try simply because when I turn up at the location, there is a very good chance one or two other people will already be there and we can help each other.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lantyssa on February 21, 2007, 04:37:19 PM
I don't know how WoW can have an anti-solo bias when it has so much solo content. Even EQ 2 has a lot of solo content. It sounds as if you are complaining that the game has any group content at all. As a serious question, how could this be dealt with in a perfect world? Make content which is both suitable for groups and suitable for soloists at the same time? I don't think it would be possible.
CoX does this pretty well.  Distribution of "loot", too.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Calantus on February 21, 2007, 04:43:37 PM
I don't know how WoW can have an anti-solo bias when it has so much solo content. Even EQ 2 has a lot of solo content. It sounds as if you are complaining that the game has any group content at all. As a serious question, how could this be dealt with in a perfect world? Make content which is both suitable for groups and suitable for soloists at the same time? I don't think it would be possible.

The 1-70 game is soloable. The endgame is not. That is where WoW is biased against soloers. Compared to the industry as a whole it's very solo friendly, but not when taken in a vacuum.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 21, 2007, 07:18:11 PM
Geldon quit Vanguard 2 weeks ago.

About catasses, please remember what spawned the term: maybe Vanguard is the game that can ONLY be played if you are a catass, but at best it holds 100k catasses.
WoW on the other hand will probably entertains 5 millions casual/regular players/human beings, but you can stay assured that it retains a good amount of catasses that I would consider in the 3 millions range.
WoW made some of my "sane" friends into rabid catasses and made people buy new computers just to ruin their life on raiding Molten Core and beyond. Tyra made an episode in her talkshow about a major wow catass exactly as it used to happen back in the EQ days with people losing jobs to raid all day and Southpark's WoW episode is all about catassing, not the game.

So you could be happy that all the crazies are probably firmly in Vanguard's hands, but for the biggest amount of catasses, even statistically, you have to look at WoW. Should that ever collide (and it won't) there would be a MAJOR catass invasion in the online world.

I'll clarify that. Every game, as you point out is full of catasses, and yes, by sheer numbers, WoW has more than most. I meant people who think that they are hot shit because they are catasses.  I wanted Vanguard to be successful enough to act like a giant toilet flush and clear all the catasses out of WoW that think they are "hardcore".

As well as all the people on the Vanguard boards that want everything to be harder with long grinds and long camps and ong travel times and so on and so forth. Fuck, give them their game, I don't care. Ideally Vanguard would have been successful enough to get all of those people the fuck away from me. The fact that it's failing even to do that is what really saddens me about this entire trainwreck. And despite my harsh words for the VG playerbase, you do come across as an intelligent and thoughtful guy, and I do understand your "explorer" bent, I just can't imagine putting myself through that hell to explore their world. Hence my semi-recent comments about only being willing to play it if it were in godmode with a flying mount and a variety of firearms...

As for Geldon...

GELDON! PLEASE COME BACK!

No Mea Culpa required. I just want to hear about why you stopped playing Vanguard, and I know you're still reading these threads.  :-)

Seriously, there must have been something interesting to see you turn from such an ..ardent supporter of the game to quitting so quickly. Did you last the entire included month?



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 21, 2007, 07:33:37 PM
Cut it out. If you really want him to post something about Vanguard tell it to him on his blog.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 21, 2007, 07:56:31 PM
places like Stratholme and Blackrock Spire

Actually, those are the specific dungeons in WoW I'd compare most of VG's dungeons to.
<snip>
Er, but yes VG isn't the first, its just refreshing to see these kinds of dungeons even at the lower levels.

And much like Falconeer's story of dungeon delving and bug wiping, I had a realization a couple days back that hit me in the face like a truck. I logged four hours into a dungeon (Early holiday morning, not much else to do), and I had gained something like 15% of lvl 18. Hah, I just have so much better stuff I could do with my time.

My opinion on these I guess would be that I honestly like both kinds, and I prefer a mix. I like being able to run through Deadmines or Ramparts in a linear fashion sometimes, just as I like to be able to go into a deep instance and do a bunch of stuff even if we can't clear the dungeons. I think that's my major reason I like instanced dungeons. It really does feel much more old-school pen-and-paper roleplaying to go into a dungeon with your group of mates, work your way whereever YOU wanted to go through at your own pace without worry about backspawns and camp checks and all of that other EQ1-style bullshit. That was one of the best parts about EQ1's Lost Dungeons of Norrath expansion - despite being made up like tile/lego sections, those nstances brought back the old-school PNP feeling which was missing from EQ until that point.

And yeah.. 4 hours into a dungeon is a bit too much for me these days. That's what I'm hearing WoW's "heroic mode" instances are like, and to be quite blunt, I'm not going to bother with that kind of shit. Even when I can be arsed playing for a 4-hour stretch in outdoor zones, that's punctuated with numerous AFKs and when solo, I even wander off to do other things then forget I'm still logged in from time to time. Even old-skool EQ1 raids you could afk or be more relaxed most of the time than you can in a 5-man, since everyone in a 5-man needs to be ON in a heroic instance, while sleeping through a few (or a few dozen) trash mobs doesn't matter so much when you're in a 30-40-50-man raid.



Silence prevents a mob (or player in PVP) from casting a spell for X seconds. This isn't even a bug. So, if you levelled to 20 fast, you now have a spell no other druid has or will have.

That's SO old-school "vision-era" EQ1 that I can't even laugh. Reward the people there first, then nerf it for everyone else in the game. Catass FTMFW.


 
I was interested in VG only to see what kind of world McQuiad would come up with.  An oft-overlooked thing about EQ was that it really felt like you were going through a world that actual designers and artists handcrafted with love.  WoW is the only MMO I've played that comes close in that aspect.

There was this level-appropriate, untwinked guy, I think a paladin, in there trying to solo.  We chatted a while and it turns out he was a bona fide new player, but had never grouped because there just weren't any players his age.   I PLd him a while with my twink, but he didn't really want to be PLd, he wanted to play.  But he just couldn't.  I don't want to be that guy.

Yeah, I'll give Norrath that. It's just a shame that the 90% of the whole lore and history of the old world was hidden and that even if you tried to seek it out, you could barely find anything, even offline. Later expansions became an endless stream of "new gods, new hidden continent discovered". And yeah, there were lots of people like that in EQ by the PoP stage. The game had matured(?) so much by that stage that all the old zones were empty and a new player would be in an empty world. I logged in a couple of weeks ago, and freeport, ro, neriak, commonlands, even lavastorm were all totally empty.

WoW is getting a little that way as well. Outside of guild-alt-groups, most people's experiences of under-60 instances seems to be getting a level 60 to run them through the place, because there are no groups. They'll be filled again with Dranei and BEs for another month or so, then they'll be back to being wastelands. At least you can solo your way through Westfall without much hassle..

Geldon has a blog? I never noticed. I don't see the harm in asking him to post it here though assuming he's not banned from the admin side. After all, I don't read his blog, but I do read this forum.  :-P



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 21, 2007, 08:18:55 PM
another issue with Vanguard I think - if the supply of newbies dries up, it will be really horrible to play for the rare newbie that does join.

This is already a problem.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 22, 2007, 01:42:36 AM
To be fair to Geldon, he didn't quit out of boredom apparently, just his usual need to wander off different games.
Like the most of us I'd say.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 22, 2007, 02:28:00 AM
After that amount of evangelising and hyperbole though?



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 22, 2007, 03:07:29 AM
The lack of newbies in VG can be explained by looking at, say, the Amazon PC games sales chart.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 22, 2007, 03:34:23 AM
Characters created are now at 420k according to VGplayers.com

Just a number, not saying much. But I am keeping track of that number out of curiousity.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 22, 2007, 05:37:57 AM
Patch day in Vamguard-land.

Highlights:
- Quest experience significantly increased. (!)
- Rogue revamp and Bard heavy tweak.
- Some major bugfixes (Mobs disappearing, chunking to death, disappearing items and titles).


Quote
Build 1758 February / 22 / 2007

Vanguard Build 1758 Patch Notes 2/22/2007



GAMEPLAY NOTES
- Player chance to sneak past even level NPCs without detection has been significantly increased.
- Infineum Affliction is no longer quite so debilitating.
- NPCs - NPC’s with “Timemage” abilities are now immune to charm.
- NPCs - Overland and Dungeon bosses are now more resistant to various status afflicting spells such as charm, fear, clone, stun and mesmerize.
- NPCs - NPC Heal-over-time spells have had their duration significantly reduced.
- NPCs - Additional NPCs now see invis throughout the world, beware
- Quests - Experience rewards from quests have been increased by a fairly large amount
- Players should no longer get stuck at 251 skill in Spell Identification or Tactic Recognition.
- Fix for charm "wars". You should no longer be able to start wars between npcs by charming them allowing charm to break, and then leashing them.
- The bug causing mobs to disappear during combat has been fixed.


ADVENTURING NOTES
- Protective Fighters – Rescues are now usable out of combat.
- Bard - Tynen's Chant of Chains is now a verse.
- Bard - Illestine's Epic Substitution should now increase Cold Resistance in addition to Fire.
- Bard – Mellarian’s Melody of War now correctly stacks with the Paladin’s Aura of Divine Power.
- Bard – Greatly reducing the energy cost of Calming Lullaby.
- Bard - Suann's Entrancing Trill now has a 2 second cast time.
- Bard - Suann's Call of Slumber now has a 2 second refresh time.
- Bard – Fence now has a 10 second refresh timer, down from 20.
- Bard – Hinder now has the proper amount of upgrades.
- Bard – The lyric, Hazoc's Magical Aria is now available at level 25.  It was inadvertently left off trainers.
- Bard – Striking the Mountain now exploits armor chink.
- Bard - Cleave the Mountain I, II, III, and IV have been added to the trainer lists, and are available (at levels 22, 30, 38, and 46).
- Bard - Humming Blade - Would turn off after 72 minutes, this is fixed.
- Blood Mage – Quickening Symbiote now requires 1 Vial of Blood, 1 Still Beating Heart and 1 Quivering Brain to create. On the brighter side, these symbiotes can actually be created now.
- Blood Mage – Organs for creating symbiotes now stack
- Blood Mage – The assembly for Controlling Symbiote now correctly states you are making a controlling symbiote and not an animation symbiote
- Blood Mage – Vitalizing Symbiote now requires 3 Vials of Blood and no other components. These symbiotes can be created once again.
- Dread Knight - Armor of Darkness should now increase mitigation as intended.
- Dread Knight – Scourge will no longer get resisted as often.
- Disciple - Gift Of Vitae now adds endurance instead of subtracting.
- Disciple - Gift Of Vitae should no longer spam the caster.
- Monk - North Wind Breaks the Trunk should now cause the target to hurt itself upon attacking rather than healing itself.
- Monk - Form of the Spirit Dragon has been renamed Aspect of the Spirit Dragon.
- Monk - Aspect of the Spirit Dragon now grants invisibility.
- Monk - Soaring Leap should now actually cause you to leap.
- Necromancer – Fixed a bug with Ravaging Claw II, putting it inline with the rest of the claws.
- Necromancer - The wraith version of the plague bringer will now cast “Soul Vex” instead of “Soul Blight”. This should be considerably less confusing.
- Psionicist – NPCs now consider Time Stop to be a mez and not a stun.
- Ranger - Windsong now costs 10 endurance.
- Ranger – Your Talismans should no longer wear off after 4320 seconds of continuous playing.
- Ranger – Your Tiger Talisman now correctly gives a bonus to your auto attacks as well as your special attacks.
- Rogue – Relentless Thrust is now attainable at level 10 and has no refresh.
- Rogue – Drub has been increased in effectiveness
- Rogue – Drub now costs 10 endurance, down from 17
- Rogue – The Drub line of abilities has had some level changes.  This gives it a more gradual hate reduction progression.  New levels are 12, 20, 28, 36, 44
- Rogue – Clout now lasts for 6 seconds or 5 hits, up from 3 hits.
- Rogue – The Backstab line of attacks has had some level adjustments.  New levels are 4, 12, 20, 28, 36, 44
- Rogue – The Shank line of finishing attacks has had some level adjustments.  New levels are 12, 22, 32, 42.
- Rogue – The advanced version of shank are now actually upgrades.
- Rogue – The Wicked Strike line of attacks has had some level adjustments.  New levels are 1, 8, 16, 24, 32, 40, 48.
- Rogue – The Last Ditch Strike line of attacks now deals increased damage, costs no endurance and does not incur global recovery.
- Rogue – Lacerate once again exploits Armor Chink.
- Rogue – Slightly increased the damage of the Lacerate line of attacks.
- Rogue – Note: There is a bug that is causing the damage display of lacerate and hemorrhage to show as much smaller than the actual damage done.  The debuff tooltip (the one beneath the target’s display) is correct.  This will be addressed soon.
- Rogue – The damage of Death Whirl has been increased.
- Rogue – Death Whirl now exploits staggered.
- Rogue – Slightly increased the damage of Ravage.
- Rogue – Ravage will now stun for 3 seconds on a critical hit.
- Rogue – Relentless Thrust have been renamed to Vicious Strike.
- Rogue – Vicious Strike (the attack formerly know as Relentless Strike) now deals additional damage on a critical hit.
- Rogue – Deadly Strike has been added to trainers starting at level 26.
- Rogue – Impale has been added to trainers starting at level 18.
- Rogue – Shiv has been added to trainers starting at level 22.
- Rogue – Knee Break has been added to trainers starting at level 4.
- Rogue – Revenge has been added to trainers starting at level 6.
- Rogue – Dazzling Flechette II and Advanced Dazzling Flechette II no longer function.
- Rogue – Dazzling Flechette I and Advanced Dazzling Flechette I now have a different function and have been moved to level 15.
- Warrior - Devastating Blow now correctly displays that it roots the target for 3 seconds.
- Warrior – Roar of Fury now states the correct amount of hate it adds instead of stating it increases hate by 0.


CRAFTING NOTES
- The Learning Apprentice Shingles quest can now be completed.
- Higher level blacksmith recipes have been added to most blacksmith instructors in Kojan.
- More advanced work orders are available in Leth Nurae, Lomshir, Martok, Mekalia, Tanvu, and Tursh.
- Quests added: “Best Artisan Ever”, “Grodek’s New Hammer”.
- Experience rewards for amateur tier quests have been increased.
- Experience rewards for apprentice tier quests have been increased.
- Experience rewards for initiate tier quests have been increased.
- Experience rewards for journeyman tier quests have been increased.
- The warring crafting factions of New Targonor now have more work orders available.
- Thestran Blacksmith lower level great axe recipes are now available.
- The quest “Gregan’s Demand” now asks for a grip instead of a shaft.
- Fixed a lot of work orders that were giving out wrong recipes and items.
- Crafted shields should now be recognized as shields by abilities.
- Deconstruction tables have been updated and fixed. Please report any instances of empty deconstructed parts.
- You can no longer deconstruct legendary or ultra rare items.
- Fixed issues with armor-smith work orders being mislabeled.
- Updated robes with continental effects. Tooltip still does not display attached effect.
- Shield proc effects should work properly now.
- Work orders for the crafting organizations in New Targonor should give faction for the appropriate group and remove it from the opposing factions.
- Ballista parts work order in Shaletooth Tower has had its rewards changed.
- The quest “The Swordsmiths Apprentice: Craftsmanship” should now ask for the proper resources to complete the recipe.
- Additional higher level secondary recipe have been added to certain Kojan trainers.
- Fixed an issue with the “The Swordsmith’s Apprentice: Craftsmanship” quest that may cause you to get the wrong recipe or get no recipe at all when accepting the quest.
- Upped drop rate of upgrade recipes a smidgen
- Fixed bug that was showing two tooltypes on some etching knives
- Added slot amount to description of all saddlebags
- Fixed issue causing tier 4 barding to have same stats as tier 3
- Fixed issue causing some rare armors to give the improper reward when deconstructed
- Increased chance to get orb from deconstruction across the board
- Fixed description of loose clamp to display effectiveness penalty.
- Some work orders were repeatable when they were not intended to be. This has been fixed.
- Fixed display name of attuning powder of energy
- Gwartak Clan recipes now provide more weapon/armor options sooner.
- Adjusted duration of rune of force to what the description said
- Fixed rarity of all crafted expendables
- Adjusted required level of crafted expendables to look at adventuring level
- Reduced required level of martial sword recipes
- Increased level of crafted martial swords (this change is retroactive)
- The crafting advisor now talks about titles. If you are missing crafting titles, talk to any crafting advisor about titles in the dialogue tree and he or she should fill in any titles you are missing.
- An artificer refining table has been added to the barn in the Renton Keep area.
- Fixed a lot of recipe descriptions that listed unusable refined items as acceptable.
- Harvesting – Amateur tier rare harvesting tools have been increased in power.
- Harvesting - Greenback Spiders are no longer harvestable.
- Harvesting - Harvestable Treants in the Marsh of Peril will now despawn properly.


DIPLOMACY NOTES
- Glendryl Owlskeen is now a Soldier in Ca’ail Brael.
- Negotiating the Point now correctly gives only one copy of the card “Poetic Truths.”
- New Targonor - The repeatable quest “Monk for Hire” is available now at the New Targonor docks for diplomats of at least 201 skill to build faction with New Targonor
- New Targonor - The repeatable quests “See to Our Guests” and “Unruly Adventurers” are available in the Remniol District of New Targonor for diplomats of at least 301 skill to build faction with House Remniol.
- New Targonor - The repeatable quest “Out of Towners” is available in the Heartsworn District of New Targonor for diplomats of at least 301 skill to build faction with House Heartsworn.
- New Targonor - The repeatable quest “Improving Standards of Dress” is available in the Hilthorn District of New Targonor for diplomats of at least 301 skill to build faction with House Hilthorn.
- New Targonor - The repeatable quest “Deliveries for Caberton” is available in the Heartsworn District of New Targonor for diplomats of at least 301 skill to build faction with House Heartsworn.
- New Targonor - The repeatable quest “Ghost-ese” is available in the Hilthorn District of New Targonor for diplomats of at least 301 skill to build faction with House Hilthorn.
- New Targonor - The quest “Cleaning Out The House” has been added in Wharf Rat Downs in New Targonor. Seek out Dockhand Nash for more information.
- Tanvu - Tanvu’s Clergy and Academic levers are now operational.
- Tawar Galan - The quest “Smuggler’s Delight” is now available from Raisoor the Navigator on the sky bridge between Ca’ail Brael and Tawar Galan. It requires 50 Diplomacy skill and very low Presence.
- Tawar Galan - The follow-up quest “Secret is in the Sauce” is also available from Raisoor the Navigator for those who have completed “Smuggler’s Delight.” It features two alternate endings (“Stop the Smugglers” and “Secret is in the Sauce”) and will affect various factions accordingly. The reward for this quest series includes a belt that stores stacks of Information.
- Tawar Galan - Contraband-sniffing tigers added to Tawar Galan.
- Tursh - Merchant Civic Diplomacy Levers have been removed from Tursh.
- Veskal’s Exchange - Maret Djash is now willing to give out “Foreign Affairs” in Veskal’s Exchange.


WORLD POPULATION NOTES
- Ceros Isle - Added a mailbox and a shaman trainer to Hauyen’s Outpost on Ceros Isle (a level 40-44 area north of Tanvu)
- Craigwind Ridge - All overland camps in Cragwind Ridge have undergone an itemization pass
- Dahknarg – The quest “Specialized Training” is now not available until level 2. (when you can actually train)
- Dahknarg – various grammar/spelling errors have been fixed in many Dahknarg quests
- Karrus Hakrel - Hrukstraz is now more difficult and will respawn less often.
- Loot - World cash drops have been added/tweaked; all valid races should now drop cash loot if they weren’t before
- Marsh of Peril - Quest rewards in the Marsh of Peril have been tuned
- Martok - Fleet Commander MagUthor will now drop his head for players on the quest: Crippling the Fleet
- Northern Highlands - A group of Treants now inhabits a secluded valley in the Northern Highlands of Thestra
- Pantheon of the Ancients – Victims of Ghalnn will no longer fight back, but rather cower in fear during the trial “By the Shieldmaiden”.
- Tar Janashir - There is a new delivery quest in Tar Janashir.
- Tar Janashir - There is a new quest line available in Tar Janashir for players around level 36. Speak to Farra Djengh by the water in Tar Janashir and take the quest “Swiftfoot Shanty” to get started.
- Temple of Dailuk - Not all of the overland creatures are bloodthirsty anymore, only certain ones want to see you dead.
- Qalia - Much of the blue Qalian world loot has been tuned, more to come.
- Quests - Directions have been corrected for the quest, “Spoilcrawlers of Zoth Uluus.”
- Quests - The number of troll kills required for the quest, “Tolls for Trolls” has been increased.
- Quests - Agent Under Cover: You are no longer required to have the shadowhound illusion activated upon you in order to get the waypoint updates.
- Quests - Agent Under Cover: Azara Shahab will now give you another ring if you lost the first one she gave you.
- Quests - Crush The Defenses: Fixed bug where Xarkrafil Flarehounds were not giving quest bits.
- Quests - In the quest “Invoking Ghalnn’s Will”, the Enraged Ghostfang Okami should once again attack the Tanvu Prisoners.
- Quests - Fix to A Light So Bright - this should solve the issue of players not being able to click on the offering stone.
- Quests - The quest “The End of Innocence” has been marked more appropriately as ‘Small Group.’
- Quests - The Captain event in the Infineum quest line should be more playable
- Quests - The Bounty Hunter quests in the River Palace and Seawatch Coast areas will now properly reward quest completion with badges that can be redeemed for rewards. Additionally, any players who already completed these quests should seek out Marius Steelwind in Strandan. He will reimburse badges that should have been awarded by bounty hunt quests already completed.
- Quests - Invoking Ghalnn’s Will – Quest should now be able to be completed, and there should no longer be a barn full of panicked Tanvu Settlers being chased around by an angry wolf (comical as is was to see).  This quest is still, however, limited to one player at a time.
- Riftseeker’s Torrent - Altered the location at which characters teleport into the ‘Utaalk’ portal of The Temporal Fortress of the Riftseekers (Riftseeker’s Torrent). This should fix the problem where players were sometimes being teleported out of the dungeon.
- Riftseeker’s Torrent - Replaced the Monk/Disciple specific drops from Riftseeker’s Torrent with more Thestran friendly attire. If you have already obtained the old Monk/Disciple specific items, fear not as they have not been removed from game.
- Silverlake - Zar should now only spawn as a male, never as a female.
- Skawla Rock - Fixed the statistics on the heavy item rewards for the Skawlra Rock quest lines.
- Tanvu - A Cleric trainer has taken up residence in Tanvu.
- Trengal Keep - Interior population of a section of the Ruins of Trengal Keep has been modified
- Thelaseen Dungeon - True Blood Caretakers will no longer flee when low on health.
- Thelaseen Dungeon - Yalsyl Vonalys is no longer immune to auto-attack and will no longer flee when low on health.
- Veskal’s Exchange - Spinthra should be a bit less common
- Vol Tuniel - Players above the adventuring level of 34 can now teleport into the Lair of the Vi’Rak (Vol Tuniel) via the vortex found inside the Vi’Rak poisoned pit in Marsh of Peril.
- Vol Tuniel - Lesser named in the Thelaseen and Vol Tuniel dungeons now have a chance to drop a higher quality armor rune.
- Vol Tuniel - Ancient tome overland spawns are now correctly spread across both the Thelaseen and Vol Tuniel regions.
- Vol Tuniel - The ancient tome spawn rates and total spawns have also been very slightly increased.
- Vol Tuniel - Increased the power of a sub boss to a boss in the ruins of Vol Tuniel, his loot has also been adjusted upwards
- Vol Tuniel - If a named in the Thelaseen or Vol Tuniel regions can drop an armor quest rune, it will now drop a rune 100% of the time.
- Vol Tuniel - Adjusted the location at which players teleport to when using the Vortex to the Lair of Vi’Rak in order to prevent players from falling through the terrain.
- Zaraj Arena - High end rewards for the Zaraj Arena have been tuned


Items
- Living Rune Of Flame is now soulbound
- The effect on Yanvil, Shock of Ages, has been tuned
- The effect on the Infineum Rod and Staff has been tuned
- Infineum crafting items now require an immunity to Infineum in order to be equipped


GUI NOTES
- The work order window will no longer always say "You currently have no work orders."
- Negative coin values will now appear correctly in the UI. This mainly affected the Building Infomation window and Upkeep values.


CODING NOTES
- Fixed a memory leak in the rendering of markup strings.
- Players will no longer die again if they chunk while dead. This commonly happened on boats but could also happen when dieing right at a chunk border.
- Players will no longer die again if the region they are in goes down while they have they release dialog up.
- If you chunk while dead, your time remaining to release will reset to 10 minutes.
- Fixed a bug that would sometimes cause unequipped items to go into limbo until you relogged.
- Titles will now display properly after changing regions.
- Players that are missing harvesting titles should get them automatically the next harvesting skill up they get.
- In some cases, players doing diplomacy would have to log out and back in to see their new titles. This should no longer be the case.


~The Vanguard Team


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 22, 2007, 07:56:36 AM
I don't know how WoW can have an anti-solo bias when it has so much solo content. Even EQ 2 has a lot of solo content. It sounds as if you are complaining that the game has any group content at all. As a serious question, how could this be dealt with in a perfect world? Make content which is both suitable for groups and suitable for soloists at the same time? I don't think it would be possible.
WoW dungeons are group-only. That's rather anti-solo imo. WoW was fun to solo, but totally missing out on all the cool dungeons sucked. How could it be different? They are instances. Make a solo version of the instance. How? Just remove the stupid elite/^^^ garbage. Leave everything else. I'm not asking for it to be easy, just not artificially impossible.

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If a game puts in lots of solo stuff and also puts in lots of group stuff, and says "here is the group stuff, see it says "elite" or three up arrows, that means group" and you go and seek out the group stuff to try to kill it solo, it's kind of unfair on the developers:)
I don't mind group content. It's when you do things like make dungeons exclusive of soloers and in EQ2 make most named and interesting mobs (that drop better loot, of course) group-only.

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I guess one issue is loot - in WoW you might solo up to 70 but you wouldn't get the cool stuff from the dungeons. Maybe solo mobs could drop loot which is as good as the stuff that comes from the group mobs. But even a dedicated soloist would find that a bit odd if they ever grouped up for a change and took on the dragon of uber-groupwiping only to come away with something that could get solo, even in a very difficult solo fight, I think.
Well, I've often said this is where EQ1 got it right, at least in the pre-kunark era. I'm not asking to solo Nagafen or Vox or the Planes. But most of the rest of the game, with effort, was fairly soloable. At the very least, it wasn't put out of reach of solo players by virtue of a hard-coded anti-solo system that seems to be the way of all mmo these days.

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Edit: If you are only really talking about locations - how about having some cool, dangerous, interesting dungeons for soloists instead of making them only do exterior areas - then I see your point.
Yes, but why not let soloers get good loots, too? Why should grouping be rewarded over a talented soloer who can take on stuff without a healer, tank and mezzer to ease the way? Soloing things is often more difficult, more risk, less reward. It's kinda messed up imo.
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The 1-70 game is soloable.
Can you solo Scarlet Monastery? The motherloving newbie dungeon, even? I don't even give a shit about the endgame raid stuff. Put in catass raid-only content until your dreams get wet for all I care. I'm more about the journey than the destination, and as time goes on, I'm being told by developers that I'm a second-class citizen in online worlds. But hey, I should enjoy being exluded from dungeons and named mobs because I can solo an_orc086. Thanks.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 22, 2007, 08:42:35 AM
I agree with Sky. Better than that, I said the same things so many times now.
WoW it's not solo frendlier to me than other games. It's just that rewards (and XP, and levels) come sooner than other MMORPGs.
So as soon as you are starting to feel the grind, a reward, a level, an item just comes.

You can't do dungeons alone in WoW (EDIT: Yes, I know you can do those when you are about 8 levels higher than mobs. Big deal), EQ2 or Vanguard. You can stay overground and level with quests and mobs in all those games.

Slowly in Vanguard, faster in EQ2, very quickly in WoW.
That's the soloability of World of Warcraft.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on February 22, 2007, 08:51:57 AM
Well, I've often said this is where EQ1 got it right, at least in the pre-kunark era. I'm not asking to solo Nagafen or Vox or the Planes. But most of the rest of the game, with effort, was fairly soloable. At the very least, it wasn't put out of reach of solo players by virtue of a hard-coded anti-solo system that seems to be the way of all mmo these days.
I'm sorry.. are you claming that you could solo LGuk/SolB at L50 in pre-Kunark gear? Pre LGuk/SolB gear, for that matter (read: junk from MM/SolA/UGuk).

That seems...unlikely to me.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 22, 2007, 09:06:58 AM
Well, I've often said this is where EQ1 got it right, at least in the pre-kunark era. I'm not asking to solo Nagafen or Vox or the Planes. But most of the rest of the game, with effort, was fairly soloable. At the very least, it wasn't put out of reach of solo players by virtue of a hard-coded anti-solo system that seems to be the way of all mmo these days.

Dungeons in EQ1 were only "soloable" in the same sense that dungeons in WoW are.  People seem to forget that after a while in EQ1, ALL mobs were "elite".  You can take elite mobs in WoW if they are a few levels below you with most classes.  In this sense you can solo dungeons in WoW in the same way you can in EQ1. 

Because if you're suggesting that you could go all the way through an EQ1 dungeon Solo when the creatures in it WEREN'T trivial to you, I'd love to hear how. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 22, 2007, 12:07:09 PM
Well, maybe not top to bottom solo the entire dungeon. But invis in and solo a room, sure. We used to do it all the time, I don't think I did SolB, though. I liked lower guk. Guys like the frenzied ghoul and the sage (was he the one with the robe? That was the room I was camped in when I quit playing) were tough, but do-able. Don't think I ever quite pulled off the Lord's room solo.

I played a necromancer. Sometimes I'd duo with a wizard, before the eqholic moved away. My gear sucked for the most part, despite grouping a lot more in EQ1, because I seemed to always group with lootwhores or have bad dice rolls.

I'm suggesting I can't do that in any modern mmo, but I could in EQ. Hell, I'd give the pet the executioner's axe when I was soloing that whole area waiting for other camps to open up.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 22, 2007, 12:12:09 PM
Well, maybe not top to bottom solo the entire dungeon. But invis in and solo a room, sure.

I can, and have, done this in WoW.  My Rogue can take a single green elite pretty easily, and if I wanted to I could stealth into an instance that was mostly green elite mobs and yank and kill the mobs one by one.  It's just more effective for me to go solo outside the dungeon.

The difference between EQ1 and WoW mob strengths wasn't that WoW made dungeon "elite" mobs tougher, but rather they made NON-dungeon mobs WEAKER.




Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 22, 2007, 12:17:54 PM
But these were blues (before there were 'light blues'). Maybe it's that I was a hunter? Shoulda played a pally, newb? I dunno.

Also, more effective how? Surely not in loot?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 22, 2007, 12:20:24 PM
Well, maybe not top to bottom solo the entire dungeon. But invis in and solo a room, sure. We used to do it all the time, I don't think I did SolB, though. I liked lower guk. Guys like the frenzied ghoul and the sage (was he the one with the robe? That was the room I was camped in when I quit playing) were tough, but do-able. Don't think I ever quite pulled off the Lord's room solo.

I played a necromancer. Sometimes I'd duo with a wizard, before the eqholic moved away. My gear sucked for the most part, despite grouping a lot more in EQ1, because I seemed to always group with lootwhores or have bad dice rolls.

I'm suggesting I can't do that in any modern mmo, but I could in EQ. Hell, I'd give the pet the executioner's axe when I was soloing that whole area waiting for other camps to open up.
Sky, your position is pretty much the inverse position of the hard-core catasses who demand everything -- even taking a piss -- should require a full group. You bitch because there's group-only content in a game, with no way to solo it. 

What amazes me is that you dislike WoW, which goes further than any game I've ever seen in allowing a solo-player to collect group-quality gear through solo-means. Faction grinds, BGs, long-chain quests -- especially now, with the BC expansion.

Not to mention that you can, in fact, solo a lot of instances -- once you outlevel it. (My 60 Hunter happily soloed instances all the way to ZF -- although I didn't try some of the boss pulls there).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 22, 2007, 12:54:15 PM
But these were blues (before there were 'light blues'). Maybe it's that I was a hunter? Shoulda played a pally, newb? I dunno.

Also, more effective how? Surely not in loot?

There are no blues in WoW.  Green mobs are the WoW equivalent to EQ1's blue and light blue mobs.

Also, It's arguably even easier for a hunter to go through a "green" instance than a Rogue. 

And EQ1 was FAR more restrictive about what classes could go into dungeons solo.  My Paladin had a VERY rough time with light blues and blues, not to mention my friend's warrior (which was basically fight, wait 20 minutes to get to full health, fight)..

There are good quest items that rival the loot from instances, at least while you are levelling up.  At 60, not so much.

But then again, were there ANY dungeons in EQ1's endgame that could be effectively soloed?  I mean sure you could do LGuk or Solusek B, but the high end stuff?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 22, 2007, 01:03:33 PM
But these were blues (before there were 'light blues'). Maybe it's that I was a hunter? Shoulda played a pally, newb? I dunno.

Yeah, well, you do realise that blues in EQ back then are the same as what greens are in WoW today, right?

Also, that as a necro you were one of the ultimate solo classes. Try doing that shit at that time in pre-kunark gear with a shadowknight, or a warrior, or a ranger, or etc. Even as a druid you'd have been fucked indoors like that.

Morat makes an excellent set of points as well, notably with the fact that "all the good gear" isn't cut off from you since you can do any number of overland quests (yes, including pre-BC) that net you some fucking good gear for levelling. In WoW it's not all about the dungeon drops (unlike, say, EQ1 was...)



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rasix on February 22, 2007, 01:03:59 PM
Well, maybe not top to bottom solo the entire dungeon. But invis in and solo a room, sure. We used to do it all the time, I don't think I did SolB, though. I liked lower guk. Guys like the frenzied ghoul and the sage (was he the one with the robe? That was the room I was camped in when I quit playing) were tough, but do-able. Don't think I ever quite pulled off the Lord's room solo.


There's this type of situational soloing that's possible.  One instance of this is a rogue in BRD.  There's a weapon in BRD, the Barman's Shanker.  A rogue with a key (granted this key was from a pretty easy group quest) could pretty much run a personal assasination mission to go after a pretty decent (for the time) blue weapon drop.  You'd stealth your way into a bar and take on a somewhat dicey fight with a mage named Plugger.  His rare drop was the Barman's Shanker. Often it would take many runs to get it and could be quite frustrating (kind of like the monk's Raster camp).  But, it was seen as somewhat of a rogue's rite of passage. Many did it even if they'd just bank or shard the weapon.   

Rogues and druids by extension (hey, stealth is powerful!) could also take on a number of other named mobs in the dungeon for some fairly decent drops.

Otherwise, I know warlocks that solo in Dire Maul. Duo of mages that can clear Scholomance.  Mages that are now soloing pretty much the entire undead portion of Strathome.

WoW is just a different beast when it comes to soloing dungeons.  It's possible, just not very lucrative or (like was mentioned) efficient.  You could exp in certain parts of old world EQ dungeons when you got 50+ and in some cases for pretty good exp.  WoW's elite hit too hard and have too many HP to make them slow kills with long downtime.  WoW's dungeons also have longish respawn rates, so you just can't park yourself in a room you've got mastered and pull away for hours.  WoW's dungeons also rarely lend themself to solo or even duo pulls, which was a required for any soloable situation in EQ.

I sometimes go solo Scarlet Monastery for fun.  It's always a good benchmark to see how well I'm progressing with my gear/spec/level.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 22, 2007, 01:06:17 PM
There are good quest items that rival the loot from instances, at least while you are levelling up.  At 60, not so much.

In WoW? Pre-BC, I take it you mean? Because in BC the outdoor quest stuff (at least up to 70) very effing good. Not to mention random green drops 60-70 (or 58-70).





Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 22, 2007, 01:21:20 PM
I should mention exp isn't really even on my list of concerns. If I'm having fun in an interesting dungeon getting a decent variety of drops every now and again, that's all I really care about.

I never said I didn't like WoW, it's the elite mobs I don't like. WoW is a fun game, I did play to 58 after all. When BC isn't the price of a full game, I'll jump in and play another character up through the ranks, most likely. I should mention, in playing WoW 1-58 (with a few alts up to maybe 20s), my hunter got a single blue drop from some random basilisk in Stranglethorn. That was it for blue drops. One.
Quote
Also, that as a necro you were one of the ultimate solo classes.
Exactly my point. That's one reason I chose necromancer (though the whole Lord of the Undead and disease is kinda cool...until you become a mana battery...different rant).

In fact, I'd go so far as to say games should incorporate a solo class that's overpowered, intentionally. Make it so they can't group, can't buff or be buffed by others. Can't trade with others to remove any evil nasty twinkers (I have no problem with twinking). Solo-only class.

I don't consider doing out-levelled content. For games like EQ2, you won't get any drops (and often you will get your ass handed to you for no exp or loot....how exactly does that fit into this vaunted risk vs reward bullshit that passes for anti-solo theory?).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 22, 2007, 02:17:23 PM
With all of those caveats in place, I'd suggest you're really after a single player game. Perhaps a SP game with integrated MSN-style chat. Ot alt-tab between them.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 22, 2007, 02:55:46 PM
Characters created are now at 420k according to VGplayers.com

Just a number, not saying much. But I am keeping track of that number out of curiousity.

I like watching the rollover from 14 to 15 and above myself. At todays was less than 1K. Today there were 39615 players between 15 and 50. 10 ro 50 is 133K. I figure most people actually who have been playing since release  and are still active in the game should have at least one character over 14, not all but most.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 22, 2007, 03:03:13 PM
In WoW? Pre-BC, I take it you mean? Because in BC the outdoor quest stuff (at least up to 70) very effing good. Not to mention random green drops 60-70 (or 58-70).

Yes, I mean Pre-BC. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Calantus on February 22, 2007, 03:12:31 PM
With all of those caveats in place, I'd suggest you're really after a single player game. Perhaps a SP game with integrated MSN-style chat. Ot alt-tab between them.

One thing I've thought I'd really like to see is where the game defaults to solo, but you can bring friends along if you like. If you're solo there are X mobs with Y abilities, and those numbers and abilities scale upward as you add extra players, as do the drops. That to me would be perfect. I like the interaction in MMOGs, even though it often puts me in direct contact with total morons, but I don't like the forced grouping. MMOs are different from lobby games in that you can run into people while out in the world. A lobby game could also have forced grouping and it would still just be a lobby game.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 22, 2007, 03:41:04 PM
With all of those caveats in place, I'd suggest you're really after a single player game. Perhaps a SP game with integrated MSN-style chat. Ot alt-tab between them.

One thing I've thought I'd really like to see is where the game defaults to solo, but you can bring friends along if you like. If you're solo there are X mobs with Y abilities, and those numbers and abilities scale upward as you add extra players, as do the drops. That to me would be perfect. I like the interaction in MMOGs, even though it often puts me in direct contact with total morons, but I don't like the forced grouping. MMOs are different from lobby games in that you can run into people while out in the world. A lobby game could also have forced grouping and it would still just be a lobby game.
City of Heroes does that. In fact, people exploit it by bringing a bunch of friends, zoning into the instance, then having their friends bail. As long as they don't leave, the mission is set for X number of players -- a lot more XP, if you can handle the mission.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Calantus on February 22, 2007, 04:27:26 PM
That sounds fine to me. :P


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 22, 2007, 04:46:44 PM
Aside from the models in Diablo (solo-based, lobby but you can group) and GW (group-based, lobby but you can go in with bots), nearly everything in WoW bar the instances fits that description.

I don't have a problem with the current balance really. I'd like some instances tuned for duos or three people moreso than pure solo.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 22, 2007, 04:56:29 PM
Aside from the models in Diablo (solo-based, lobby but you can group) and GW (group-based, lobby but you can go in with bots), nearly everything in WoW bar the instances fits that description.

I don't have a problem with the current balance really. I'd like some instances tuned for duos or three people moreso than pure solo.
All the Alliance-side sub-40 instances were/are doable with a trio (all about the same level(s) as the instance mobs). RFK and SFK were/are doable as well. I never got beyond the high 30s so I can't comment on the later instances.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 22, 2007, 08:38:19 PM
It depends on your class makeup a lot, but now that you mention it I do remember three of us crawling slowly through the east wing of SM, with my Pally as healer (and tank) to two mages' DPS. No way we could have done (completed) the Abbey though.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 23, 2007, 12:01:38 AM
It depends on your class makeup a lot, but now that you mention it I do remember three of us crawling slowly through the east wing of SM, with my Pally as healer (and tank) to two mages' DPS. No way we could have done (completed) the Abbey though.
It wasn't that picky as long as you had a tank, healing, and enough DPS to kill bosses (assuming you got that far). I did all the previously mentioned instances with Warrior/Priest/Mage, Paladin/Rogue/Warlock, and Paladin/Druid/Warlock. I did a few of them with the small guild I was in with Warrior/Priest/Warlock as well.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 23, 2007, 03:02:55 AM
Latest news: now all quests, including simple collect ones, give something around 5% XP.

Looks like leveling went from horribly slow to ridiculously fast.

Some are happy, some aren't. (http://www.silkyvenom.com/forums/showthread.php?t=11966)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 23, 2007, 03:50:33 AM
That's the thing, I'd like some duo/trio stuff not tuned directly to a variant of the holy trinity, or the tank/healer dynamic, anyway.

As for VG, there are people unhappy with anything made easier instead of harder? Unpossible~!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 23, 2007, 06:21:00 AM
Interesting update Falconeer. It might mean that Sigil is finally realizing just how not big the hardcore audience is. And honestly, while those folks will scream and cry about XP rate increases, the only ones that will quit over that will be those you don't want in the game anyway. XP rate increase means only good things in this age of WoW and GW.

Quote from: Sky
When BC isn't the price of a full game, I'll jump in and play another character up through the ranks, most likely. I should mention, in playing WoW 1-58 (with a few alts up to maybe 20s), my hunter got a single blue drop from some random basilisk in Stranglethorn. That was it for blue drops. One.
$39.99 I saw recently. And it's about a full-game worth of content. You're actually right at the level where you could start BC (minimum level to enter the Outlands is 58).

The point about blues/greens drops isn't the color though. It's funny how color alone can inflate the price on the AH, but that's irrelevant. I went to the Outlands with 3/4 Purple gear, and have already replaced half of it with green stuff I've gotten from Quests. One stat alone has been really enhanced by BC for me. I entered BC with +180 spell damage and just shy of level 66 have +320. From green stuff. Most mob drops are also pretty good, but I sell those on the AH. I prefer gear-by-quest.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 23, 2007, 07:49:10 AM
With all of those caveats in place, I'd suggest you're really after a single player game. Perhaps a SP game with integrated MSN-style chat. Ot alt-tab between them.
I'd suggest you stifle that fucking shit, Edith.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 23, 2007, 07:58:38 AM
Not to start an argument or anything, but to be honest Sky, I don't know why you play mmog's.  You don't like to chat.  You have no desire to group.  You're too casual to be competitive with other people.  You don't seem to care for the world thing. 

What keeps attracting you to mmog's? You seem against all the major reasons to play them and without those features, I think we can all agree mmog's are inferior as games.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Glazius on February 23, 2007, 08:36:56 AM
With all of those caveats in place, I'd suggest you're really after a single player game. Perhaps a SP game with integrated MSN-style chat. Ot alt-tab between them.

One thing I've thought I'd really like to see is where the game defaults to solo, but you can bring friends along if you like. If you're solo there are X mobs with Y abilities, and those numbers and abilities scale upward as you add extra players, as do the drops. That to me would be perfect. I like the interaction in MMOGs, even though it often puts me in direct contact with total morons, but I don't like the forced grouping. MMOs are different from lobby games in that you can run into people while out in the world. A lobby game could also have forced grouping and it would still just be a lobby game.
City of Heroes does that. In fact, people exploit it by bringing a bunch of friends, zoning into the instance, then having their friends bail. As long as they don't leave, the mission is set for X number of players -- a lot more XP, if you can handle the mission.
That only lasts for so long. Mission groups spawn as the player group comes within some distance of their "spawn nodes", and that rate is affected by how many players are grouped in the instance and its connected zone. So you have to scout the entire map with a full group before you commence to bootin'.

(Overworld nodes spawn as a player's "awareness range" comes within reach of their nodes, as long as no other player's "sight range" includes those nodes, and the node rolls a random number of players to determine its spawn size.)

Further, archvillains, which are "balanced" around requiring six players to hammer into submission, will spawn as elite bosses, which are designed as a tough fight for a solo player who pulls out all the stops, if the mission's set on a low difficulty and/or there aren't enough players in the group.

Task forces are an exception to this rule: they require some minimum group size to start and the archvillains are always archvillains. But then, that's group-locked at the start, in contrast to a quest which you can get solo but which needs a group to complete.

--GF


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Der Helm on February 23, 2007, 08:46:08 AM
Latest news: now all quests, including simple collect ones, give something around 5% XP.

Looks like leveling went from horribly slow to ridiculously fast.

Some are happy, some aren't. (http://www.silkyvenom.com/forums/showthread.php?t=11966)
This would make me try the game.

But I am wondering, I could change my Planetside  subscription to the station pass thingy.

Would I still have to buy an account key for vanguard ? Or could I just download it and start grinding playing ?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 23, 2007, 08:48:05 AM
Not to start an argument or anything, but to be honest Sky, I don't know why you play mmog's.  You don't like to chat.  You have no desire to group.  You're too casual to be competitive with other people.  You don't seem to care for the world thing. 

What keeps attracting you to mmog's? You seem against all the major reasons to play them and without those features, I think we can all agree mmog's are inferior as games.
Nah, I like the world. It's mostly for the exploration, and no other genre really has the amount of content and variety of classes that mmogs have. Mmogs like EQ2 and WoW have come a long way, and I'd rank at least those as superior to the last couple Elder Scrolls games. I still like the Gothic series better, but it's also a finite experience.

And I don't totally dislike grouping, if I have time for it I'll group some. It's the utter cockblocking of non-groupers that is really the only thing I dislike about modern mmo.

Glazius makes some good points on mmo scaling.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on February 23, 2007, 08:49:17 AM
I think in general people put too much emphasis on raw  leveling speed as opposed to what they are doing while they are gaining levels.   I think a well designed modern mmo will give  a nice balance of questing, exloration and other activities which will ultimately lead to moving on to new areas in the game (towns, dungeons, outposts etc.)  This gives a nice flow to the game and the player feels that they are making progress whether or not they are gain 1 level per  gaming session or three levels per gaming session.  Is it WoW's fast leveling speed that  gives it pretty much universal appeal  or is it the fact that the player is constantly moving through the gameword doing meaningful stuff?

In mmos, problems start to arise though when the player is forced  into grinding mobs just to gain a level or two so they are able to continue the activities mentioned above.  WoW and EQ II do a great job  of managing this flow.  The first 12 levels or so of Vanguard also do a great job; but then you find yourself looking over a grand canyon filled with trash mobs that you have to fight through just to continue with the 'fun stuff' on the other side.

A couple of you guys have mentioned the '5' or '30' minute rule for mmos.  Here's my rule:

When I first started playing EQII I started taking screenshots every 15 minutes or so to chronicle my journies in Norath.  After a few months I opened the folder in an image browser and looked at the images in sequence.  It was pretty cool because the progression of screenshots told the story of my character, the places he visited, the quests and adventures he had and the lore he learned about the world.  Sure it read like a cheesy fantasy novel in spots,  but it was interesting nonetheless.

I think in this manner, a  well put together game will tell an intersting story.   Conversly a problematic game, even though it tells a story, there will be parts composed of picture after picture of some repetative activity.  The story is less intersting because in chapters 5-8 the character is killing troll whelps so that someday they will be able to complete the noble task they were assigned to "obliterate 20 troll enforcers and bring me their gizzards as proof" that they were assigned in chapter 4.


As it stands, this is Vanguard's problem.  If it takes a year or three months   to reach level 50 who cares.  It really doesn't matter if you get 5 % for this or 1%.  Just make the journey to get there flow and not truncated by exructiating periods of gameplay that has been historically proven to be undesireable.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 23, 2007, 09:26:56 AM
Unless you're talking about a dedicated end-gamer, most MMO players use "leveling speed" as sort of a catch-all term to describe pacing in a number of areas:

  • Abilities- How long are you stuck with your current ability set before the next one comes along. Note how things changed from the early EQ1 days when you got new abilities every 4-6 levels vs now getting stuff every other level or quicker when those levels themselves come quicker in the same time frame of play.
  • Raw Capability- Mostly gear and other stat adjustments. How fast do these upgrades come and how meaningful are they.
  • Travel- How much traveling are you doing between places as part of your character growth. This includes traveling to spawn, traveling to a group, traveling WITH the group, and death recovery (traveling back up the XP chain, traveling back to location, etc)
We know bots who hit 60 with half their gear slots empty so they can be sold to players who want to raid, or farm for cash/goods to RMT. This is not the norm. Only to them does just "leveling speed" matter, and they are either not a statistically large enough group for which to design an entire game or are conducting illegal activities you don't want to make more efficient anyway.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: WindupAtheist on February 23, 2007, 09:36:11 AM
I hate this game, and the guy who made it.  I hate the players and I hate their fun.  I hope they either lower the XP to 1% of what it is now, or raise it by 6000%.  I hope they add a bug that deletes characters.  I hope some catass shoots himself over the game, and dies in a pile of his own feces.  I just want to watch a train-wreck.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 23, 2007, 09:52:29 AM
I hate this game, and the guy who made it.  I hate the players and I hate their fun.  I hope they either lower the XP to 1% of what it is now, or raise it by 6000%.  I hope they add a bug that deletes characters.  I hope some catass shoots himself over the game, and dies in a pile of his own feces.  I just want to watch a train-wreck.
Cheer up. We still have SWG to kick around.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Stephen Zepp on February 23, 2007, 09:58:55 AM
I think in general people put too much emphasis on raw  leveling speed as opposed to what they are doing while they are gaining levels.   I think a well designed modern mmo will give  a nice balance of questing, exloration and other activities which will ultimately lead to moving on to new areas in the game (towns, dungeons, outposts etc.)  This gives a nice flow to the game and the player feels that they are making progress whether or not they are gain 1 level per  gaming session or three levels per gaming session.  Is it WoW's fast leveling speed that  gives it pretty much universal appeal  or is it the fact that the player is constantly moving through the gameword doing meaningful stuff?

In mmos, problems start to arise though when the player is forced  into grinding mobs just to gain a level or two so they are able to continue the activities mentioned above.  WoW and EQ II do a great job  of managing this flow.  The first 12 levels or so of Vanguard also do a great job; but then you find yourself looking over a grand canyon filled with trash mobs that you have to fight through just to continue with the 'fun stuff' on the other side.


Amen...this has been discussed here in the past, but the generaltional leap in games in my opinion would be that:

--there is no "end game" that you want to reach fast
--each advancement (and more importantly, the effort to reach that advancement) is just as fun/interesting as the next.

In other words--and paraphrased from many many posters here (Haemish comes to mind)--grind is a subjective thing in the mind of a player. If the game is fun from level 1, and just as fun (although possibly in different ways) at level 1,223,456, then there is no grind--there is simply playing.

Now, the obvious issue here is that different people find different things fun. If you still have to whack 1000 foozles to get the experience/farming power to harvest the crafting components you need to make the bricks to build the buildings that allow you sell stuff, and your goal is to sell stuff cause that's fun to you, then the game hasn't evolved to this hypothetical "next generation of evolution" I'm suggesting.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 23, 2007, 10:07:43 AM
This would make me try the game.

But I am wondering, I could change my Planetside  subscription to the station pass thingy.

Would I still have to buy an account key for vanguard ? Or could I just download it and start grinding playing ?

You have to buy the game. The Station pass saves you te monthly fee but no matter the game (EQ1, EQ2, Matrix Online, Vanguard) you still have to own a key to start playing.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 23, 2007, 10:11:33 AM
Latest news: now all quests, including simple collect ones, give something around 5% XP.

Looks like leveling went from horribly slow to ridiculously fast.

Some are happy, some aren't. (http://www.silkyvenom.com/forums/showthread.php?t=11966)
This would make me try the game.

But I am wondering, I could change my Planetside  subscription to the station pass thingy.

Would I still have to buy an account key for vanguard ? Or could I just download it and start grinding playing ?

You have to buy a box or digital download.

This quest exp change is interesting. Of course, last night I did a dungeon crawl with some guildies so didn;t experience it. Some quest exp rewards > 10% of a level. This will be toned down, but it is a move in the right direction. However, this makes grouping and dungeon crawls just SUCK in comparison. They need to boost group exp a lot or much of the group content will be ignored.

Also, one of the Ten Ton Hammer guys has a 49 necro. He will be the first level 50 and it hasn't even been a month.

If the exp boost is permanent, Sigil's single biggest mistake from a business standpoint is going to be the hardware requirements to play. My dad just bought a brand new run of the mill Dell (2GB ram, Nvidia 7300 vid card) for ~$800 and VG is probably unplayable on it, although I don't know for sure. This is the kind of machine parents will be buying for their kids this year.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 23, 2007, 10:20:22 AM
It will be more than playable on that machine.
It runs fine (at highest performance, of course) on my office's old amd 3000+ with 2 gigs ram and a 10$ worth ati 9550.

It won't be flashy but it'll definitely run (at an higher setting than my office crappy rig).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Riggswolfe on February 23, 2007, 10:53:59 AM
I hate this game, and the guy who made it.  I hate the players and I hate their fun.  I hope they either lower the XP to 1% of what it is now, or raise it by 6000%.  I hope they add a bug that deletes characters.  I hope some catass shoots himself over the game, and dies in a pile of his own feces.  I just want to watch a train-wreck.
Cheer up. We still have SWG to kick around.

And don't forget UO!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Calantus on February 23, 2007, 02:47:42 PM
I think in general people put too much emphasis on raw  leveling speed as opposed to what they are doing while they are gaining levels.   I think a well designed modern mmo will give  a nice balance of questing, exloration and other activities which will ultimately lead to moving on to new areas in the game (towns, dungeons, outposts etc.)  This gives a nice flow to the game and the player feels that they are making progress whether or not they are gain 1 level per  gaming session or three levels per gaming session.  Is it WoW's fast leveling speed that  gives it pretty much universal appeal  or is it the fact that the player is constantly moving through the gameword doing meaningful stuff?

Raw leveling speed is often used as a measurement because it is closely related to how much grinding you have to do. If a game has 50-60 levels and takes for example twice as long as WoW to hit max level there are 2 conclusions: the game has twice as many quests, or the game has a whole lotta grinding. The second is the more likely of the 2. Personally I don't care how long it takes to hit 60 in a new game if it's quests all the way. If it's grinding... the less I have to do the better.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Der Helm on February 23, 2007, 04:15:02 PM
You have to buy the game. The Station pass saves you te monthly fee but no matter the game (EQ1, EQ2, Matrix Online, Vanguard) you still have to own a key to start playing.
Damm.

Well, I found an advertising on the station homepage that spoke of some kind of compliation. The ad said gave the impression that all Station games would be included, but I could not find it in the "store". Since I am mildly interested in the other games I am tempted to buy this. If I could find it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 23, 2007, 05:23:06 PM
Stephen is correct. Levelling up is not in itself grinding. The grind only comes in when you find yourself thinking "fuck, I have to kill 100 more of these fucking lizards to get my next spell??"

Levelling speed is a factor because slower speed means you need more content. But 'content' is very broad. A combat system that is fun could be 'content.'


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Secundo on February 23, 2007, 09:24:35 PM
This is a quote from a post on Silky Venom forums made by Tagad, a sigil employee:

Quote
Guys I wanted to pop in here and say a few things about the quest exp reward tweaks.

We were simply over zealous and didn't test enough internally before turning that live.

I sincerely appologize to everyone that feels like they were cheated because they saw others advance at a much faster rate - when they had worked very hard to attain their levels. To those of you that experienced the increased experience, well, consider it a gift

The quest reward numbers were tuned down yesterday when we finally got a chance to look into the issues. After further review today, the values were reduced slightly again - this change will go live this weekend. The values are still higher than the original experience values - but they should no longer be obscene.

~Tagad


I knew it was too good to be true when I thought to myself that it was actually viable to solo now..


About the vgplayers numbers; I myself have 7 alts with 1 at lvl16 and the rest are 8-14. I see lots and lots of alts being made so I think that the only number worth paying any attention to is the one for lvls 15+. That was around 40k atm?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 24, 2007, 02:21:51 AM
With all of those caveats in place, I'd suggest you're really after a single player game. Perhaps a SP game with integrated MSN-style chat. Ot alt-tab between them.
I'd suggest you stifle that fucking shit, Edith.

que? I was being somewhat serious, based on the "I want everything in my MMO to be soloable" criteria you laid down.
If you're making threats over the intarwebs, then I suggest you get real, homegirl.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 24, 2007, 04:32:27 AM
This is a quote from a post on Silky Venom forums made by Tagad, a sigil employee:

Quote
Guys I wanted to pop in here and say a few things about the quest exp reward tweaks.

We were simply over zealous and didn't test enough internally before turning that live.

I sincerely appologize to everyone that feels like they were cheated because they saw others advance at a much faster rate - when they had worked very hard to attain their levels. To those of you that experienced the increased experience, well, consider it a gift

The quest reward numbers were tuned down yesterday when we finally got a chance to look into the issues. After further review today, the values were reduced slightly again - this change will go live this weekend. The values are still higher than the original experience values - but they should no longer be obscene.

~Tagad


I knew it was too good to be true when I thought to myself that it was actually viable to solo now..


About the vgplayers numbers; I myself have 7 alts with 1 at lvl16 and the rest are 8-14. I see lots and lots of alts being made so I think that the only number worth paying any attention to is the one for lvls 15+. That was around 40k atm?

And here I thought they had just tweaked up the exp for the weekend to counter the LoTRO stress test  :wink:
 
When a game becomes work I expect a paycheck or I look for the cancel feature, hell for that matter when I start dreading the ride to work I start polishing up the resume. Life is too short to spend it on activities that suck. Also I agree on the 15 plus numbers, game out his long most players have at least one 15+. End of the month is going is coming up and it is going to be interesting watching the growth rate there next month.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 24, 2007, 09:42:52 AM
With all of those caveats in place, I'd suggest you're really after a single player game. Perhaps a SP game with integrated MSN-style chat. Ot alt-tab between them.
I'd suggest you stifle that fucking shit, Edith.
que? I was being somewhat serious, based on the "I want everything in my MMO to be soloable" criteria you laid down.
If you're making threats over the intarwebs, then I suggest you get real, homegirl.
I wasn't making threats. I was just issuing a general stfu because it's a tired old reply that every solo-oriented mmo player is more than tired of hearing trotted out.

I don't understand why the fact that a game is online and populated by lots of people means I need to scrounge up a bunch of people every time I want to play it. I can go shop at walmart without sitting in the parking lot buying the stuff on the curb before I find enough people to allow me to shop inside. Bad analogy, but I really don't get the whole 'must group to do dungeons (or wait until they're trivial)'.

The only people I see solo play 'hurting' are the Vantards who get upset that other people got experience at a faster rate, hurting their feeling because, goshdarnit, they /earned/ that exp walking ten miles in the snow uphill. It's just a game and I want to have fun playing without being tied to finding a group all the time, why can't I like the games without liking the need to waste time finding a good group to do anything more than overland questing (which I also like)?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hellinar on February 24, 2007, 09:48:33 AM
Not to start an argument or anything, but to be honest Sky, I don't know why you play mmog's.  You don't like to chat.  You have no desire to group.  You're too casual to be competitive with other people.  You don't seem to care for the world thing. 

What keeps attracting you to mmog's? You seem against all the major reasons to play them and without those features, I think we can all agree mmog's are inferior as games.

I play my WoW Hunter as the strong, silent, backwoods type. Focussed on Exploration, Hunting and Leatherworking. For that character type, rare conversation makes a lot of sense. But what social interactions there are become very significant. Interacting occasionally with other people is very different from never interacting with other people.


Quote
Guys I wanted to pop in here and say a few things about the quest exp reward tweaks.

We were simply over zealous and didn't test enough internally before turning that live.

~Tagad

Despite all the experience at Sigil, they still come across as a bunch of amateurs at times. Why pull a number out your ass and apply it? How hard would it be to write some code that upped experience gain every day until they got where they wanted to be? And at this point I will pull out my favorite mantra again. If they don’t want level 50’s in a month, then soft cap the experience gain. Don’t wreck the play experience of the majority to head off a few rabid players. Average leveling speed should be tied to what is fun for your average player. If you want to limit max leveling speed, use a separate mechanism for that.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 24, 2007, 10:36:52 AM
Quote from: Tagad
I sincerely appologize to everyone that feels like they were cheated because they saw others advance at a much faster rate
Christ. You know it's time to run from a freakin' game when you've got to make an apology like this. " they saw others advance at a much faster rate". What sort of special form of narcissistic sadism does it take for someone to be pissed off about another player advancing faster using legitimate means. Waa! It took me 6 hours to level and therefore the game can never change for anyone else or I'll feel slighted. Dude! You made your fucking level already, how do you sleep better at night by worrying how fast others do it?!.

I love VG not because of the game but because of these sorts of comments. Yea, these comments are in every game. But only in VG and only from Sigil would they not only get an official serious reply, but one steeped in apologetics.

This is not the sort of thing they should be worried about. They should actually be trying to figure out how to make the game more fun so it attracts more players.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Raguel on February 24, 2007, 11:56:03 AM
This is not the sort of thing they should be worried about. They should actually be trying to figure out how to make the game more fun so it attracts more players.


One of the reasons why I won't bother with this game (although I am curious about things like diplomacy and the perception system) is  that Sigil, but especially Brad, always gave me the impression they were far more concerned about speed of leveling/item acquisition than they were about the game being fun.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: SnakeCharmer on February 24, 2007, 12:10:27 PM
Latest news: now all quests, including simple collect ones, give something around 5% XP.

Looks like leveling went from horribly slow to ridiculously fast.

Some are happy, some aren't. (http://www.silkyvenom.com/forums/showthread.php?t=11966)

I dont get it.  I absolutely DON'T get it. 

Why are people bitching about xp being adjusted.  It's a GOOD thing.  How can someone sit there with a straight face and say "Why yes, I want it to take me 3 days to ding a level"?  Are these people sick?  Are they all the dom's bitch, and like getting smacked around all day?  "Unnacceptable.  My guildy leveled 2 levels in 8 hours and was disgusted and quit the game".

 Seriously.

What. The.  Fuck.  Is.  Wrong.  With.  These.  People?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on February 24, 2007, 12:32:11 PM
As I have said many times, most MMOPRG players are passive-aggressive brats. It is one big competition for a lot of people. That's why they get upset at things like this.

Sigil is trying to focus on making things slow because their plan was always have fewer subs for longer. Problem is that entire strategy is flawed. WOW has a ton of subs and is still going strong. Vanguard has people getting fed up and quitting daily (from the boards I have been reading) and the sub numbers are a lot lower than they thought. It looks like they might not even have a quarter of the subs they were counting on.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Der Helm on February 24, 2007, 04:56:27 PM
"Unnacceptable.  My guildy leveled 2 levels in 8 hours and was disgusted and quit the game".

 Seriously.

What. The.  Fuck.  Is.  Wrong.  With.  These.  People?
I still think that this is just a big Internet Prank.

When this game is finally shut down, a website like SA will come out of the closet.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 24, 2007, 05:12:17 PM
As I have said many times, most MMOPRG players are passive-aggressive brats. It is one big competition for a lot of people. That's why they get upset at things like this.

Sigil is trying to focus on making things slow because their plan was always have fewer subs for longer. Problem is that entire strategy is flawed. WOW has a ton of subs and is still going strong. Vanguard has people getting fed up and quitting daily (from the boards I have been reading) and the sub numbers are a lot lower than they thought. It looks like they might not even have a quarter of the subs they were counting on.
If they wanted "fewer subs for longer" they should have gone virtual world. Virtual world junkies get attached to their characters. It takes a serious nut-smashing to get them to leave once they've settled in.

EVE and SWG both got one thing right -- allowing you to refocus your character without having to reroll it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on February 24, 2007, 05:50:47 PM
You have to buy the game. The Station pass saves you te monthly fee but no matter the game (EQ1, EQ2, Matrix Online, Vanguard) you still have to own a key to start playing.
Damm.

Well, I found an advertising on the station homepage that spoke of some kind of compliation. The ad said gave the impression that all Station games would be included, but I could not find it in the "store". Since I am mildly interested in the other games I am tempted to buy this. If I could find it.

There is a box that offers the software for all the Station Pass games, but VG isn't part of it yet.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on February 24, 2007, 06:00:31 PM
"Unnacceptable.  My guildy leveled 2 levels in 8 hours and was disgusted and quit the game".

Seriously.

What. The.  Fuck.  Is.  Wrong.  With.  These.  People?

My theory is that they're trying to belong and be a part of the community, and they figure the only way to do that is to tout what they perceive to be the party mantra.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 24, 2007, 06:07:43 PM
I wasn't making threats. I was just issuing a general stfu because it's a tired old reply that every solo-oriented mmo player is more than tired of hearing trotted out.

You are aware, aren't you that I am a solo-oriented MMO player, aren't you? And that my most common "group" is duoing with my wife, followed by her + 2 other friends. At the same time, I don't mind the fact that there are areas of the game I need a group of some kind for. As I said before, I think a wider variety of tuned-instances would be great, as long as they don't go the tank-healer as the only option ftw route.

But then, to play Devil's Advocate for a moment, there's the problem of tuning somewhere so that it's equally challenging and hopefully fun for a Paladin vs a Warlock. Boss fights especially would only be able to be dps vs attrition. Not to mention the liklihood of Rogues and Druids (and now Mages) stealthing their way to the bosses (or past 90% of the trash at least), ganking the soloable-bosses, then rinsing and repeating every 10-15mins for a shard and/or loot bonanza.

As for Vanguard, it's just fucked both from a conceptual level through to pretty much all of the execution and the endless paniced-seeming hotfixes. Not to mention the Vanboi community.

 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 25, 2007, 04:26:52 AM
Quote from: Azazel
And that my most common "group" is duoing with my wife, followed by her + 2 other friends.
/jealous.

Oh, wait, you're talking about MMOs...

Most soloers accept some parts of the game are closed to them. The only real problem is balancing. How MUCH content is closed to soloers is one measure.

To Sky's point, in WoW, every single adventure instance is closed to a soloer of the appropriate level. Sure, you could solo Gnomeregan at 50 or Deadmines at 35, but why would you bother? The only good stuff is non-tradeable so not for a twink and the rest doesn't fit the time/cash ratio.

Sure, this was somewhat the case in EQ1, but that game was old and breakable, so people found ways to game it. Unfortunately, some thought exploiting EQ1 was the norm, the way things should be. There are things I loved about EQ1 that newer games tried to "fix", like the various forms of kiting, Bard song-twisting, and so on.

The industry doesn't though. Maybe this stuff is too hard to do well and keep balanced. Maybe it meant that some classes were just always going to be better than others. Maybe everyone just got lazy. Whatever it is, every MMO since EQ1 has gotten more contrived than the previous, to the point where the "massive" has been slowly written out of the experience, save bazaar/auction-houses and e-peen waving in general chat.

And modern players seem to like that.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 25, 2007, 06:43:04 AM
Alright, I know this is going to get me called a vantard.  But let me explain what I wanted with this game, because I think some of these concepts are getting bashed a little unfairly.

I wanted Group-centered gameplay from the get-go.  This doesn't mean camping one spot for hours like in EQ1 necessarily.  This doesn't mean forming a group has to be a punitive experience where you need 4 specific classes just to get started.  This doesn't mean that soloing is impossible, just not as good as grouping.  But I really didn't want the quest driven solo gameplay as in WoW.  Becuase it's already in WoW.  When the guy said the game is too quest driven and Haemish flipped, I can understand why.  But honestly, the quest driven solo gameplay is one reason why vanguard has dissapointed me.  It's too much like WoW.  I didn't want to play another WoW.  I wanted to play a group-centered game.  I thought that was going to be this game's niche, but it didn't deliver that (at least at the first 16 levels, which in this game is a lot of time played).

You might ask why it matters.  But if the best risk-reward ratio is in solo questing to level up, no one will want to group, including people like myself.  And this might surprise everyone, but in vanguard right now, it is.  Check the boards, and you'll see this is the case even higher in level.  This is why people are pissed off when quest xp rewards go way up in value, because it mainly just makes soloing even better in risk-reward, which ruins the niche of the game, at least from many people's perspective.

Another reason it bothers me is that the hand-holding can ruin the metagame and exploration aspects.  If you are constantly told where to go and what to do, some of the wonder or appeal of a large world sort of wears off on me.  I know that I could just ignore the quests and level EQ style, but that would be a INSANELY slow experience in this game.  And part of the reason I don't like it is because the playerbase as a whole is less interactive because of it.

The game ended up too much like a more grindy WoW, when I wanted a less campfest/insane death penalty/new cooler EQ.  You might not believe me, but in my opinion right now the game's biggest failure is giving in to being like WoW.  Even bigger than being unfinished and buggy as hell.

If I wanted to play WoW, I'd go play WoW.  It's much better at being WoW than everything else.  Devs need to realize that the path to take is niche separation, not bad imitation.  And no one will out WoW-WoW.  Ain't gonna happen.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Calantus on February 25, 2007, 07:07:20 AM
That's definitely a much better spin than most VG players tend to use. I realise that me saying this is both arrogant and irrelevant but I see your reasoning to be quite a valid position to take, which is something I hadn't thought I'd say in regards to group-centric play. It's actually the same line I take on raiding, where if you want raiding in your game the rewards have to be better than anything else or you gut the raiding game, so I don't know why I missed it. Probably because most of the people bitching about this sort of thing aren't taking that line, and are actually pissed just because the solo experience isn't hardcore enough by their measurement. I still reserve the right to poke fun at those people.

To me you do not yet qualify as a Vantard. :P


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 25, 2007, 11:30:17 AM
Yea, I don't see that as vantardation either.

Having a group centric game isn't about XP. It's about group-relevant rewards with group-based abilities. It's not just FFXI Renkai or old-EQ2 Heroic Opps, it's those PLUS rewards that a whole group can use right away, whether they're a PUG or a guild.

Problem is, so far games either focus on solo or consistent groups, which really means guilds. PUGs are sorta left in the dust, to argue about shared XP or untradeable collection quest drops. Guild rewards are good, solo rewards are good, everything else is X number of people helping one person get something knowing that person will be part of a later group helping someone else get something.

Ultimately, it's about solo objectives. Most quests are solo objectives. This sets up many of the issues. Where's the massive for me?

(rhetorical question: the massive for me is the long series of solo, PUG and guild opportunities that work together with the game server society and economy in a persistent world. You can't match this in any other genre except real life, and that's not as fun nor risk-free).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on February 25, 2007, 05:57:47 PM
I also have no problem with the concept as Trias and also Falconeer (overall) have described what they want from the game. The problem, as I see it anyway, is that Brad McQuaid and a small army of sycophants have created the thing and been his target market. Hence you have all of the mistakes and bad things from EQ1 (pre-removal of lots of the suck) coming to revisit you as well as poor-quality playtesting, QA and so on and so forth.

A game can be group-centric, have open exploration in a wide open world and all the rest, without also involving hitting your testicles with a ball-peen hammer.

 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 25, 2007, 10:42:51 PM
I think that some people, including myself, are searching for an MMOG that isn't WoW.  That's what got me to buy the VG box.  Sadly, I found quickly that VG wasn't the answer (for me).  So... back to DAoC I go until AoC or WAR release. 



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 26, 2007, 04:50:45 AM
My rushed review has been lost in the deepest of the F13 dungeons but it's not that bad when you can get an Anti-Review that explains Why Vanguard Sets a Bad Precedent for MMOGs (http://Why Vanguard Sets a Bad Precedent for MMOGs)

Quote from: Elysium from Gamers with Jobs

Vanguard - The Anti-Review
Elysium – Thu, 02/22/2007 – 7:38pm
Perspectives
"We will have a lot of work to do post-launch and the first couple of months post-launch will be just as busy as beta 5 with lots of patches, bug fixes, new feathres[sic], etc." – Brad McQuaid on beta concerns for Vanguard: Saga of Heroes performance

Honestly, you've got to respect the man's candor. Many criticisms may be laid at the feet of former Everquest Vision™ junkee and current Sigil Games Vision™ proselytizer Brad McQuaid but indirectness is not one of them. To be fair, I've poached a single sentence from one of a million forum posts by the guy, taken it out of context and placed it in italics to give it a weight beyond the scope of the original statement, so let's not pretend that this is some kind of mission statement on releasing the game. The thing is, having played Vanguard: Saga of Heroes whenever I could muster the fortitude over the past two weeks, Brad's post is a pretty salient commentary on the state of the game's release.

When in early February, a Vanguard review key wandered into my grasp I, as something of a Massively Multiplayer gaming addict, set out immediately with the intent of investing dozens of hours into its three-tiered gameplay structure to construct a fair and well-informed review of the title. I even joined with a colleague in what we termed a "blood oath" to achieve at the very least level 20 so that we had a clear impression of both the solo and grouping content of the game. What happened instead is that I kept finding excuses not to play a game that was mediocre at its best and flatly annoying most of the rest of the time.

My goal was to inform myself to a complete enough degree to write a review. This is not that review. That review will never exist, because I am simply not willing to force myself to play long enough to construct a fully realized impression of Norrath. No, wait. Norrath was Everquest. What's this place called again? Let me look it up, and I'll get back to you …

… Telon! Right, that's the place I've been avoiding.

Now, I'm going to stop fans of Vanguard right here, because I don't care about your vehement and impassioned emails. I honestly don't. First of all, as I mentioned this isn't a review, and I'm not pawning this off as a complete examination of the entire game, but more importantly I'm under no obligation to like Vanguard, and I'm not going to trot out the tired old conventions of picking out small and often insignificant things that don't suck to balance out against the overwhelming majority of things that do suck.

So, what's wrong with Vanguard? How long you got?

The engine seems tailor made for a Sony Online game – despite Sigil's years of work with Microsoft only to be unceremoniously, and maybe not mysteriously, dumped in 2006 – in that it:

1) Makes everything appear to be made of shiny plastic and,

2) Doesn't work

The landscapes feel lifeless, designed either as great open spaces where oddly shaped creatures wait to be slaughtered and harvested at the whim of the local constabulary, or equally often as tightly confined valleys between vertical cliffs of ridiculous proportions that look exactly like what I'd make with Maya if I wanted to try my hand at cliff making. Also, between these cliffs of insanity, are the same oddly shaped creatures, the slaughtering, and lazy constables. The quests come verbatim from The Big Book of MMOG Quests, and every phase of character development feels awkward. On any given swing of a sword a character might gain familiar skill increases for usual offensive and defensive attributes, but along with those one might receive upgrades in tactic recognition, spell recognition, perception, detection, light fandango tripping and smoothie making. Every conflict fills my chat bar with information that I don't really understand, and ultimately don't care about.

Much of Vanguard seems intentionally obtuse and as counter-intuitive as possible while at the same time wrapping itself in tired trappings that have been done far better. Judging an enemy's relative difficulty is itself a multi-layered exploration in cryptography. For example, a level 5 – 2 dot creature is actually less difficult than a level 4 – 3 dot creature. Do you know what that means? Well neither did I for about nine levels, and let me tell you it makes more than a marginal difference! Would it surprise you to know that, where at level 1 you hit creatures for the traditional handful of hit points, by level 6 you might have a critical hit for several hundred damage? Would it further surprise you to find that those hundreds of points of damage against a newbie mob won't do much serious damage, you know unless it's a level 6 – 1 dot. Obviously I'm talking about a level 4 – 4 dot or level 5 – 3 dot, which are clearly far more difficult that some 6-1!

Death is a fact of life for the early adventurer, and not just the kind of death that comes from hyper-fast respawns and wandering creatures several levels higher than you, but the really annoying death that can only be achieved by not understanding what the holy hell is going on. Fortunately characters are not "eligible" for death penalty for the first few levels. I put eligible in quotes because I was always struck on my many young deaths by not being eligible to be penalized by a game. I wondered if there were people at level 5 running around anxiously anticipating that glorious day when they, like their fathers before them, would be "eligible" for in-game punishment.

But, of course, adventuring, such as it's called, is only one of the spheres of Vanguard's three-sphere gameplay model. There is also Crafting and Diplomacy in which, theoretically, one could invest themselves entirely without paying much attention to improving their Bleeding From Puncture Wounds skill. Of the two spheres, Diplomacy most intrigued me with its collectible card style play.

In Diplomacy parleys you and your mob opponent both start with a pool of points. The first person to get rid of all their points wins the conversation. There is a marker that is moved by playing cards, and at the end of each turn whichever side of the board the marker is on gets rid of one of their points. If you, as the player, remove a point from your own pool then the conversation progresses.

Here are the problems:

1) Despite having names like Forceful Demand, Complimentary Comment or Obfuscating And Slightly Suggestive Imperative, the cards themselves do nothing to altar the static flow of conversations. Even as you play Angry Non-Sequiter, your side of the conversation may end up being conciliatory and diplomatic.

2) Card Gameplay gets redundant. It's one thing to hit the millionth local bandit with a sword, but grinding a card game is a whole new level of hardcore that I'm just not prepared to explore.

3) Vanguard doesn't do a great job of drawing you into the stories. Names of places and people seem so equally unfamiliar as to be interchangeable, and proper nouns suffer from more apostrophes than an all-night marathon viewing of Conjunction Junction. I can only care for so long that the Jaa'bba'lly of F'za'nnnjj province want Kwagzatz of the Hoohanie dead, which is why they are hiring Zv'ii'tz of the K's'tt''ll clan to concoct a slow acting poison to be applied to Kwagzatz's F'oo'd', and it's your job to convince nine different people to give you the nine different components of the poison.

4) There's no real sense of advancement. Occasionally you get a new card, or some new piece of diplomatic clothing that grants you an extra green dot at the beginning of each parlay, but who cares?

Diplomacy is a clever idea that's not nearly engaging enough at lower levels to encourage the player to move forward. The Diplomacy game lacks the levels of nuance and strategy that make CCG games so addicting, and the actions of parley seems only barely related to what's transpiring in the game. It would be like giving your character all kinds of interesting combat skills, but every time you activate those skills you just swing your sword the same way.

But, so what? Right? Tired and redundant gameplay, barely interesting story, artificial environments populated with lame quests and an over population of sword fodder; I could be talking about any MMO on the market. The whole damn genre has run off the rails and become a parody of itself. Click the button and a gamer-treat rolls occasionally down the little pipe activating neurotransmitters in the brain that beg endlessly for more tiny little gamer-treats. So why pick on the little guy?

Fine, you want to know what really pisses me off about Vanguard; what voices me with the attitude that Sigil stole my lunch money? Vanguard sets a bad precedent for development and product release. In the months to launch Brad McQuaid made it very clear that regardless of whether Vanguard was actually ready for launch Sony, which had saved the game from cancellation following Microsoft's parting of ways, had set a firm timetable for retail, and come hell or high water the game only had enough money and time to reach that date. So, now that the game has released in its incomplete state, in a state that McQuaid himself describes as requiring patches, bug fixes and new feature implementation on par with a beta product, Sigil essentially comes to the consumer as the third investor in the process of the development cycle, and that is not just a terrible way of doing business, but an irresponsible step in the wrong direction for complicit consumers.

Let me put it bluntly, if a game is not ready for retail when the money runs out find another investor or shut the doors. We are customers, and the retail end of the industry is bad enough about not supporting incomplete or inoperable products without developers and publishers assuming we are investors in the development process. Your job as the industry is to create product, and then, and only then, we buy it.

So, what to say in capping off my thoughts on Vanguard. First, to you Vanguard faithful who, even now, are anxious to point out all the little things that make Vanguard great on which I completely missed the boat possibly because I'm just some World of Warcraft lamer who can't handle a man's MMO, go suck a sock. I don't care about the stuff I missed because the larger picture, the game itself that's supposed to facilitate my giving a crap about the exploration was barely functional, obtuse and uninspiring. To the guys who made Vanguard and for whatever reason maybe put themselves through reading this, I'm sorry to kick your baby down the stairs, but too many game writers these days are so busy tap dancing around offending someone in the industry that they've lost sight of telling consumers not to buy mediocre games. And, finally, to the reader who is wondering if Vanguard is worth playing, had I to do it all over again I sure wouldn't, and my copy was free.

- Elysium



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: slog on February 26, 2007, 06:07:32 AM
Quote
Let me put it bluntly, if a game is not ready for retail when the money runs out find another investor or shut the doors.

Kids.  They think this isn't about the money.  Grow up little boy.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Raguel on February 26, 2007, 07:11:40 AM
Quote
But, so what? Right? Tired and redundant gameplay, barely interesting story, artificial environments populated with lame quests and an over population of sword fodder; I could be talking about any MMO on the market.

He's not jaded or anything.  :-P


As far as the money bit, I think it's past time consumers stop rewarding game companies for mediocrity. They'll keep putting out inferior/buggy products if we keep buying them.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 26, 2007, 07:37:04 AM
As far as the money bit, I think it's past time consumers stop rewarding game companies for mediocrity. They'll keep putting out inferior/buggy products if we keep buying them.

Name a single industry that this isn't the case for.  Have you looked at the games on the console shelf, the number of shitty movies, or even the crap being released as music? 

It's a ubiquitous phenomenon. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 26, 2007, 07:43:05 AM
Quote
But if the best risk-reward ratio is in solo questing to level up, no one will want to group, including people like myself.
I won't call you a vantard. A grouptard? Yes.

If you like grouping, why don't you group? Why do the rewards have to dictate how you play the game?

I say you indeed don't like grouping, or you'd do it even if the game wasn't designed with a group-bias. I solo in group-biased games because I actually enjoy (and circumstances dictate) soloing.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 26, 2007, 07:49:35 AM
Hypocritical much?  Why don't you like running dungeons 20 levels below you solo in WoW again?

Plus, it's damn hard to find a group in the first place when it's not particularly encouraged by the risk-reward system.  Another very big difference between grouping and solo.  If you don't encourage grouping amongst the playerbase, it's going to be very hard to find a group.  On the other hand, you could solo to your heart's content in any MMORPG out there if you don't care about your rewards.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 26, 2007, 08:14:59 AM
Groups can do 'solo' content, but group content is excluded to solo players. So it's not hypocritical whatsoever. The reason I don't do dungeons 20 levels lower is clearly laid out by Darniaq. With the good stuff BoP and 20 levels beneath my character, why would I bother? Meanwhile a group can tear through level-appropriate, even far over-level solo content.

If people won't group without it being the best 'risk vs reward' system (and I've already challenged that particular nonsense), I would posit people don't like grouping. They only do it when it's necessary.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 26, 2007, 08:19:08 AM
Groups can do 'solo' content, but group content is excluded to solo players. So it's not hypocritical whatsoever. The reason I don't do dungeons 20 levels lower is clearly laid out by Darniaq. With the good stuff BoP and 20 levels beneath my character, why would I bother? Meanwhile a group can tear through level-appropriate, even far over-level solo content.

Um, they probably don't WANT to "tear through" it.  I think the whole point of group content is that it is a challenge for a group.




Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Raguel on February 26, 2007, 08:26:05 AM
As far as the money bit, I think it's past time consumers stop rewarding game companies for mediocrity. They'll keep putting out inferior/buggy products if we keep buying them.

Name a single industry that this isn't the case for.  Have you looked at the games on the console shelf, the number of shitty movies, or even the crap being released as music? 

It's a ubiquitous phenomenon. 



Well, I do my best not to award Hollywood for mediocre films either :), but we were talking about games though, so I didn't mention it. It works for anything, really. "Vote with your wallet" is a phrase I agree with.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 26, 2007, 08:31:10 AM
Quote
With the good stuff BoP and 20 levels beneath my character, why would I bother?

By your logic, you obviously don't really like to solo then.

Grouping in vanguard is much more difficult than soloing, takes longer to get together, and produces less reward than soloing.  It's basically a big waste of time from a reward standpoint.

You don't like to solo low level dungeons because you don't get any reward.  I don't group in vanguard because I get less reward and it's more time consuming and possibly hazardous than soloing.  I don't see a difference, as both of these preferences are obviously directly tied into risk/reward/timespent ratios.

 I like grouping because it's more challenging and interesting to me.  I'm not going to wait an hour to get a group that has a good chance of failing that also nets me less xp than soloing does.  Another thing I want to do would be to progress my character, like everyone does in these games.  And in vanguard especially, it's a pretty big deal given the xp rate.  I want my new abilities and would rather not wait a week to get them.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Alkiera on February 26, 2007, 08:44:37 AM
Groups can do 'solo' content, but group content is excluded to solo players. So it's not hypocritical whatsoever. The reason I don't do dungeons 20 levels lower is clearly laid out by Darniaq. With the good stuff BoP and 20 levels beneath my character, why would I bother? Meanwhile a group can tear through level-appropriate, even far over-level solo content.

Um, they probably don't WANT to "tear through" it.  I think the whole point of group content is that it is a challenge for a group.

He wasn't speaking of group content.  He was talking about groups tearing through solo content; which is true.  If you have content designed for a single player and send 5 at it, it won't last long.

Hrm.  I wonder if it would be possible to design 'alternate' dungeons, heck, make it the same dungeon, with different mobs for solo players, maybe even based on class, so that you can fudge some things that will work better against some classes than others, including adding mobs that see through stealth in instances provided for rogues, druids, mages so they can't stealth the instance to kill just the bosses without some difficulty.  Provide mobs tuned to both the strengths and weaknesses of each class in their instance.

If you scaled the difficulty to be similar to a group of appropriate level, but for a single person, you could probably use the same drops, even.  It might not be as fast, as a single person won't be able to take advantage of class synergies (warrior+priest, for example).  You might also run into issues where drops just aren't usable more often, as loot tables were designed for 8 classes, not one.

Speaking of which, it'd be nice if they could tune loot tables to just not provide cloth loot if you are duoing an instance with 2 leather-wearing classes.  IE if it's BoP and not usable by anyone, it won't drop.  Re-Roll the loot.  Heck, use this as part of the 'tuning' for classes above.  If you solo an instance, you're more likely to get the rare drops you want, but it will be slow.  Go at it with a group, you'll get through it faster, but drops will be distributed through the group... Thus exp/time and loot/time should work out similarly; tune as neccesary.  Thus groups and soloers should be equally rewarded.

--
Alkiera


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 26, 2007, 08:53:48 AM
Has anyone here even played CoH/V? Scaling content is nothing new.
Quote
I don't see a difference, as both of these preferences are obviously directly tied into risk/reward/timespent ratios.
Again, I don't see grouping as higher risk. I would say trying to do it without a healer or a mezzer or tank is tougher than having the luxury of all of those.

From the rewards aspect, I understand groups don't want to 'tear through' solo content. But they can, and gain good rewards for doing so with low risk. Maybe not as fun, but it can be done. However, as a solo player, I can't hit a dungeon until it's ridiculously below my level, it's still very risky, and the rewards are nil.

The time aspect is one of the most critical for me. I don't have a lot of time to play, it's rarely the same time every day, and I often have to leave unexpectedly. I think making gameplay group-oriented is unrealistic. And as I said above, I think most people prefer to solo, since they'll only group if they need to.

All that said, I think it's great to have a few games that are very group-oriented. People who are into that should have their slice of the pie, no doubt. My problem lies with games that are very solo-friendly, but then tack on a punitive group-only system that cuts off the best content (named spawns, dungeons). Sure, dragons and gods should be group only. But the orc outside Freeport? Please.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 26, 2007, 09:10:47 AM
Whether grouping is higher risk or not really depends on the game.  In WoW, maybe it's not.  I still think it is, as I would would never die with my mage solo, while in groups all the time.  I would waste lots of time grouping in WoW, which I consider risk.  In Vanguard it definitely is.  With an actual death penalty that is made much more significant if you can't get to your corpse (ala deep in a dungeon, something that never happens in solo play), along side fairly challenging group play the risk is much higher.  Again, I rarely die solo in Vanguard.  I know myself, and I know what I can do.  If I have an hour to play, I can solo quest and reliably progress.  An hour in a group is pretty hit and miss.  As far as adventurous gameplay, taking on really difficult things...again, I think grouping is more risk than solo, even here.  The difficult group challenges usually take a long time to get to, are in the bottom of a dungeon, while diffiucult solo content is usually pretty easy to access.

I don't really understand your argument when it comes to risk vs. reward.  A group could tear through solo content, but in terms of progression and items, they would be behind a single soloer taking on that content because of group overhead times and content exhaustion.  In terms of just clearing content, yes, they can do it, but in terms of character progress (xp and items), not a good equation.  And in terms of fun gameplay, even worse.

Group oriented gameplay is feasible with those with time they can commit to the game.  Not so feasible for those with families or careers where things can unexpectedly come up.  It's mainly for the high school/college/post-college kids, like me, with good chunks of disposable time where I'm not going to be bothered.  I think that there are less players that fit this mold than those that fit the solo mode, but for those that do, it can really be alot of fun.  As I said, I truly find grouping a more interesting experience.  And, even if it's a 1/4 / 3/4 split (which is what I'd guess), that still justifies a groupcentric niche.

I think it's best for games to focus on their niche, and totally agree with you.  I disliked WoW's bait and switch at 60 from a solo game to group/raid only.  I didn't mind the grouping along the way because I enjoy it, but raiding not so much.  Vanguard interested me in part because the grind is so long that I could have had group centric gameplay for a long long time, before the end game reared it's ugly head.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Valmorian on February 26, 2007, 09:43:50 AM
From the rewards aspect, I understand groups don't want to 'tear through' solo content. But they can, and gain good rewards for doing so with low risk. Maybe not as fun, but it can be done. However, as a solo player, I can't hit a dungeon until it's ridiculously below my level, it's still very risky, and the rewards are nil.

That's kind of the mathematical reality there, though.  If a given encounter is to be challenging for a group, it has to be virtually out of the soloer's league. 



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Surlyboi on February 26, 2007, 09:56:31 AM
Yes, but in this age of instanced everything, there's absolutely no reason not to scale the stuff down to soloers as well.

Don't make the rewards quite as lucrative as those you'd pull out of the group instances, but dammit, let the dungeons, etc at least be accessible.

Oh, and ding, 1000, bitches.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 26, 2007, 11:12:47 AM
Why shouldn't the rewards be as lucrative, too? You get yours by grouping as you like to play, I can get mine from soloing as I like to play. Outside of the vantards who feel cheated because they saw others level at a faster pace.

Again, I don't expect to solo Nagafen. But I should be able to solo Crush and get the same drop as a group would, imo. Ideally in an instance where I wouldn't be intruding on some guild's group night or some other solo player just looking for a heroic gaming experience.

And again, Valmorian, CoH/V. Scaled content (they even scale in the public zones to a degree iirc)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: palmer_eldritch on February 26, 2007, 11:37:54 AM
I think this is partly a world vs game debate. It seems obvious to me that something which takes a team of six to take down is probably going to be carrying a more powerful magic doodah than something which one person can take down. But only if you expect some small level of consistency in the world.

If a group of people say they killed a boss monster and got a particular item and I say, yeah, I did the same thing solo and got the same item because the server automatically made the mob easier for me, even I would find that odd (and I would do it too - when you *can* do something solo it's always easier, even if it's a hard fight. It's easier because you don't have to worry about other people). I still like the idea of being able to pretend that stuff that exists in a game world actually exists - if there's a big tough orc in a cave then it doesn't turn into a smaller, weaker orc (but with the same treasure chest) when someone goes in the cave alone. I guess if you give up on any idea of virtual worlds then it makes more sense.

One of the things I liked about Eve was the knowledge that there were these great wars raging on 0.0 space, even though I wasn't a part of them. I couldn't go into these sectors myself as I was not part of a 0.0 corp and didn't want to be, and unless you are part of a corp which owns the sector you are very likely indeed to get blown out of the sky. But I actually liked the idea that different people were doing different things because they played the game in different ways far more than I would like the idea of the game server creating little instances for me to do everything in my own way. That's just my personal take.

By the way, I'm not sure anyone really disagrees with the idea of solo dungeons. It's the idea that the same dungeon should be both solo and group depending on who goes in that I have trouble getting my head around.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Surlyboi on February 26, 2007, 11:40:57 AM
Because, it's not just the Vantards that'll feel cheated. It's pretty much all the people that think the first "M" in MMO means you have to play with them to get everything you want too.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 26, 2007, 11:43:32 AM
If you want the exact same reward for grouping and soloing, you still would need to take into account group overhead/organizational difficulty.  Due to that, groups would get more per content clearance than soloers would, because soloers could clear it faster with less problems.

I just don't see how soloing can be at the same difficulty level as grouping however.  Sometimes grouping may well be easier, sometimes much harder, but it's fundamentally different gameplay and different challenges to be overcome.  This disparity will lead to inbalance no matter what it seems like to me.  Balancing a perfect risk/reward ratio would be very difficult in many cases, and impossible in any non-instanced/scaling world (which I'm personally interested in).  I agree with palmer that much of this might be world vs. game debate.  I am certainly more inclined to want some world-like features, like no instancing and non-scaling features.  I like the world because it introduces challenges to the playerbase in a way that a 'game' does not.  I guess it introduces metagaming, which I really think is a draw for these games.  I like dealing with the world, not the world dealing with me.


On a more ontopic note, some numbers posted on silky venom make it look like vanguard has over 100k active accounts.  Better than I thought.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on February 26, 2007, 12:08:03 PM
One thing I really liked about Dungeons and Dragons Online (and to as lesser extent Anarchy online)  was the patched  in option to spawn a solo instance  for most dungeons as well as the different challenge selections for groups.  I really wish that WoW, and EQ II would do this as well.

As well, I don't think you would have to limit solo rewards in terms of money or gear, if you offered some other  reward like a symbolic  ranked ladder  for "Dungeon Points" for group play  (something along those lines) which the 'achiever mind set' would  go for, that would give them no other advantage in game save e peen bragging rights.

I think what game developers need to realize is that favouring group play  and having play exclusive to groups alone will not keep players  on the montly payment treadmill. Choice is far more powerful.

It has already been proven that people will play instances over and over and over to get that elusive drop.   Who really cares if its a full blown Molten Core run or a solo run in the same instance with just a 'really mean Murloc' at the end.  Bottom line is that the players will do them over and over again or whatever game mechanic is there to keep the carrot dangling  out in front.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on February 26, 2007, 12:40:28 PM
It seems obvious to me that something which takes a team of six to take down is probably going to be carrying a more powerful magic doodah than something which one person can take down. But only if you expect some small level of consistency in the world.

I think that the something which takes a team of 6 to defeat should carry 6 doodah's of the same power as the 1 doodah that the solo something would carry.  Why should the team of 6 be forced to roll, forced to do the encounter 6 times, why should the reward for that encounter be awarded to only 1 person in that group?

I think that starting with this premise, it becomes a lot easier to make encounters automatically scale to the number of players attempting them.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Murgos on February 26, 2007, 01:07:40 PM
I like that thinking.  Maybe make the chance for a drop slightly less in the solo instance.  Not debilitatingly less, just enough so that you would rather group and be sure to go get the thingie the first time while in the comparative safety of a well rounded group but that you can, if you want, take a little more risk and a little more time and do it on your own, if need be.

The lack of rez's alone would stop most people from doing the dungeon as a solo instance just from a time lost getting back to your corpse PoV.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 26, 2007, 01:13:50 PM
I think Sky (and others) have also made some very good suggestions about improving solo play.  Something to the effect of making at least 1-2 classes that are solo only and/or have altered abilities upon grouping.  I think that it's all fine to reward grouping, but many mmog's are missing out on a good revenue source by alienating the solo crowd.  There are many of us that like to log on and solo when time is limited and then play another toon to group when more time is available. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Alkiera on February 26, 2007, 01:25:12 PM
If you want the exact same reward for grouping and soloing, you still would need to take into account group overhead/organizational difficulty.  Due to that, groups would get more per content clearance than soloers would, because soloers could clear it faster with less problems.

I disagree.  IMO, a group should be able to get through the actual content faster than a solo player.  A solo player won't have much room for error, assuming the content is difficult enough to yield good rewards.  With a group, if the difficulty is balanced properly, even if the mobs are more difficult, they can be killed faster, with less downtime.  A solo fighter has to bandage or sit and eat after every fight, where if you have a priest, mage, hunter and druid with you, even if the mobs are tougher, even if there are more of them, there are efficiencies such that they should be able to clear through the same space in the dungeon faster than a solo person.

The solo person gains at the front end, as he can log on and immediately start.  However, once started, it'll take him longer to get through the content (because he's by himself, has to eat/drink/rest) than it takes a group of 5 people.  The inefficiencies of a group are all at the front end, of getting all the people necessary.  As mentioned, CoH does this better than any other MMO, as the power level of various classes is fairly well balanced; a group of 3 blasters, or 3 scrappers, or 3 defenders, may go about things slightly differently, but all are about as useful as a group with one of each.  But once they've got a group, and made sure everyone knows what they're doing, the actual fight process should go much faster than the solo player... less resting, less time spent making sure absolutely everything is clear before the boss is pulled, etc, because with 5 people you have much greater room for error.

Ideally, to me, the time to get a group+run the dungeon should be less than the time to run the dungeon once solo, unless there's just no one willing to group.  I'd think that ideally, the most effective way to get the loot you want would be to group it a few times, and then solo it (to limit the drops to stuff you can use) for the last few pieces of the set you need, or the rare-drop that you've not been lucky enough on yet.

--
Alkiera


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on February 26, 2007, 01:37:09 PM
Ideally, to me, the time to get a group+run the dungeon should be less than the time to run the dungeon once solo, unless there's just no one willing to group. 

I think it's easy to agree with this principle, but in quite a few of the implementations out there, the "less time" part is so significantly less that solo-play is severely discouraged.  You could even look at some of these MMO's and say that "yes, it's possible to solo, but the time it would take you to finish the instance solo would approach infinity."

It's a fine line.  I'd be ok with groups taking half the time to finish, compared to the solo player, but wouldn't be ok with groups taking 1/4 of the time, because a 2 hr group dungeon just becomes 8 hours solo then, and I certainly don't have 8 continuous hours to play a game.  The principle of your statement is fine, but once you quantify it, people might argue against it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 26, 2007, 01:41:43 PM
Here's what really irritates me.  Who cares if the solo guy can get exactly the same gear as the group person?  I mean really... in a PvE game all the gear allows is for you to kill even tougher mobs.  It's a game.  The solo guy has every bit as much right to have fun as the group person... the fun should just be different while remaining equal.  Currently the solo guy is like the kid standing next to the "You must be this tall to ride this ride" line.   The only thing that changes is what point in the game you're faced with being the little guy (i.e. WoW delays it longer than most).

People need to realize that games are for having fun, not for building self-esteem. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: palmer_eldritch on February 26, 2007, 01:54:55 PM
Um - I don't have cool loot. It's been a long time since I had the time or energy to put into games that would allow me to be one of the most uber on the server. The difference is that I don't give a crap.

Also, it's not about telling anyone what kind of gear their character should have, personally I'm talking about what sort of game I would like to play. If someone does prefer a game with lots of instances and scaled encounters, that's cool  . . . doesn't mean they have emotional problems:)

Edit - added a smiley to sound less confrontational!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on February 26, 2007, 01:56:12 PM
Quote

Vanguard - The Anti-Review
Elysium – Thu, 02/22/2007 – 7:38pm
Perspectives
"We will have a lot of work to do post-launch and the first couple of months post-launch will be just as busy as beta 5 with lots of patches, bug fixes, new feathres[sic], etc." – Brad McQuaid on beta concerns for Vanguard: Saga of Heroes performance ..............................

blah BLAH blah BLAH


Vanguard has many technical and balancing issues, yet this is a pretty poor analysis of the game.  If he found the game hard to understand (the parts he experienced) he is as obtuse as  what he is saying Vanguard is.  Also looks like someone just finished an AP English  class and pen in hand, has a Sony Axe to grind.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Afropuff on February 26, 2007, 01:57:38 PM
Ideally, to me, the time to get a group+run the dungeon should be less than the time to run the dungeon once solo, unless there's just no one willing to group. 

(sniped some)

The principle of your statement is fine, but once you quantify it, people might argue against it.

Yeah, this is true.  You can say "make soloing a bit harder, but not too much  :-D"  if you want, but all that's going to do is make people bitch that the content isn't balanced properly.  At any rate, just what problem are we trying to solve here? Making MMO's accessible for solo playstyles?  Couldn't one argue that the solo vs. group balance question is solved, since WoW seems to be doing quite nicely on paying customers?  


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on February 26, 2007, 01:58:22 PM
Here's what really irritates me.  Who cares if the solo guy can get exactly the same gear as the group person? 

The people looking to form a group care.  Often, one look at someone's gear can tell you how well that person is in a group situation.  If said person could acquire MC gear or BWL gear solo, then you wouldn't be able to tell if he's an asshole or a ninja or what.  If said person could acquire MC or BWL - quality gear (same stats, different name) solo, via quests or whatever, then this person wouldn't be invited to groups because he obviously hasn't grouped before, and will behave like an idiot.

You either look at the guy's gear (and the group gear is obviously different than the solo gear), or you need his resume, where he grouped and with whom and how it went.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 26, 2007, 02:06:19 PM
The people looking to form a group care.  Often, one look at someone's gear can tell you how well that person is in a group situation.  If said person could acquire MC gear or BWL gear solo, then you wouldn't be able to tell if he's an asshole or a ninja or what.  If said person could acquire MC or BWL - quality gear (same stats, different name) solo, via quests or whatever, then this person wouldn't be invited to groups because he obviously hasn't grouped before, and will behave like an idiot.

You either look at the guy's gear (and the group gear is obviously different than the solo gear), or you need his resume, where he grouped and with whom and how it went.

Sorry, I don't buy it.  I've seen way too many shitty players get carried by a group to think for a second that their gear defines them as a player.  The only way to know if a person can play is to group them and find out.  Running on a raid and rolling a 100 for a drop does not make anyone skilled at their class.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: squirrel on February 26, 2007, 02:11:45 PM
Here's what really irritates me.  Who cares if the solo guy can get exactly the same gear as the group person? 

The people looking to form a group care.  Often, one look at someone's gear can tell you how well that person is in a group situation.  If said person could acquire MC gear or BWL gear solo, then you wouldn't be able to tell if he's an asshole or a ninja or what.  If said person could acquire MC or BWL - quality gear (same stats, different name) solo, via quests or whatever, then this person wouldn't be invited to groups because he obviously hasn't grouped before, and will behave like an idiot.

You either look at the guy's gear (and the group gear is obviously different than the solo gear), or you need his resume, where he grouped and with whom and how it went.

I can't buy this argument, at least in this context. I've met way to many asshats decked out in tier 2+ gear to believe this. Getting good gear in 40-mans is in no way equivalent to a skilled player. In fact I'd rather group with someone who can get that gear solo - at least they know their class. I understand what you're saying, but in the context of WoW this just isn't true. Raidtards are often the WORST people in a 5 man.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 26, 2007, 02:15:53 PM
Quote
because with 5 people you have much greater room for error.

I think this is the opposite.  A challenging group encounter gives 5 times more oppurtunities to fuck up.  If I'm solo, the only person that can screw up is me.    If you're grouped, 5 people can screw up, each of them having a chance to blow the ecounter.  And if this isn't the case, then it's not exactly a challenging encounter.

Think of say basketball.  A crossover 'solo' drive to the basket has alot less chance to fuck up than a serious play involving 5 players, 3 backdoor screens and 2 cuts.  If any one person didn't do their bit, it goes to shit quickly. 

Now I'm pushing it one way to an extreme.  The basketball example shows that each player has less individually to do than the solo player.  So it might be easier on a per-player level.  But it's harder as a whole in my opinion.  And it introduces a whole new concept of diffucutly that isn't present in solo play:  That concerned with teamwork and communication.  I think it's the last two concepts are the only reason why it's more fun to watch 5v5 basketball than 1v1, and more fun to play 5v5 basketball than 1v1, and often more fun to group in MMORPGs than solo.


And please note that given xp/loot split, a solo player will need to clear 1/5 of the dungeon in the time the other group clears the whole thing to get the same reward (at least in base xp/loot terms, not counting quests or psychological fulfilment of completing the dungeon.)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 26, 2007, 02:20:43 PM
Quote
Raidtards are often the WORST people in a 5 man

This is because raids go so far away from individual action (that, is actually being good at your character) and too far towards the whole communication deal.  I like grouping for a happy medium between the two.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 26, 2007, 02:32:31 PM
Quote from: Valorian
Um, they probably don't WANT to "tear through" it. I think the whole point of group content is that it is a challenge for a group.
The first time, yea. The 20th though, when that is the only way to continue progressing your character at all (through gear)? No. It's not about the challenge. It's work, grinding to continue the improvements you got used to when you were still gaining levels. At that point, gear upgrades (gear tiers, or keys for events) become levels, the only way to unlock new content (as in, access to new zones).

Grouping outside of a social circle is inherently more time consuming. Some games minimize the sucky parts by allowing quick porting, easy rezzing and so on. But a lot more could be done here. It's not, as evidenced by the amount of general complaints about PUGs in any game.

Quote from: Nebu
Something to the effect of making at least 1-2 classes that are solo only and/or have altered abilities upon grouping
I loved in EQ1 how each class could solo what was deemed group-content in some areas in some ways. Like, as a Bard in the outdoors, I could solo just about anything with kiting. Any kiter could. Indoors though, not so much. Meanwhile, Necros could.

If you allow for that and allow for players to figure it out on their own to get that sense of idea ownership AND you don't slap them into submissive contrived gameplay like WoW does, then you're onto something.

Otherwise, I do actually agree that groups should get better gear than soloers. Soloers don't need the bestest gear if they're not going to go to places that require it. And e-peen waving isn't enough. But games should strive to soften the differences. In WoW I was never going to Naxxramas. Ever. It was three tiers beyond me and I'd wager at least 50% of the playerbase. So all that content made for that place and events surrounding is only for a small-ish subset of players. That seems wasteful.

Which is why I think they learned, as evidenced by the structure of the newer places.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 26, 2007, 02:37:52 PM
Otherwise, I do actually agree that groups should get better gear than soloers. Soloers don't need the bestest gear if they're not going to go to places that require it. And e-peen waving isn't enough. But games should strive to soften the differences. In WoW I was never going to Naxxramas. Ever. It was three tiers beyond me and I'd wager at least 50% of the playerbase. So all that content made for that place and events surrounding is only for a small-ish subset of players. That seems wasteful.

If there's no PvP, why do people even care what gear other people have?  This is what annoys me to no end.  You're killing mobs... solo or grouped it's still the same situation.  Why does my solo toon having the best gear affect the group player's gaming?  It's not about a yardstick, it's about having fun.  If there's no PvP then what does it really matter what I have for gear?  Is this some form of the e-Joneses or something?

How about the incentive for grouping being something crazy... like it's more fun?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trouble on February 26, 2007, 02:40:53 PM
I think one of the issues here not being discussed with group vs. solo is that actually creating content that is equally difficult for a soloer vs. a group is difficult. Even designing difficult content for smaller groups is much harder than designing difficult content for large groups. Basically it comes down to making the players work around the encounter versus working the encounter around the player.

The problem is that a single player can only be a single class. That means they will only have a set amount of tools (spells/abilities/etc) to work with. Some players are healers. Some do damage but have no ability to heal. Some are hybrids. The nuances go on from there. In a group encounter you can say "ok we're going to require they have someone who's able to tank and someone who's able to heal and then a bunch of people who can do damage". You can't normally walk into a group encounter with say 5 healers or 5 tanks or 5 damage dealers and expect to win.

In the end you only have two options. Either dumb down the encounter enough so that any class/role can beat it or create a unique version of the encounter for every class that would attempt it. If you dumb it down you just get back to the argument of difficulty vs. reward. Your original goal was to create something as difficult while soloing or in a group so you've failed your goal. If you create a unique version for every possible class you end up multiplying the cost of creating the encounter.

Blizzard has stated this before in explaining why 40 (now 25) man raids give the best rewards. They can make them the most difficult because they can require relatively precise group composition. They can demand that there are multiples of every single class in a raid, that there a number of capable tanks, a number of healers, and a number of damage dealers. This allows them to precisely design encounters that place the most demands on every single one of the tools available to players.

Almost all of the difficult content I've seen playing dikus requires a combination of tanking, damage dealing, and healing. I personally can't come up with a way to make a difficult encounter where any one of these is variable from non-existant to being the only ability the player has.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Alkiera on February 26, 2007, 03:18:14 PM
Almost all of the difficult content I've seen playing dikus requires a combination of tanking, damage dealing, and healing. I personally can't come up with a way to make a difficult encounter where any one of these is variable from non-existant to being the only ability the player has.


Someone call up the CoH devs.  Best character balance EVER, eventually.  Groups of scrappers are good.  Groups of defenders are good.  Groups of tankers are good.  It's all good.

--
Alkiera


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 26, 2007, 04:03:09 PM
Almost all of the difficult content I've seen playing dikus requires a combination of tanking, damage dealing, and healing. I personally can't come up with a way to make a difficult encounter where any one of these is variable from non-existant to being the only ability the player has.


Someone call up the CoH devs.  Best character balance EVER, eventually.  Groups of scrappers are good.  Groups of defenders are good.  Groups of tankers are good.  It's all good.

--
Alkiera
Hehe. Back in the day my Supergroup (Three Mile Island Boy's Club for Boy's -- rad/rad defenders. (You can guess where our powers come from)) cleaned up anything. It might have taken forever to kill some things, but we could waltz through encounters like nobody's business.

But part of the reason CoH's can get away with that is the way power pools and such work -- pretty much all classes are hybrids, with potential for even more hybridzation.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 26, 2007, 04:51:26 PM
Exactly. A game full of hybrids simply has more options. Yet ANOTHER something I wish would be emulated from CoH. But alas, the game doesn't have enough subs for people to take notice of what's worth copying. Damn Cryptic for not bowing to the oligarchy that is Fantasy.

Quote from: Nebu
If there's no PvP, why do people even care what gear other people have? 
As I mentioned, I consider gear to be the levels that occur once the levels themselves run out. Just KNOWING there's better gear to get is about as compelling as knowing there's another level to get or another quest to complete.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Murgos on February 26, 2007, 04:54:18 PM
Exactly. A game full of hybrids simply has more options. Yet ANOTHER something I wish would be emulated from CoH. But alas, the game doesn't have enough subs for people to take notice of what's worth copying. Damn Cryptic for not bowing to the oligarchy that is Fantasy.

I disagree.  Damn Cryptic for bowing to the conformist idea that grind == long term subscriptions.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 26, 2007, 05:16:54 PM
Oh I definitely agree there. But the game in general has some very interesting features I wish others would pick up. Gamewide hybrids, low level friend summoning, low level flight/superjump/speed, fights while flying (at least they used to), character customization at creation and not just through massively-grinded, unlockable unique classes that aren't just templates and so on.

The level grind sucks and contributes to their attrition. I'm hoping they learn that someday.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 26, 2007, 05:55:23 PM
Why shouldn't the rewards be as lucrative, too? You get yours by grouping as you like to play, I can get mine from soloing as I like to play. Outside of the vantards who feel cheated because they saw others level at a faster pace.

Again, I don't expect to solo Nagafen. But I should be able to solo Crush and get the same drop as a group would, imo. Ideally in an instance where I wouldn't be intruding on some guild's group night or some other solo player just looking for a heroic gaming experience.

And again, Valmorian, CoH/V. Scaled content (they even scale in the public zones to a degree iirc)
CoH/CoV may have scaled content but there's also a boring repetitiveness to it. All the missions have the same "clumps" of mobs standing around -- there's very little "hand crafting" to them where the mobs are fiendishly placed in interesting ways unlike in games like EQ and WoW.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on February 26, 2007, 06:02:30 PM
Why shouldn't the rewards be as lucrative, too? You get yours by grouping as you like to play, I can get mine from soloing as I like to play. Outside of the vantards who feel cheated because they saw others level at a faster pace.

Again, I don't expect to solo Nagafen. But I should be able to solo Crush and get the same drop as a group would, imo. Ideally in an instance where I wouldn't be intruding on some guild's group night or some other solo player just looking for a heroic gaming experience.

And again, Valmorian, CoH/V. Scaled content (they even scale in the public zones to a degree iirc)
CoH/CoV may have scaled content but there's also a boring repetitiveness to it. All the missions have the same "clumps" of mobs standing around -- there's very little "hand crafting" to them where the mobs are fiendishly placed in interesting ways unlike in games like EQ and WoW.


And that's why I play for a bit and take long-ish breaks.  I enjoy the game but there is just not enough to do and not enough difference in missions.  It gets to the point that you know all the tilesets, although there are a couple of rare ones.  I don't know how interesting the crafting will be but I'll give it a go when it goes live.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 26, 2007, 07:00:53 PM
Why shouldn't the rewards be as lucrative, too? You get yours by grouping as you like to play, I can get mine from soloing as I like to play. Outside of the vantards who feel cheated because they saw others level at a faster pace.

Again, I don't expect to solo Nagafen. But I should be able to solo Crush and get the same drop as a group would, imo. Ideally in an instance where I wouldn't be intruding on some guild's group night or some other solo player just looking for a heroic gaming experience.

And again, Valmorian, CoH/V. Scaled content (they even scale in the public zones to a degree iirc)
CoH/CoV may have scaled content but there's also a boring repetitiveness to it. All the missions have the same "clumps" of mobs standing around -- there's very little "hand crafting" to them where the mobs are fiendishly placed in interesting ways unlike in games like EQ and WoW.

CoH/CoV missions are basically very well done versions of SWG terminal missions. What I'd like to see is handcrafted missions that pepper that -- not just endgame, but scattered through the game itself. Hire a few instance designers to do nothing but craft those, and put some variety in there.

As for hybrids -- I do know CoH had a bitch of a time with balancing, especially once PvP was added (which adds an entirely new type of balance to be dealt with).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 26, 2007, 07:29:51 PM
As for hybrids -- I do know CoH had a bitch of a time with balancing, especially once PvP was added (which adds an entirely new type of balance to be dealt with).
CoH has had tons of balancing issues (at least in the developers' minds) but that's different than having gimpy classes. You can gimp yourself if you make odd power selection/slotting choices but ignoring that like Morat20 said you can throw together pretty much any combination of players together and expect to make it through a mission unless there's an AV at the end in which case group composition does matter more (e.g. you may not have enough DPS to overcome the AV's regen/healing rate). Sure if your group doesn't have the FotM in it it may take you longer to complete the mission but you'll still be able to do it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on February 26, 2007, 07:54:22 PM
As for hybrids -- I do know CoH had a bitch of a time with balancing, especially once PvP was added (which adds an entirely new type of balance to be dealt with).
CoH has had tons of balancing issues (at least in the developers' minds) but that's different than having gimpy classes. You can gimp yourself if you make odd power selection/slotting choices but ignoring that like Morat20 said you can throw together pretty much any combination of players together and expect to make it through a mission unless there's an AV at the end in which case group composition does matter more (e.g. you may not have enough DPS to overcome the AV's regen/healing rate). Sure if your group doesn't have the FotM in it it may take you longer to complete the mission but you'll still be able to do it.

Don't get me wrong. I loved CoH -- I keep meaning to try CoV, but haven't had the time. It was a slick, well-designed game, the classes were awesome -- I just didn't have any friends that played at the time, so....it's one I go back to, create a character, have fun at the lower levels, then quit from lack of a steady group of people to actually click with.

What's ironic is a guy I work with (literally the next desk to me) loves the game and plays it all the time -- he just keeps weird hours and plays when I sleep. :)

Combat in CoH was always fun, and once they added in those new buffs (blasters got one called what, defiance?) I really started having a blast. I just don't have time for three MMORPGs right now (I really don't have time for one, to be honest).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 26, 2007, 08:08:12 PM
Heh, I didn't even realize I was quoting you. That looks weird now.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Strazos on February 26, 2007, 10:18:43 PM
Life isn't fair.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on February 26, 2007, 11:01:49 PM
Every time I crash to desktop, I get a secret snicker sending Microsoft the error report. I wonder if anyone at Microsoft is in charge of sifting through the error message sent by program used, and has sent off a note to the Microsoft Games dept thanking them for having ditched Sigil when they did.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 26, 2007, 11:20:05 PM
Life isn't fair.

Games are not life.  :-D

That's the whole point, isn't it?  Escapism. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on February 27, 2007, 04:18:38 AM
http://vgplayers.station.sony.com/newsArchive.vm?id=069&section=News (http://vgplayers.station.sony.com/newsArchive.vm?id=069&section=News)

Double exp weekend to show appreciation for those sticking with it. Just a coincidence that it happened at the same time you have to start paying the monthly fee I suppose. All sarcasm aside that is good marketing SOE, it does not scream desperation quite as loudly as free ten day trials do.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 27, 2007, 05:39:52 AM
Nice. And don't forget this:

Quote
Adventuring Kill Experience Increase
As we continue to gain more and more valuable data about player progression, we will also continue to tweak the experience curve as needed. In the next patch, we will be increasing the overall rate at which adventuring kill experience is gained by a small but noticeable amount to more properly align with our originally planned leveling times. This is separate from the double adventuring kill experience weekend.

So basically, bye bye Vision(tm), long live to WoW.

Jokes aside, here's the enhancement to the group and dungeon experience:

Quote
Four Dot Mobs
Players will soon find that fighting four dot mobs will yield much better experience rewards. Right now, they are not granting the experience that they should be. That issue will be fixed.

It'll definitely ease the grind. I hope they have high end content ready somewhere in their servers.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Glazius on February 27, 2007, 06:14:59 AM
Why shouldn't the rewards be as lucrative, too? You get yours by grouping as you like to play, I can get mine from soloing as I like to play. Outside of the vantards who feel cheated because they saw others level at a faster pace.

Again, I don't expect to solo Nagafen. But I should be able to solo Crush and get the same drop as a group would, imo. Ideally in an instance where I wouldn't be intruding on some guild's group night or some other solo player just looking for a heroic gaming experience.

And again, Valmorian, CoH/V. Scaled content (they even scale in the public zones to a degree iirc)
CoH/CoV may have scaled content but there's also a boring repetitiveness to it. All the missions have the same "clumps" of mobs standing around -- there's very little "hand crafting" to them where the mobs are fiendishly placed in interesting ways unlike in games like EQ and WoW.

Though what I can only call "emergent placing" this still presents an interesting challenge at times. Every blind corner is a potential deathtrap, and in a large team spawn sizes are usually big enough that you get one or two minions wandering far enough afield to be visible around the corner.

Somebody always leeroys into the two minions, and then realizes that the minions had two dozen angry friends when the bullets start flying. (For added hilarity there are several geomorphs set up where your instinctive bolthole is also angrily occupied.)

Custom-placing mobs works exactly once. Emergent ambushes are the gift that keeps on giving.

--GF


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 27, 2007, 07:20:21 AM
CoH/CoV may have scaled content but there's also a boring repetitiveness to it. All the missions have the same "clumps" of mobs standing around -- there's very little "hand crafting" to them where the mobs are fiendishly placed in interesting ways unlike in games like EQ and WoW.

A little from pile A and a little from pile B, yes? Groups and soloers can have challenging fights that give good loot. Really, anything less is a shitty compromise imo, because you're penalizing one or the other for the way they play. Despite what a lot of mmogtards might believe, I think penalty-based gameplay is a losing proposition.

Glaz - the nice thing about that style of emergent gameplay is that it's a challenge to groups and to soloers. And both can handle it...most of the time.

And in CoH you still have named mobs and lots of story within the instances, even if the stock layouts get old after a while. Like I said, you need some of the stuff from pile B to make it work.

On group makeup: early EQ (prekunark) seemed a lot more friendly to non-trinity grouping. When I was in the EQ beta, we always had wacky groups, just some friends and I. Then in the early release, I had an all-wizard group and belonged to a mostly paladin guild. So either we'd field the all-wiz team (if we were all on, we also had an open slot that would often be a necro) or it'd be 4 paladins and 2 wizards (our normal adventuring team). Later, playing my monk, we had a mostly hybrid team that was my monk, 2 rangers, a paladin, a rogue and an open slot.

And all those teams worked in dungeons, with few wipes. It made the game so much more fun than 'looking for cleric!'.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 27, 2007, 07:29:22 AM
And all those teams worked in dungeons, with few wipes. It made the game so much more fun than 'looking for cleric!'.
In regular exp groups, Clerics weren't about the healing -- a Shaman or Druid could do it just about as well and had many other things to offer -- it was about having the best possible rez available for your group's level range (yes Pallys could rez but it was gimped compared to a Cleric's).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 27, 2007, 08:20:33 AM
I didn't play with a healer until my dumbass eqholic buddy 'married' one ingame. After the fallout with my stupid backstabbing political guild, it was just the three of us (my necro, his wizard and her druid) playing the post-50 game for the few months until I quit). A few guild raids, planes and whatnot, the most boring shit possible and of course my lord of the undead was supposed to play mana cleric. Heck, using lifetaps and my necro heal, I was able to keep a rogue alive once :)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 27, 2007, 09:33:05 AM
The trinity was not defined by pre-endgame EQ1. In fact, most ways players play in a veteran MMO are not. Trinitys and ways to playe emerge when enough people hit that endgame and want to bust through the non-endgame stuff as fast as possible so they can do the endgame again.

There was no required group configuration in WoW for the first few months after launch too. And DAoC. And so on (except CoX I think, or maybe that's just nowadays).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 27, 2007, 09:43:26 AM
Post-Kunark, the design heavily favored trinity gameplay. I don't mind if the race-to-the-enders develop gameplay methods. It's when the design then changes to reflect that niche mindset and it becomes the norm.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 27, 2007, 09:59:46 AM
Post-Kunark, the design heavily favored trinity gameplay. I don't mind if the race-to-the-enders develop gameplay methods. It's when the design then changes to reflect that niche mindset and it becomes the norm.

I played EQ A LOT until shortly after Velious came out.  The trinity that I know of (cleric, enchanter, warrior) existed LONG before that among the trailblazing guilds.  Technically, the ideal setup at that time always included cleric, enchanter, warrior, and (evac)... more of a tetrad.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trouble on February 27, 2007, 10:55:43 AM
The more difficult an encounter, the tighter the requirements are for who can complete it. Yeah you can make plenty of easy encounters that don't require you to have the holy trinity but the whole point is you need to make something that's hard as hell to fit the difficulty vs. reward. At least in the setup of WoW and EQ and anything like them, I can't think of any way besides creating custom encounters for every group/solo makeup or simply relying on the holy trinity/all classes/bigger groups. I can't comment on CoH because I have limited experience and i haven't spent a great deal of time thinking of the mechanics of a game where everyone is a hybrid.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 27, 2007, 11:55:11 AM
Post-Kunark, the design heavily favored trinity gameplay. I don't mind if the race-to-the-enders develop gameplay methods. It's when the design then changes to reflect that niche mindset and it becomes the norm.

I played EQ A LOT until shortly after Velious came out.  The trinity that I know of (cleric, enchanter, warrior) existed LONG before that among the trailblazing guilds.  Technically, the ideal setup at that time always included cleric, enchanter, warrior, and (evac)... more of a tetrad.
Right. I played A LOT, too :) I was the first wizard to level 30 on my server after launch. I sold him at level 32, but...

My point being that the game didn't really require trinity play except for the very highest end stuff (Phinny, planes, dragons). It wasn't easy, but as I've mentioned, we had our all-wizard group. Lots of rooting (dedicated rooters, actually) and quick nuking down of any caster. The old 3..2..1..nuke insta-death opener was always fun.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 27, 2007, 07:59:05 PM
Which is really what I was saying. The Trinity was not a requirement at launch. It was defined as ideal by endgamers long (relatively) after. THEN the game was designed around Trinities (I thought it came more in PoP, but it I now agree it was more SoV, the Vision(tm)'s last stab before they left). THEN it became the curse word that inspired feature lists in all games that followed.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 27, 2007, 08:39:36 PM
Which is really what I was saying. The Trinity was not a requirement at launch. It was defined as ideal by endgamers long (relatively) after. THEN the game was designed around Trinities (I thought it came more in PoP, but it I now agree it was more SoV, the Vision(tm)'s last stab before they left). THEN it became the curse word that inspired feature lists in all games that followed.
Actually Verant/SOE tried to nerf the Trinity in Velious and Luclin by making it *much* harder to mez many of the Velious and Luclin mobs. They learned from Kurnak that mez was screwing up their carefully designed dungeons. Enchanters were still "mandatory", however, given that they had the best haste, the second best slow (behind Shamans) and of course they had the best crack in the game (well technically Bards had better crack but that was only if that was all they twisted all the time) so SOE couldn't kill off the Trinity while I was still playing.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 28, 2007, 01:04:32 AM
Here's the grind-killer patch. (http://vgplayers.station.sony.com/newsArchive.vm?id=070&section=News)

Highlights:

- More xp from mobs.
- Even more xp from group and dungeon mobs.
- Before the patch succesfully completing a Corpse Run gave back 75% of your lost XP. Now you get 100% back.
- Addition of 3 new zones.
- More stuff and major class balancing.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 28, 2007, 01:09:02 AM
- Before the patch succesfully completing a Corpse Run gave back 75% of your lost XP. Now you get 100% back.
LOLers.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lt.Dan on February 28, 2007, 03:02:51 AM
- Before the patch succesfully completing a Corpse Run gave back 75% of your lost XP. Now you get 100% back.
LOLers.


I thought you already got 100% back.  I did pre-patch - when I died one pixel from level 13 I got the whole lot back when I looted my tombstone.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 28, 2007, 03:05:12 AM
I thought so too Dan, but it wasn't the case. I finally noticed it when I installed a custom UI with XP expressed in numbers.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on February 28, 2007, 06:26:52 AM
Well, specifically it doesn't say that, although it may still be the case.

"- When you recover your tombstone after a death, instead of the returned experience bringing you to a total no higher than where you died at, you will now receive the full amount of experience stored on the tombstone, even if you've already done some adventuring since you died."

It seems like the problem was with completing a quest or killing some mobs before getting your corpse back.

I hope the fact that there are no changes to the monk means that we are a-ok!  : )

: /

The increased xp is a good thing.  The increased group xp is an even better thing.  Now leveling up an alt might not seem so prohibitive.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 28, 2007, 06:30:09 AM
Okay that's not LOLers anymore -- that's just a sloppy coding bug that was fixed.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on February 28, 2007, 06:41:10 AM
Uhm, you could be right, and I could be an idiot.
Reading it now from another perspective looks like they only fixed the bug (which I never noticed) where you gained xp before getting your corpse back and then not getting all the benefits from recovering your grave.

Boo then.

I was misled by it being in the "Gameplay notes" instead of generic bug fixes.

Double boo.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on February 28, 2007, 06:52:35 AM
Vision: Turning Bugs into Features since 1997


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Alkiera on February 28, 2007, 07:21:39 AM
Which is really what I was saying. The Trinity was not a requirement at launch. It was defined as ideal by endgamers long (relatively) after. THEN the game was designed around Trinities (I thought it came more in PoP, but it I now agree it was more SoV, the Vision(tm)'s last stab before they left). THEN it became the curse word that inspired feature lists in all games that followed.
Actually Verant/SOE tried to nerf the Trinity in Velious and Luclin by making it *much* harder to mez many of the Velious and Luclin mobs. They learned from Kurnak that mez was screwing up their carefully designed dungeons. Enchanters were still "mandatory", however, given that they had the best haste, the second best slow (behind Shamans) and of course they had the best crack in the game (well technically Bards had better crack but that was only if that was all they twisted all the time) so SOE couldn't kill off the Trinity while I was still playing.


They've mostly managed to do it (in EQ1) now.  For groups, you can either get KEI which runs for 3+ hours, or get inexpensive potions that are equivilent.  Haste from shamans is almost as good, haste from potions is inexpensively available.  CC is only so necesary, most grouping is done outdoors,  or in limited dungeons where you can easily root-park or harmony/FD pull.

Aside from that, there are so many people multi-boxing in that game now, it's nuts.  I'm close to quitting because nearly every time I'm on, guild 'groups' consist of 2 actual players, each playing 3 characters.  WTH is wrong with these people?

--
Alkiera


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on February 28, 2007, 07:34:06 AM
WTH is wrong with these people?
That's what I want to name my tv show.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on February 28, 2007, 07:36:46 AM
Aside from that, there are so many people multi-boxing in that game now, it's nuts.  I'm close to quitting because nearly every time I'm on, guild 'groups' consist of 2 actual players, each playing 3 characters.  WTH is wrong with these people?
Heh, that's how I played back in the day. I "soloed" with my stable of characters unless there were people in my guild that needed a group in which case I would make slots available for however many people wanted to group. Or if somebody needed a single group to do something like get an Epic quest drop they could just find me and we could do it as a "duo".


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Riggswolfe on February 28, 2007, 01:32:22 PM
http://pc.ign.com/articles/768/768439p1.html (http://pc.ign.com/articles/768/768439p1.html)

IGN reviewed it and gave it a decent score. Higher than it deserves I think from all I've heard.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on February 28, 2007, 01:36:43 PM
http://pc.ign.com/articles/768/768439p1.html (http://pc.ign.com/articles/768/768439p1.html)

IGN reviewed it and gave it a decent score. Higher than it deserves I think from all I've heard.

If the guy had played the game long enough and with a more critical eye, he would have given Vanguard a lower score.  There are so many glaring flaws in the game that were left out of this review, perhaps intentionally. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on March 01, 2007, 05:03:50 AM
You think that po$$ibly $OE had $ome $ort of influence on the $ub$stance of that $pecific review?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on March 01, 2007, 05:37:22 AM
Gamespy(Fileplanet/IGN) has been oddly forgiving with Vanguard since before launch (and the Fileplanet beta).
So yes they are biased.

That said, the game has 1998 flaws but is not bad at all. A rating of 7-minus would be more appropriated in my opinion, especially after last patch.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: trias_e on March 01, 2007, 06:25:49 AM
I'd give the game a 7.5 for early level play.  But again, I've not had many bugs to deal with.  The gameplay's more interesting than early level WoW's, at least for some classes.

That said, that's a pretty poor review.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on March 01, 2007, 01:03:22 PM
Jolt followed up (http://www.jolt.co.uk/index.php?articleid=8229) with a review rating Vanguard 7.4.
Not bad. Looks like you wrote it, Trias.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on March 01, 2007, 01:58:29 PM
I'd give the game a 7.5 for early level play.  But again, I've not had many bugs to deal with.  The gameplay's more interesting than early level WoW's, at least for some classes.

That was pretty much my experience as well.  I'm not playing beyond the included  free month, but if Sigil makes the mid game as cohesive and interesting as the first twelve levels as well as tweak the performance, I'll definatley re-up at some point, even though  I  am loathe to even give whatever fraction of the monthly fee to Sony.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on March 01, 2007, 01:59:25 PM
The problem with MMO reviews is that the fight with deadlines. To seem "on top of things", publishers need to have reviews ready to go at launch. But it becomes quickly obvious which reporters were in for beta and played the game considerably versus those who ducked in with their free media pass for a few hours and got out.

I've never read a review for an MMO that just launched that couldn't be written off as either a funded puff piece or flat-out uninformed.

But then, I guess it doesn't matter. If someone's making a decision based on a magazine printing an MMO review, there's a good chance they wouldn't have checked out the game in the first place anyway.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on March 01, 2007, 05:08:35 PM
Has the PC Zone (http://www.computerandvideogames.com/article.php?id=158416) review been posted here yet?
Quote
Five years in the making, Vanguard: Saga Of Heroes is the brainchild of an A-Team of MMO developers, including some major players from the development team of former genre-king EverQuest. Sadly, somewhere along the line this baby was dropped on its head, leading to a hollow, mind-numbingly dull MMORPG grind that stretches the boundaries of good taste and sensible design decisions.
Final score: 45%


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on March 02, 2007, 02:16:38 AM
Big Huge content and art update incoming, March 6th. (http://vgplayers.station.sony.com/newsArchive.vm?id=074&section=News)

The fun part is that this is actually unfinished stuff being patched in. Still, looks almost like an expansion so I won't complain so much. At all.

Quote
Vanguard Update #1

Whether it be in the desert sands or the swamps of the Deadlands, Vanguard Update #1 brings you some dirty villains to fight, new weapons to kill them with, and new places to kill them in!

On Tuesday, March 6th 2007, Vanguard Update #1 will go live. It will be a much larger patch than usual as not only will there be new content but a great deal of additional art as well. Update #1 includes:

Dozens of new weapon models
Six brand new NPC races to battle
Two new mid to high level adventuring areas
Nine dungeons with revamped art and/or lighting

Details are below!

New Weapons

Below are just a few examples of some of the new weapon models that are included.

[....images....]

New NPC Races

The Djinn
The legend of the djinn revolves around an unremarkable lamp with the power to grant the owner three wishes…with a catch. Any wish that the djinn grants, an equal but opposite effect will afflict one whom the lamp owner loves. An old Qalian king discovered one such lamp buried deep beneath the endless dunes in a long forgotten palace. Using a powerful magical artifact, the king bent the will of the djinn within the lamp to grant unlimited wishes. The djinn granted any wish the king demanded and watched as the king became overcome by the power of the lamp. The desire to rule over his kingdom, expand his empire, bolster his armies, and even to live gradually faded away until the djinn was able to overpower the weakened king. The agenda of the djinn is unknown, but the story makes it clear that the djinn’s charisma, graciousness, and generosity are surpassed by only the malevolence that unveils itself once the king’s soul became enslaved.


The Mnalus
The mnalus reside around the temple of Hegnerian, deep within the Gorgalog swamps of Thestra. Relatively new to the world of Telon, these beings came into existence after the wrath of Hegnerian subsided. Possessing predatory instincts, cunning wit, and immense magical capabilities, these fungus creatures are a surprisingly powerful force. The land in which they inhabit quickly warps and contorts as healthy land is torn away to make room for the venomous mushrooms which sprout and grow to massive proportions in a matter of days. Extremely territorial, these creatures attack anything which invades their land. The other civilizations within the swamp are seemingly powerless to contend with the fungus and their incredible capability to slaughter with physical and magical combat.


 The Mudmen
There is debate amongst the academic community as to the nature of these strange creatures.  Some claim that these “men of mud” were created by a mad wizard in ages long past, others claim that they naturally sprung forth from their environments.  Whatever the case, Telon is home to a variety of these strange mud-like creatures.  Ranging from small pests to massive oily behemoths, the mud men can be found throughout Telon not only in swampy, muddy areas but also in the depths of ancient caverns.


 The Sand Giants
Descended from the giant explorers from Torsheim, the sand giants of Qalia are far less powerful than their ancient kin. Separated from the magical powers of the giant homeland for over a thousand years, the sand giants wander the desert wastes wreaking havoc upon all they encounter.  It is not unheard of for sand giants to be found amongst small mercenary bands, or as the cohorts of other more nefarious organizations. The sand giants themselves have no nation and no allegiances to anyone aside from those they choose for themselves.


The Ichtakhta
The ichtakhta are another civilization that quickly evolved after the wrath of Hegnerian. These beings possess vast psionic capabilities and very rarely converse with the use of underdeveloped vocal cords. While territorial, this species exhibits the desire to work and build relationships with those whom can increase the power of their civilization for little in return. Introverted by nature, the general populous of the ichtakhta rarely leave their awe-inspiring homes built within the coastal cliff sides. If the ichtakhta do leave their homeland, it would be to feed on the gorgaloks to the east or war with the mnalus to the south. Extremely adept in their mental capabilities, the ichtakhta have been witnessed expelling droves of enemies in all directions with a simple thought. Their hardened body grants them exceptional ability in physical combat as well, making it incredibly difficult to inflict damage upon them with contemporary weaponry.


The Xennu
Long ago the race of xennu possessed the most advanced technology Telon had ever seen. With devices powered by giant crystals excavated from deep beneath the ground, the xennu drew from almost limitless power.  And then, they were gone.  Only mysterious clues remain as to the fate of so many.  An intrepid group of gnomes believes the xennu sealed themselves in great vaults deep beneath Telon, and set guardians to watch over the key.  If only the peoples of Telon could uncover this vault, and the secrets that lie within…

Revamped Areas

Deep Swamp
Along with the rest of the Gorgalog swamp, this land was once filled with rich and flourishing forest. The war between the high elven sorcerer, Hegnerian, and the Cartheon Empire left the land in desolation from the sheer display of power that the sorcerer possessed. After the high elven sages of Leth Nurae managed to imprison Hegnerian within his temple, the once flourishing land begin to reshape itself and take on a new life. A civilization of insectoids, the ichtakhta, quickly evolved due to remnants of Hegnerian’s terrible magic that were scattered around his temple. Although a swamp, the land itself is rich with nutrients that feed all civilizations in the area. The palace of the ichtakhta civilization rests between the great cliffs and provides a vantage point to survey the lands surrounding them.


Gorgalog
The Gorgalog swamp encompasses much of southern Thestra. All of which used to be a flourishing woodland of high elven domain. After the great battle between the Cartheon Empire and the sorcerer Hegnerian, the woodland quickly gave way to the swamp of the Gorgalog. The swamp in this area stretches as far as the eye can see and provides little direction for travelers daring to venture into it.


Controlled by an amphibious race of beings, the gorgalok, the entire swamp is host to their hunt. As it stretches westward towards the gorgolok’s enemies, the ichtakhta, the desolate swamp becomes a battlefield littered with the casualties of the struggle between the two races. To the east remains the only remnants of the once great woodland and the home of the fearsome treants which provide, unwillingly, the wood to build the great fires for the gorgalok. The mnalus and their contagion exist to the south and are quickly spilling into the heart of the Gorgalog swamp.


Relit Dungeons

We also went through and greatly improved the lighting effects in some of our most popular dungeons. Below are a few examples.

Deep Swamp

Kalendra’s Coven

Nusibe Necropolis

Vol Tuniel

Lots of images in that post, if you want to check out.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Merusk on March 02, 2007, 04:25:57 AM
The Cynic in me says that IS the expansion, and they were told "Patch it in, you don't have enough subs to justify pressing CDs."


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on March 02, 2007, 07:46:59 AM
More mob types and high level content that was absent at release.  This isn't a pseudo-expansion, it's game pieces that couldn't get slapped into the "game" by the rushed release date. 

Go go electronic duct tape.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on March 02, 2007, 08:29:08 AM
You would think they could come up with some better names for the races and places. Those are the kinds of names we used to make up when playing AD&D in middle school.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on March 02, 2007, 08:38:34 AM
You would think they could come up with some better names for the races and places. Those are the kinds of names we used to make up when playing AD&D in middle school.

To be fair, they are basically trying to make D&D online. I mean, mind flayers and whatnot.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on March 02, 2007, 08:41:56 AM
In a sense, this is an emergency patch; people are tearing throught he content as it is, and you can't have that type of player bored. Its the same mentality that goverened EQ, for better or worse. The actual problems with the game that make us refined and fancy people stay away will be ironed out over the course of years, not months.

I'd like to say that over all the game has improved since release, but its a 3 steps forward, 2 steps back type of improvement; for every memory leak plugged, another glaring set of bugs emerge, or even reemerge. To those of us who've had to reboot the game twice in the course of our 2 hour play window, it seems unacceptable. To the ADD chronic power player, its a minor inconvenience if he's just been linked the next droolable sword in guild chat.

I'm still in it, largely because of a reunion with my old dear EQ friends who I've not played with since their exodus to WoW. If I were on my own, I'd have gone back to single player games again.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on March 02, 2007, 08:43:12 AM
You would think they could come up with some better names for the races and places. Those are the kinds of names we used to make up when playing AD&D in middle school.

To be fair, they are basically trying to make D&D online. I mean, mind flayers and whatnot.


Make the  Xennu  a player race and I'll resub in a flash.  I wanna be a mind flaya' playa' .

Giving credit where credit is due, that's a mighty fine model.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on March 02, 2007, 08:47:39 AM
You would think they could come up with some better names for the races and places. Those are the kinds of names we used to make up when playing AD&D in middle school.

To be fair, they are basically trying to make D&D online. I mean, mind flayers and whatnot.
Make the The Xennu  a player race and I'll resub in a flash.  I wanna be a mind flaya' playa' .

Giving credit where credit is due, that's a mighty fine model.
Wait the Xennus are mind flayers? So the best Sigil could do to rename mind flayers is to rip off Scientology?
 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on March 02, 2007, 08:57:27 AM
Not just mind flayers, but they look just like the miniature I painted in the early 90s, which was almost exactly the mini I painted in the early 80s, which was almost exactly the picture in the monster manual from the late 70s. So, nice creativity bringing us a fresh take on mind flayers (I admit I'm a flayer fan).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on March 02, 2007, 09:45:41 AM
Holy shit, there is such thing as a mind flaya' playa'

http://www.dragoncon.org/photos03/masq/image_data/masqerade038.jpg


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Ixxit on March 02, 2007, 09:49:46 AM
Quote
(I admit I'm a flayer fan).

Heh, me too.  I remember DMing 'Vault of the Drow' back in the day, and loved watching the players scramble when they encountered one.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lt.Dan on March 05, 2007, 04:28:59 PM
So, to celebrate their first month the wise folks at Sigil threw in a double XP weekend.  Unfortunately, I missed it and logging in last night I see my regular guild group now 3-4 levels ahead of me and running their level appropriate dungeon.  No worries says I, I'll just grab a few folks in the area and knock over these group quests.  Oh, one other person in my level range (level 13 psionicist too).  Hmm that's tricky on 4 dot mobs.  Lets grind a level he says.  No thanks says I, I've done my grinding apprenticeship in DAoC and it'll be a cold day in hell before I camp spawns for xp. 

When I read someone's comment in a Vanguard thread on these very board saying "I don't want to be that guy", I thought "that's a spot-on comment - I don't want to be that guy".  And now I am.

I'll give it another go tonight but really the writing is on the wall.  The good news is that I was able to cancel the recurring sub before it ticked over into month #2. 

PS I think I'm posting a goobye post since there was some elements to the game that I enjoyed.  The first ten levels were interesting, diplomacy was interesting, I enjoyed their take on a couple of standard classes, some of the starting areas were well done, and to some degree (YMMV) I enjoyed the gameplay (needing good pulling, relearning aggro management, etc).



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Calantus on March 05, 2007, 08:26:08 PM
So, to celebrate their first month the wise folks at Sigil threw in a double XP weekend.  Unfortunately, I missed it and logging in last night I see my regular guild group now 3-4 levels ahead of me and running their level appropriate dungeon.

That is so very amusing in a "what a fucking trainwreck" kind of way. It's just so funny how they didn't realise the implications this could have and just saw it as a nice little bonus for everyone.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: eldaec on March 06, 2007, 06:39:18 AM
So, to celebrate their first month the wise folks at Sigil threw in a double XP weekend.  Unfortunately, I missed it and logging in last night I see my regular guild group now 3-4 levels ahead of me and running their level appropriate dungeon.

That is so very amusing in a "what a fucking trainwreck" kind of way. It's just so funny how they didn't realise the implications this could have and just saw it as a nice little bonus for everyone.

What happened to sidekicking?

Every mmog from here out was supposed to have sidekicking.

Or is this on the pile of 'lessons that have to be relearnt from scratch every damn time'?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on March 06, 2007, 07:05:30 AM
So, to celebrate their first month the wise folks at Sigil threw in a double XP weekend.  Unfortunately, I missed it and logging in last night I see my regular guild group now 3-4 levels ahead of me and running their level appropriate dungeon.
That is so very amusing in a "what a fucking trainwreck" kind of way. It's just so funny how they didn't realise the implications this could have and just saw it as a nice little bonus for everyone.
What happened to sidekicking?

Every mmog from here out was supposed to have sidekicking.

Or is this on the pile of 'lessons that have to be relearnt from scratch every damn time'?
Their solution to this problem was that "shared experience" thingy which they got rid of before release cause it was broken.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: eldaec on March 06, 2007, 07:06:45 AM
Their solution to this problem was that "shared experience" thingy which they got rid of before release cause it was broken.

Shame they didn't think to apply that logic to the rest of the game.

 :rimshot:

Sorry.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on March 06, 2007, 08:13:53 AM
Its a serious problem for the game. My sweetie and I are having trouble keeping within the level range of my guild's core players. Don't get me wrong, these players do all sorts of other things to slow down their own leveling for our sake, from playing alts, to crafting, to diplomacy, whathave you. But in the end, they are starting to feel they are not playing the game for our sake, and when we get on, we feel obliged to run off to some grindy area just to catch up.

This in in the toon's teen levels. Even EQ wasn't this nuts in the teens, was it?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on March 06, 2007, 08:50:07 AM
This in in the toon's teen levels. Even EQ wasn't this nuts in the teens, was it?

Actually, it was. When I started a new character with a new guild in EQ1 in 2001, I was part of that nightly guild group and we quickly had half the guild who played less or at different hours falling behind well before level 20. A year later, I was the guy who was falling behind as my gaming time was impacted. In VG, because I missed the last week and the bonus exp weekend (I was on vacation), I have dropped from the bottom half of my guild level-wise to the bottom quintile.  I will never catch-up now and will probably abandon the game as a result. I tried VG because I wanted a good group-centric option but the most efficient way for me to level now is solo.

Population can solve this problem, but Vanguard is seriously lacking there. Plus, the death penalty is fucking brutal if you cannot get back to your corpse, making pick-up groups dangerous.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: eldaec on March 06, 2007, 02:21:58 PM
This in in the toon's teen levels. Even EQ wasn't this nuts in the teens, was it?

I think EQ was worse, it just mitigated things a little because the death penalty was still workable at that level, and population density was higher.

The same problem was there in Daoc and other non-sidekick games too.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nija on March 06, 2007, 03:37:43 PM
They should give everyone 10 hours worth of double exp per week, and a switch to activate it. Make it rollover, like cell phone minutes. Make it account based instead of character based, so you can spend your 10 hours worth of double exp catching up to your guild group, and they can either save their 10 hours or make alts.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on March 06, 2007, 03:50:05 PM
I'm sure this is a painful rehash, but when I see "Double xp" I read "not enough fun and engaging content". 

Vanguard is a pretty fun game to level 15.  After that, access to content was limited and the content that was available didn't seem all that different from content I had already experienced.  CoH suffers a similar fate at about level 35 for me.  The content doesn't really change much and the ability upgrades aren't incentive enough to press on.  Both games are more "fun" if you simply remake toons and play them until the content similarities get to you.  As much as I'm not a huge fan of WoW, they do a good job of varying content and quests to keep the progression moderately fresh. 

Edit: I am so stupid... I just realized that I've described my subconscious acid test for every mmo I've played.  Namely, the level at which I become VERY aware of the existence of my xp bar.  The later I gain awareness, the better the early content.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on March 07, 2007, 05:59:31 AM
HUGE patch.

Not only they introduced new mobs, arts and areas as stated HERE (http://vgplayers.station.sony.com/newsArchive.vm?id=074&section=News).

They went further, patched in lots of bug fixes, ui improvement, class balancing and, surprisingly, a TON of particle/spell effects for all classes that were sharing or missing them. Pretty curious to see if this will be noticeable or fluff. If you look jst for that it's in the last part of the notes ("Art Notes" section).

Quote
Game Update #1 March / 07 / 2007


Game Update #1 is now live!

This update is larger than most patches and is a great opportunity to read the patch notes as we’ve added quite a few things!

Please Read: With Game Update #1 Customer Support now has an upgraded petition system to better assist players. As a result of the changes made to the petition system all open petitions have been closed. If you still have an issue that you need assistance with please re-petition the issue when you log into the game.

For more information about Game Update #1 please visit the Game Updates Page and read the patch notes below!

GAMEPLAY NOTES

 

- Experience is now lost (or debt is applied) when you release or are resurrected, instead of at the moment of death.
- You can now gain skill both on success and on failure, instead of only on success. This should make gaining skill with weapons you haven't used before at higher levels significantly easier.
- Dark Elves now start at -8100 faction with Celestine Ward like all other “misunderstood” races instead of -8200
- Abilities which cause damage over time that are not in the same spell line should now stack.
- Melee and Ranged direct attacks have had a bug fixed that was causing them to do around double damage. Direct attacks are one type of melee attack that do not use weapon damage and strength damage directly, the are most often used with abilities that do not have damage as their focus.
- An attribute bonus soft cap bug was recently introduced related to healing and damage bonuses. When a player hit their soft cap their total magnitude was dropping significantly. This issue has been resolved and the damage bonus soft cap is functioning as intended again.
- While levitating far above terrain or water and not attempting to move down, you will now descend twice as fast as you did before. Attempting to move down continues to allow you to get down even faster.
- Some skill buffs that were counting against the available points in a skill pool no longer do so.
- The Halfling racial ability, Shroud of the Vale, will now also make the caster invisible for a fixed duration of 30 seconds.
- The orc racial ability, Fury of Ghalnn has had its duration changed from the next 5 attacks, to a fixed 7 seconds.
- Refresh timers for NPC snare, stun, and damage over time spells have been increased
- Food items no longer display two icons.  The effect has not changed.
- Fix for faction wars. Some NPC abilities were causing NPCs to generate a small amount of hate with nearby allied NPCs, which resulted in those NPCs fighting each other once their primary target was dead or had escaped. This hate is no longer generated, preventing these wars from breaking out.
- PVP
   - PVP deaths will no longer leave you still dead after you release until you log out.
   - Enabled the option to release spirit and spawn at altar or bind point on PVP death.  Releasing to altar drops a corpse, releasing to bind does not.  All other aspects of the rulesets remain the same.
- Player Housing
   -The construction site now shows the proper display name of the building being constructed.
   - You can now inspect other players construction sites getting basic info about their plot and what they are building.
   - Other players can now contribute to a construction site. However, owners still only have the ability to "complete" construction.
   - Closing the Create Permission window via the X button will no longer leave the window in a state where it can not be opened again.
   - The Travel Journal now will contain an entry for the location of your house.
   - Buildings in the construction window now show additional stats such as max fixtures and max chests.
   - An indication has to how many upkeep payments you have missed has been added.
   - Upkeep Bank coin values will now also show as red text when negative in additional to the negative value.
   - When an upkeep payment is missed, you will not receive an additional notification via in game mail.
   - Fixed an issue where building construction sites were only visible if you were within 50meters of them.



ADVENTURING NOTES

- Bard
   - Bards can no longer throw ranged spears/javelins
   - Bard songs should now correctly apply themselves to the bard and his group members, at a minimum, when entering crowded locations such as the Ruins of Vol Tuniel, or the Brownie Storehouse in Tursh.
   - Tynen’s snaring components will no longer stack with one another and are now resistable.
- Blood Mage
   - Sanguine Focus now grants regeneration, no longer reduces heal effectiveness on the blood mage, and increases mitigation correctly.
   - Bloodmage hit point factor has been increased bringing them much closer to the hit point levels of other healer classes.  Previously, their hit points were more like those of a pure caster.
   - Blood Tribute should now be triggered by all damage spells.
   - Blood Tribute now has no refresh time.
   - Your forms will no longer refresh every time you gain a blood union point.
- Cleric
   - Auto-attack damage and melee special attack damage has been significantly increased.
   - The rune portion of Spiritual Guardian now lasts 5 seconds or 1 hit, whichever comes first.
- Disciple
   - Auto-attack damage and melee special attack damage has been significantly increased.
- Dread Knight
   - Dread Knights can now throw spears/javelins
- Druid
   - Druid chains have changed. All finishing moves should now become available after any spell (except phenomena) crits.
   - Significantly reduced the refresh time on all finishers.
- Monk
   - Aum of the Harmonious Body should now grant upgrades to Deadly Adder Hand at appropriate levels.
   - Aum of the Harmonious Body should no longer give incorrect error messages.
   - Monk base damage has been slightly increased.

- Necromancer
  - Removed some abilities from trainers that were not supposed to be so easy to access.
  - Reduced the conversion rate for Life Draught I and II.
  - Necromancer chains have changed. All finishing moves should now become available after any spell crits.
  - Added a new ability line to Necromancers: “Bone Chill”. Check your trainers!
  - Significantly reduced the refresh time on all finishers.
- Paladin
   - Aura of Shielding now actually gives you 40% increases hate instead of a fraction of that.
   - Strike of Gloriann now costs 10 endurance
   - Vothdar’s Mighty Stoke now costs 10 endurance.
   - Stroke of Conviction now costs 10 endurance
   - The effects of Vothdar’s Mighty Strike now lasts for 5 minutes, up from 40 seconds.
   - The effects of Strike of Gloriann now lasts for 5 minutes, up from 40 seconds.
   - Guardian’s Assault now deals direct damage instead of a percentage of weapon damage.  Lowered the endurance cost.
   - Fixed an issue with Guardian’s assault not applying all of the hate it was supposed to.
   - Guardian’s assault now progresses differently to provide a more smooth damage and hate progression. New levels are: 14, 22, 30, 38 and 46.  Visit your trainer to learn the latest version.
   - Holy Strike now progresses differently to provide a more smooth damage progression.  New levels are: 1, 8, 16, 24, 32, 40 and 48.  Visit your trainer to learn the latest version.
   - Vanquish now deals much more damage and is usable on opponents who are below 15% life.
   - Vanquish now costs 10 endurance.
- Psionicist
   - Psionicist chains have changed. All finishing moves should now become available after any spell crits.
   - Added a new ability line to Psionicists: “Temporal Fracture”. Check your trainers!
   - Significantly reduced the refresh time on all finishers.
   - Telekinetic Blast now deals less damage to the caster.
   - Concentrations no longer incur global recovery when activated.
  - Concentrations now have a 2 second shared refresh timer.
- Ranger
   - Entangling Web now states that it is a conjuration spell and not an alteration spell
- Rogue
   - Reduced the movement penalty caused by stalking significantly
   - The various stalking forms will now display their progressing buff effects
   - Added an increased chance to crit to the final stage of stalking.
   - Added Shroud of Shadows to trainers at level 50
   - Added Elusive Foe as an innate ability earned at level 50
   - Added Imperil to trainers at level 50
   - Rogue base damage has been slightly decreased.
   - Rogues have had a mitigation adjustment moving their mitigation effectiveness closer to other light fighters.
- Shaman
   - Shamans can now throw spears/javelins
   - All versions of Spirit Strike are now 2 second casts
   - Hayatet Totemic abilities that previously cost mana no longer do.
   - Changed the endurance cost of Firestorm to 40
   - Changed the endurance cost of Phoenix Fury to 10
   - Changed the endurance cost of Breath of Immolation to 25
   - Changed the endurance cost of Ignite to 17
   - Acuity is now trainable at level 18.  Levels of other version of Acuity have changed so you may need to commune with Hayatet to gain the latest one.
   - Acuity now buffs intelligence.
   - A small amount of the regeneration portion of Acuity now stacks with other energy regen buffs.
   - Burning Mantle has been moved to level 26.  The first version has been changed to Smoldering Mantle and is no longer available on vendors and has remained a level 18 spell.  If you have this spell you will keep it.  If you have yet to earn Burning Mantle you will need to wait until level 26 to gain it.
   - Fire Claw is now available at level 15.
   - Changed the endurance cost of Fire Claw to 20.
   - All Offensive flavored Totemic Gifts should now cost less mana.
   - Shaman chains have changed. All finishing moves should now become available after any spell crits.
   - Significantly reduced the refresh time on all finishers.
- Sorcerer
   - Sorcerer chains have changed. With the exception of Mimic, all finishing moves should now become available after any spell crits.
   - Significantly reduced the refresh time on all finishers.
   - Cast time on Invisibility is now 3 seconds, down from 6 and its range has been increased from 5m to 25m.
   - Elemental Mantle’s energy cost has been reduced. It has been changed to affect only your defensive target.
   - Decreased the energy cost of Arcane Mantle significantly.
- Warrior
   - The Defensive Stance tool tip erroneously stated that it increased block chance by 15%.  It was actually 5% and not
working correctly.  Changed the tooltip and fixed the ability.


CRAFTING NOTES


- Ammo enhancements should now display their damage type enhancement in the description.
- Crafted ammo and thrown items should now display their damage type properly.
- Half Elves should now have their racial crafting/harvesting bonus.
- Updated crafting gear that has an effect added should now show the effects correctly
- Horseshoes
   - Crafted horseshoes are now all no drop.
   - Horseshoe recipes will now produce horseshoe packs that cannot be equipped but when right clicked will add the proper horseshoe to the inventory of the clicker. The stats of the horseshoe that will be created should display on the horseshoe pack as well.
- Fixed cloth armor recipes that were allowing invalid types of leather lining to be used.
- The Rindol Field Medal is now more powerful.
- Some crafting items have had helpful information added to the tooltip of the beneficial spell effect icon.
- Varryn Dunes now gives you Kojani faction for work orders completed there.
- A new quest for higher level artificers has been added to the Varryn Dunes outpost.
- Decreased orb and sphere requirements for Artificer bow recipes.
- Adjusted skill requirements for quantity actions.
- Many advanced work order items have had their descriptions and icons updated.
- The Tanvu outfitter tutorial now has you turn in the assembled needle as intended instead of doing the work order over again.
- You can no longer deconstruct Infinium items
- Increased drop rate of pure magic orbs by 20% on deconstruction.
- The quest “Dear Sister” has had its experience reward increased.
- The members of the Imperial Trade Organization are now more talkative about their jobs and the I.T.O. in general.
- Item requirements for the “preview quest” of each crafting organization have been adjusted.
- Crafted items that are made with only an attuning enhancer have had their attributes adjusted.  Attribute values should now
be consistent regardless of whether a resonating enhancer was used or not.
- Items crafted with only an attuning enhancer that adds STR, CON or DEX now have a health bonus.
- Items crafted with only an attuning enhancer that adds INT, VIT or WIS now have an energy bonus.
- Some additional modifications to stat allocations are underway to compensate for expensive bonuses not showing up on low
level items.
- Sage’s Agony and its upgrades should not equip correctly on items
- Dust, powder, and shards of devastation have all been removed from deconstruction tables as they were not used before tier
5. The current items have been changed to cash loot
- The quest “The Herbalist’s Equipment” has had its rewards changed.
- Ultra rare tier 2 resources have been removed from tables as they were not supposed to drop in the first place.
- All tier 2 ultra rare resources can be converted into tier 2 rare resources by right clicking them
- If you take the style-learning quest, and don’t yet have the first basic refining recipe, you should be given it so you are able
to finish the quest.
- The quest “Tursh Supplies” for outfitters has had the type of jute cloth requested changed.
- A few of Argus’s work orders were asking for incorrect tools. This has been fixed.
- Novice and Amateur Qalian Martial Staffs have been added to trainers.
- Qalian artificer trainers now offer the amateur shaft recipe.
- Thestran artificer trainers now offer the amateur club recipe.
- High level secondary components for outfitters have been added to some Kojan trainers.
- Eralis should now offer the quest to locate the Qalian amateur artificer trainer.
- “Learning Qalian Style” quest recipe for outfitters now displays the proper amount of required jute.
- “Fresh Cloth” quest is now acceptable at a lower level.
- Focusing items have had their allocation fixed, the previous change set the allocation heavy on the attribute side instead of
setting it heavy on the focus side
- Amateur tier quest crafted item totals have been lowered slightly.
- The item the special recipe Seer’s Amulet produces has been updated.
- Gwartak Clan crafted items now require more resources.
- Gwartak Clan short sword now actually short.
- The power of Gwartak Clan items has been adjusted.
- The quest “Legendary Fiend Hunter's Weapon” has been added.
- Saddlebag and rare saddlebag recipes have now been consolidated and made to work like normal bag recipes work.  (Existing
rare saddlebag recipes will be removed from game next patch.)
- Continental Effects should be attached to all items properly now. While the effect should display in the tooltip some tooltips
may not have a description of the effect within. This is a known bug and will be resolved when item effect details are properly viewable in tooltips
- Fixed complications that were using wrong skills
- Hopefully resolved brilliant work CTD issue
- Renamed build complications for injury and bubbling.
- The crafting factions in New Targonor and Ahgram now begin offering membership at an earlier level.
- The rewards for the crafting faction quests have been adjusted.
- Some quest recipes were giving experience for a process completion when they shouldn’t have been. This has been fixed.
- The preview quest for each crafting faction has been changed. Please check your logs if you are on this quest.
- The advanced work order recipes for the Black Diamond Mercenaries have more action points now.
- An issue with the quest “Experimental Equipment” not advancing has been fixed.
- Fixed an error preventing quest progression with the quests “Resource Research” and “Skullduggery.”
- The Custom Experimental Apron was incorrectly set to only blacksmiths. It is now usable by everyone as intended.
- The quests “New Inventions”, “Royal Order”, and “Fresh Victims” now have coin rewards in addition to the item reward for
completion.
- The Qalian and Thestran caravel recipes can now be successfully completed.

DIPLOMACY NOTES

- Problems with the quest “Increasing Fares” have been resolved.
- Diplomacy clothing has been standardized. Weights should now be more consistent and logical across the board. Bad display
models and attachment points have been fixed and icons have been standardized.
- Tahean’s Vengeance - New 12 presence quest, “Deposing Sage Marin,” available at Tahean's Vengeance.
- The Statements Snippet of Wisdom, Line of Reasoning, Extol Virtues, and Fan the Flames should now display the appropriate
symbol overhead when played.
- Quests - Blood And Seals: The Presence requirements on this quest have been upped to 12, but the skil levels have been
lowered to 50.
- Further text has been added to the quest summary to clear up confusion about the location of the Spectral Scholars in “A
History of the Raki.”
- Measures have been taken to ensure that Mesmerized Takuni no longer follows you when you are finished with “Bring Him
Home.”
- Diplomacy quests now work similarly to adventuring quests in that there will be red shields above the heads of NPC’s with quests you do not quite qualify for. Quest levels will also now be displayed on the quests.
- Writs have been deactivated in Bordinar’s Cleft while we work on newer, better Writs.
- Stack size for all Information is now 500.
- Hido Kani Dawnstar is now no longer on Lomshir faction, and should no longer flip out like a Rai’jin whenever he sees, er, gnomes.
- Many Diplomacy items have had increased Presence rewards placed on them, especially Chest items.


HARVESTING NOTES

- The Harvester Pyrite Axe now requires harvesting skill to use.
- Harvestable mobs should now produce resources consistent with the level of the mob.

QUEST NOTES

- Ghostly Burning Essence for the quest “Flames of the Past” now has the correct icon in the inventory
- Mapping the Mine - Fixed a big in the quest line where location 2 would not update
- By Night – Despawn timer on the Large Stalking Wolf has been lowered, so players should be less likely to run into a mob they cannot hit.
- Southwatch
   -  Missives in Southwatch are no longer shareable.
   - “Task for Southwatch: Red Sparrow Bandit Camps” has had its requirement to complete increased.
   - “Task for Southwatch: Wild Griffons” has had its requirement to complete increased.
   - “Task for Southwatch: Creatures in the Hills” has had its requirement to complete increased.
   - “Task for Southwatch: Harry the Undead” has had its requirement to complete increased.
   - “Task for Southwatch: Eradicate the Plague Vermin” has had its requirement to complete increased.
   - “Task for Southwatch: Timber of the Dead” has had its requirement to complete increased.
- Marsh of Peril
   - The weapon upgrades in Marsh of Peril now require 300 motes of ancient power.
   - The warrior belt ritual was incorrectly requiring the mid-tier catalyst despite the fact that it should require the lowest tier.
This has been fixed.
- Celestine Ward
   - Thorian Glowban will now offer a quest for classes that cannot use the ancient orb of moon and stars, and yet chose it as
their quest reward. This quest will allow you to   exchange the orb for a different reward.
- Khegor’s End
   - The quest ‘Tome of Stone’ is now able to be completed.
- Coastal Graveyard
   - The quest ‘It All Hinges on You’ is now able to be completed. You will have to abandon and retake the quest if it is already
in your journal.
- Wardship of the Sleeping Moon
   - Thorian Glowban will now continue to accept runes even after he is willing to give you complex ritual catalysts.
   - Thorian Glowban now offers a shield as a reward for completing the quest ‘Ancient Weapons of Leth Vareal.
- Zaraj Arena
  - Added several quests to the Zaraj Arena.

WORLD POPULATION NOTES
- Adventurers, be on the lookout! Additional overland rare/unique NPCs have been added to the Tursh/Rindol, Trengal Keep and Coastal Graveyard area. These creatures vary from two-dot solo to six-dot difficulty.
- The Var Efreet of Afrit now like all races a whole lot less though none are KOS. Orcs, Goblins, Vulmane, Kurashasa, and Dark Elves rejoice as you for once, are liked more than other races.
- Cragwind Ridge
    - Nebberzek and Xexxinez now spawn less frequently.
    - Jadeon will now start dropping loot again.
- Marsh of Peril 
   - Faction rewards from killing NPCs in the dungeons Vol Tuniel and Thelaseen have been increased by one point per NPC to further reward players who dungeon delve. NPCs that already granted multiple points of faction have also been increased by one to five points.
- Lost Temple of Vol Tuniel
   - Relsom Serile has moved into the Recondite Threshold and will now happily offer his services as a ranged weapon vendor.
- Celestine Ward
   - Llyn Serile has moved into the Celestine Ward and will now happily offer her services as a ranged weapon vendor.
- Jathred’s Twist
   - The Vault of the Hidden has received an itemization and population pass.
- Azebaj Hive
   - Several of the rare / named NPCs will appear more often
- Ceros Isle
   - Killing Rhinos should now update the Reckless Rhinos quests correctly.
   - Several rare NPCs on the island were missing their loot.  This has been corrected.
- Dargun’s Tomb
   - Several of the rare / named NCPs will appear more often
- Gauthek Village
   - Several of the rare / named NPCs will appear more often.
- Karrus Alljur
   - Several of the rare / named NPCs will appear more often.
- Karrus Hakrel - Overland Camps
   - Several of the rare / named NPCs will appear more often.
- Ksaravi Gulch
   - Several of the rare / named NPCs will appear more often.  These NPCs will also appear after a time regardless of player interaction.
- Ksaravi Hollow
   - Several of the rare / named NPCs will appear more often
- Lair of the Vi’Rak
   - The Vortex to the Lair of the Vi’Rak will now teleport your entire group if they are within range of the vortex.
   - The Vi’Rak Neophyte should now drop loot as intended
- Mound of the Zihurr
   - Reduced the effort required to spawn the Ant Prince and Ant Queen in the Mound of the Zihurr.
- Redcap Storehouse
   - Several of the rare / named NPCs will appear more often.
- Renton Keep
   - The Renton Keep Missive, “Task For Renton Keep: A Watchful Eye”, has had its coin reward reduced.
- Trengal Keep
   - Several of the rare / named NPCs will appear more often.
- Vol Tuniel
   - Rare NPCs in Vol Tuniel will now appear more often, enjoy!
   - Solathus the Armor of Vol Tuniel is now somewhat more difficult his loot has also been adjusted accordingly
   - Additional Rare NPCs have been added to the dungeon.  Some of these new rares will appear when the dungeon has been uninhabited by players for a time period.
- Kaon’s Rush
   - Overland population has been slightly decreased.
- Zaraj Arena
   - NPCs in the Zaraj Arena are now immune.  This should help prevent people from doing encounters that are too difficult for them through kiting, and in turn stopping other players from using their challenge tickets.

 

GUI NOTES
- Quests will now be colored in the quest log by their relative difficulty to your level.
- Crafting work orders will now be colored by difficulty in the journal and in the work orders window.
- The parry chance displayed in the tool tip for martial swords is now correct in both cases.
- Added a Diplomacy Container slot to the diplomacy section of the character sheet. Eventually all diplomacy containers will be moved over to this slot.
- Crafters with many recipes will no longer be able to actually build a house in real life while waiting for their recipe list to expand. (Expanding crafting recipes is now much faster.)
- Added a tutorial pop-up that explains the death penalty when you die.
- Group Loot options viewed by non-leaders will now wrap correctly instead of being cut off.
- Right-clicking on toolbelts when crafting will open the toolbelt so you can see what's in it. Left-clicking will change to that toolbelt as before.
- The selected toolbelt is now indicated with the green checkmark when changing crafting toolbelts.
- Percents are now displayed for crafting grade and progress so you don't have to mouse over the status bars to see them.
- The crafting toolbelt selection window will now properly close if you cancel crafting while it is open.
- Mail composer window will now auto fill in the subject with an item name if sending an item and their is no subject currently set.
- Item 'Equipped Effects' are now shown in the item examine window.
- The title window is now larger so long titles will fit correctly.
- Your selected titles will now display correctly when you log in and the display won't be messed up by gaining new titles.
- You will now see an indicator below your player status window when you have an active petition in the queue. You may click on this icon to edit or delete the current petition.
- Added "SGOUI HOTKEYBANK UP" and "DOWN" commands for UI modders to utilize.
- Brokers: Fixed alignment issues with the purchase confirmation window and the purchase amount.
- Fix for some hitches related to being a member of a large guild.
- The work orders window has been expanded to make work order text more easily viewable.
- All of your group members will now appear on the map instead of only the first person to join.
- Group member positions will no longer stop updating on the map after the member dies.
- Changed the group member map indicators to purple so they match group member names.
- Added a new "friend" parameter to /who, e.g. "/who all friend" will return a list of all your online friends without having to open the Social window.
- Percentage-based item mods will now correctly show a % sign after the mod in the item tooltip.



CODING NOTES

- Fixed a substantial client memory leak. This will greatly minimize any further occurrences.
- Major improvements to NPCs teleporting to you when you are levitated and fleeing or in the water and fleeing have been made. However, continuing to cast on/attack an NPC in the situation where it doesn't think it can path to you will cause it to port to you.
- fixed a problem where sometimes an ability would have an effect that kills you, and in a duel since you don't die, it would end the duel but keep processing other effects that would actually kill you.
- Fixed a bug in which your corpses would disappear from your travel journal after you camped. You should now see all existing corpses in your travel journal, including ones you were unable to see before.
- Fix for a bug where items were sometimes being unequipped after looting a corpse then relogging.
- Fixed a bug that was causing abilities of the same ability line (or of mutually exclusive lines) to not display the same refresh timer.
- Fixes to issues with NPC names having the wrong faction color.

ITEM NOTES

- The Cloak of Vindication is now soulbound.
- All adventuring Martial Staffs now correctly use the “Two-Handed Blunt” weapon overskill
- All adventuring Bladed Staffs now correctly use the “Two-Handed Pierce” weapon overskill
- Starspark Melded Chestguard has had it’s statistics adjusted
- Thousands of Adventuring Armor, Jewelry and Weapons have had their statistics increased/fixed/adjusted.  This will result in any item in question being better; in some cases, a few hitpoints or energy were removed to increase DPS or a single attribute but, as stated, the items will ALWAYS be better in those situations.
- All Maces, Clubs, Daggers, Wands/Rods, Greatstaves and Greatmauls have had their appearances updated and retiered with the new models in mind.  This change in “tiering” will result in item models changing, some to a “better” model and some to a “not so better” model.  The weapon’s appearance and tiering is based upon the level and the rarity of the item.  In the future, when higher tier models are patched in, that addition will result in the shuffling of some of the current higher tiered models to lower tiered models, making them available at earlier levels and more common rarities.  The remaining weapon types are also currently being retiered and should be updated in the patch(es) to come.
- Shield of Promise has been increased to Heroic and is now Soulbound
- Blessed Chain Vest has been increased to rare from uncommon
- Bounty Hunter’s Cuirass and Greaves has had it’s AC reduced and funneled into other statistics on the items.
- Higher level effects on wands and staves have had their names adjusted, which should clarify their power in relation to the lower level effects.
- Llyn's Drakerune Belt is now bindable instead of soulbound

ART NOTES
- Rejoice! The main theme for Leth Nurae will now play when you enter the main part of the city.  It has been absent until now.
- The following abilities have received edits ranging from minor to extensive for animations particles and sounds:



CLERIC
Aegis of Blades
Anathema
Bestowal of Brilliance
Divine Barrier
Divine Light
Endowment of Fervor
Fist of Rebuke
Flames of the Faithful
Gift of Ardor
Hallow
Maul of Divinity
Maul of the Gods
Purification
Renewal
Replenishing Strike
Sacrifice
Spirit Ward
Turn Undead

 

DISCIPLE
Blessed Wind
Essence Thief
Fleeting Feet
Gift of Vitae
Gift of Anguish
Impenetrable Mind
Kiss of Heaven
Kiss of the Slug
Kiss or Torment
Leech’s Grasp
Sages Endowment
Sun and Moon Disciple
Touch of the Ox
Touch of Woe



DREAD KNIGHT
Aphotic Shield
Armor of Darkness
Bane
Bleak Foeman
Cull
Dark Ward
Devour Mind
Devour Strength
Dreadful Countenance
Dreadful Visage
Frighten
Hatred Incarnate
Ravaging Darkness
Scythe of Doom
Shadow Meld
Slay
Symbol of Despair
Symbol of Suffering
Symbol of Wrath
Terror Incarnate
Vile Howl


PALADIN
Aura of Divine Power
Aura of Radiance
Aura of Replenishment
Aura of Shielding
Blade of Vol Anari
Blessing of Vaelion
Boon of Vol Anari
Champions Might
Contrition
Courage
Cry of Illumination
Cry of Solace
Dictum of Valus
Final Stand
Hammer of Judgment
Hammer of Valus
Judgment of the Bloodthirsty
Judgment of the Envious
Judgment of the Impure
Judgment of the Proud
Judgment of the Wrathful
Lay Hands
Marshalling Cry
Paragon of Justice
Sentinel's Blessing
Shining Beacon
Smite
Vanquish
Vothdar's Mighty Strike
Wings of the Avenger
Zeal



RANGER
Arrow of the Moon
Arrow of the Sun
Barkshield
Barkskin
Bullseye
Cripple
Critical Shot
Dawn Arrow
Debilitating Shot
Dusk Arrow
Entangling Web
Hawk Talisman
Hurricane
Panther Talisman
Poison Shot
Precision Style
Shocking Arrow
Speed of the Wind
Splitting Arrow
Stalker's Grace
Stunning Shot
Thorn Cloak
Tiger Talisman
Wind Talisman

ROGUE
Backstab
Blackjack
Blinding Flash
Blood of Decay
Blow Dart
Dazzling Flechette
Death Whirl
Elusive Mark
Explosive Flechette
Extract
Keen Eye
Last Ditch Strike
Quickblade
Relentless
Rogues Kiss
Ruin
Snaring Flechette
Water Breathing Scroll
Fade
Trick Attack
Fatal Stroke
Eviscerate
Vital Strikes
Smoke Trick
Deadly Strike
Impale
Shiv
Kneebreak
Revenge
Feint

WARRIOR
Battle Frenzy
Diehard
Disarm
Enrage
Grim Determination
Life Rend
Power Attack
Shout of Defiance
Shout of Fury
Stinging Cut



~The Vanguard Team



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Riggswolfe on March 07, 2007, 06:07:29 AM
Well, that patch certainly looks impressive. Let us know if it truly improves things Falconeer. Oh, and guys? I like to hate on Vanguard as much as anyone but hating on it for Double XP weekends while praising games like COH for having them is a little over the top.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Murgos on March 07, 2007, 06:30:02 AM
Well, that patch certainly looks impressive. Let us know if it truly improves things Falconeer. Oh, and guys? I like to hate on Vanguard as much as anyone but hating on it for Double XP weekends while praising games like COH for having them is a little over the top.

Um, what?  CoH/V get's slammed repeatedly for the extent of it's grind, so them implementing a double exp weekend is a good thing.  Same with Vanguard, the difference is that CoH/V was out years before they felt the need, Vanguard has been out a couple of months and was DESIGNED to glorify 'old skool grind'.  It's a tacit admission of failure and that their entire premise is flawed and so they fully deserve to get slammed for having to do it so soon after launch.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on March 07, 2007, 06:38:46 AM
The main idea behind the double XP weekend was to help cut the level gap already present in many Guilds due to bugs, alting, adapting to the new game, guild forming, late boxes and so on. Of course it's a double-edged sword, but I am pretty sure it brought more good than harm (no matter how many people you hear scream the opposite, as this is definitely the case where the only vocals about the issue are the harmed one).

It did a wonderful job in my guild tightening the roster, even if, of course, a couple of guildees complained that they just lose even more ground than before.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on March 07, 2007, 07:34:29 AM
They should give everyone 10 hours worth of double exp per week, and a switch to activate it. Make it rollover, like cell phone minutes. Make it account based instead of character based, so you can spend your 10 hours worth of double exp catching up to your guild group, and they can either save their 10 hours or make alts.


The WoW/EQ2 vitality system is the best way to do this. Casuals then have an exp bonus every time they play. I have never run out of vitality in EQ2 as long as a take a few nights off. I never get to powergame on the weekends anymore. That is how most of my guild burns it off.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on March 07, 2007, 08:21:58 AM
(http://www.cybersalt.org/cleanlaugh/dogs/big_headed_tiny_dog_chasing_tail_md_clr.gif)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hutch on March 07, 2007, 08:52:29 AM
(http://www.cybersalt.org/cleanlaugh/dogs/big_headed_tiny_dog_chasing_tail_md_clr.gif)

O cutely animated dog!
Are you a metaphor?
What for?
For the game this thread addresses?
Or for the thread itself?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on March 07, 2007, 09:17:40 AM
(http://www.cybersalt.org/cleanlaugh/dogs/big_headed_tiny_dog_chasing_tail_md_clr.gif)

O cutely animated dog!
Are you a metaphor?
What for?
For the game this thread addresses?
Or for the thread itself?


Yes!
Yes!
I don't know!
Maybe!
Your questions intimidate me!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on March 07, 2007, 09:59:18 AM
 :dead_horse:

This is probably as good a choice.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on March 08, 2007, 06:02:02 AM
From reading elsewhere, there's a couple of changes which weren't included in the patch message...for some reason:
4-dot and above mobs have had their xp nerfed.
Special melee attacks have had their damage reduced by up to 50%


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on March 08, 2007, 06:21:22 AM
4 dots mobs XP was just boosted (last patch before this), so this is pretty stupid.

Nerf to special attack's damage is in the patch notes, just written differently, like: "Damage was calculated the wrong way. Now it's calculated as a given number NOT a fraction blah blah...".

Still a nerf.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on March 08, 2007, 06:35:42 AM
This is like watching Verant fumble around with balance changes in EQ all over again except that the frequency of changes are sped up an order of magnitude.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on March 08, 2007, 07:58:23 AM
The best part is when quite a few of the vanbois of a month ago (not you, Falconeer - I'm talking about the rabid loonies) are now coming up with statements along the lines of "If I knew that it was going to be this buggy/my class would keep getting nerfed/slow travel was this annoying/the solo grind would be this bad, I'd never have subscribed"

I mean, it's not like that's what anyone with prior experience with Sigil/Verant and half a brain was saying all along....  :roll:


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Joey on March 08, 2007, 07:58:50 AM
I'm done. 

I managed to get my Monk to level 19, but for the last 5 or 6 levels, I clearly wasn't enjoying it.  As others have stated, the game is pretty fun until you hit the brick wall in the mid-teens.  Once you reach level 14 or so, solo quests are damn-near impossible to find, and as time goes on, it's getting more and more difficult to find enough players in the post-12 levels to group with.  Grinding on spawns doesn't really get you anywhere, as the XP gain is so seriously slow.  At this point for me, it feels like the world is kinda cut off, as I simply can't progress anymore.  I can be logged in for a very long time and walk away having not really accomplished anything. 

And yeah, the lack of sidekicking and whatnot is REALLY weak.  A couple friends of mine picked up the game last week so we could all play together, but ended up quitting yesterday because they gained no XP at all when grouping with me.  They both managed to hit level 12, at which point they decided that the game was just too rough and returned to WoW.

With Vanguard, you simply have to have A LOT of time to dedicate, be in a good guild with lots of players who are all about your same level, be very forgiving of poor performance and bugs, and possess a real desire for seriously hardcore level grinding.  For me personally, I simply have far better things I could be doing with my time.  Besides, paying $15 a month to beta test a blatantly incomplete game is horseshit.





Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on March 08, 2007, 09:12:35 AM
I'll just be over in the corner, chuckling and wringing my hands together...solo.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Merusk on March 08, 2007, 09:32:16 AM
Perhaps I'm just misremembering, but I recall the same wall being there at 15 in EQ.  Most 'newer' folks didn't recognize it because they came in after Paludial Caverns was around, so it was easy to breeze on through to somewhere around 25-30.

  However, I distinctly recall having a monk, a ranger, a shadow knight and a Cleric I left dangling at 14-18 because the XP just STOPPED at that point, and it was more advantageous to focus on the warrior, then druid (when I finally realized warriors were NEVER going to solo at the level of play I was willing to do).

So really, big "Mission Accomplished" there Sigil.  You've recreated EQ1 circa Kunark from what I've read.  Pity for you that so few seem to want it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on March 08, 2007, 10:09:40 AM
That mid-teen wall is EXACTLY like EQ1. I hit it with my warrior right around the mid-teens and was never able to solo for experience after level 20. I was lucky by that time, because I ran a pretty big friendly guild when I hit 20 and had groups most nights. But when I didn't, it was a waste of time to stay logged in. Of course, that was also back in the days of hell levels, when 25, 30, 35, 40 and 45 took about 3 times as long as the previous level.

I hit 20 about a week after Kunark came out, soloing Iksars in a cave in Swamp of No Hope. That was before everyone discovered Lake of Least Resistance for those levels.

I will never go through that kind of shit again.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on March 08, 2007, 11:15:08 AM
I can be logged in for a very long time and walk away having not really accomplished anything.

I'm experiencing the same thing. And I'm amazed really, as I can't understand how I can log on for three hours and walk away wondering how I got no experience, finished no quests, and have only managed to lose money. Its mind boggling.

As much as everyone likes to say this is EQ1, its actually worse. I solo'd/PUG'd from 1 to 40 or thereabouts in Pre-Kunark EQ with little issue (gear started sucking eventually, though) before I was really forced to join a guild. I feel in VG at 20 what I felt in EQ at 40. I'll admit, though, that on double xp weekend the xp gain felt like it was about right. They should have just kept it there.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: slog on March 08, 2007, 12:01:01 PM
I played a Troll Shadowknight in EQ at release so I was subject to multiple penalties.  This sounds worse.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sauced on March 08, 2007, 12:24:27 PM
I'm sure the old chart is still out there somewhere, but troll sk was brutal if I remember correctly.  I think halfling druids were at 75% xp to level, but the troll sk combo was 125%.

Getting to 20 pre-Kunark is what Vanguard always seemed to be going for, and why anyone would want to experience that again is just beyond me.  I think I was still using a minotaur axe and had finally gotten my third piece of banded and could finally leave the Dervish camps for the Caiman camps in Oasis.  Just the thought makes me want to kick McQuaid in the nuts, something I haven't felt the need to do in over 7 years.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: El Gallo on March 08, 2007, 01:09:56 PM
IIRC, trolls had a 20% xp penalty and all hybrid classes had a 40% penalty.  So troll SKs took 60% more to level than any other class.  They eventually removed the class based penalties, but the race penalties were still there when I quit (PoP-era).  Iksar also had 20%, Ogres were at 15%, Barbs 5%, and asslings had a 5%? bonus.  There were also class xp bunuses for warriors and rogues (I think that was it) of I think 10% and 5%.  All IIRC, but it's scary how much shit I remember from that game.  It's almost like it was a substantial part of my life for a couple of years  :cry:


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on March 08, 2007, 04:47:51 PM
http://vgplayers.station.sony.com/newsArchive.vm?id=080&section=News

Interesting....


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Falconeer on March 08, 2007, 05:10:06 PM
Yes, interesting.
Hey, what about them doing it permanently?
The first game where you always get double XP on the weekend. And to spice it up a bit more they could make the other 5 days "hell-days" with just half the normal XP.

"To put players right in the action of Game Update #1 and as a continued thanks to our community, we are giving players a second opportunity to receive double adventuring kill experience this weekend!"

Uncanny.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on March 08, 2007, 07:10:10 PM
Joey, tell us how you really feel, please!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Afropuff on March 09, 2007, 05:55:48 AM
This shit is fucking hilarious. The XP rate is lower, the XP rate is higher.  Lists of shit published weekly, ten miles long and full of basic features and game mechanics they're still fucking with despite having been in development for 5 years prior. All of it minutiae, since none of it will make people sign up for a gameplay experience they've already decided they don't want.

"Oh shit, people aren't biting! Quick, let's dick with enchantment!"

I don't have anywhere near the MMO experience of you guys around here, but it's definitely more fun to read about MMO's than to actually play them. And it's free.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Afropuff on March 09, 2007, 05:57:25 AM
-edit- double


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Gutboy Barrelhouse on March 09, 2007, 07:46:52 AM
Brad posts alot of words on why people love/hate VG
________________________________________________________________________________________________________

Quote:
Originally Posted by Lyrical 
Title says it all. There has been so much vitriol against Vanguard. It is like when some products get launched with a ton of hype, but the opposite. I have never seen an MMO launched with so much negative-hype. Lately many people on these boards have stated that they hate VG because they want it to bring them back to the glory days. I am not sure if that comparison will ever make sense. Eq1 was my first game, and while I have fond memories of being in a virtual world for the first time, I have since then played just about every MMO launched, and have become a jaded gamer. The n00b sense of wonder is never going to come back, so why look for it? Its like the song by Sade called "It's Never as Good as the First Time." But it seems like many want it to be like that Madonna song called "Touched for the Very First Time." That's not going to happen again.

This game is nowhere near as bad as many people on this board are saying. To me, it has a very Velious like feel to it. Alot of the old mechanics in Eq1 (like kiting but with more risk) are back in VG. The gameplay seems a bit more free than we are getting in other MMO's (like Eq2). The classes are fresh, and we are either seeing new classes or new takes on classes.

The only two things I don't like about this game are TLC and performance. TLC is self-explanatory. As far as performance goes, it was so bad in beta that I deleted my VG off of my hard drive. With a medium level comp (3200 Athlon, ATI 9950 graphics card and 1 gig ram) I was only getting a pathetic 5 fps. However, since launch, I decided to give VG a second try. I added a gig of ram and put an NVIDIA 7800 GS OC, and am getting 25 to 30 fps with the graphics reso on the highest setting and the display set to balanced (and this is while fighting in the city). My new rig is hardly state of the art, but is running VG fine. I played for four hours last night with no probs until midnight where the server started glitching. Assuming they fix this, I think VG will be fine.

I started playing VG with very low expectations for it, other than I could add it to my Station Access and play it with Eq2 (and I planned on adding the DC MMO and other upcoming MMOs for a flat fee). The posters on this board lowered my expectations on the game with their rants on how VG sucked. I am finding this game to be much better than they said, and am wondering how many others of you think that VG has been better than the poor word of mouth it received throughout beta.
_______________________________________________________________________________________________________
Well said and a great question and certainly one we think about. I think there are misconceptions out there about the game and our intent. Our heritage making EQ 1 makes it so a lot of people automatically assume the game is only for the hardcore. I posted here and elsewhere (on other boards and our own message boards) for months before release talking about how the game is for casual, core, and hardcore players and our belief they can all co-exist in the same game. Unfortunately, a lot of people didn't read those posts and assume Vanguard is more hard core because EQ 1 was. I think I failed in reaching out to a lot of people and spreading the word that this game is NOT hard core like the original EQ 1. I probably spent more time talking about the game to those already interested in it than reaching out to those who were not. Ah well, hindsight is 20/20.

A lot of people wanted a new game that was like EQ 1 up to the Velious period and I and others described Vanguard thusly. The good part of that is we got those people excited about the game. The bad part was that people who didn't follow the game as closely didn't hear the complete message, that being that the game also has lots of content for casual and core gamers -- it was like when I posted, I was just preaching to the choir. People who didn't follow the message boards and only heard that Vanguard was made by the original EQ guys made assumptions that Vanguard would be just like EQ and require tons of time to play, that you had to raid, that you had to group constantly, etc.

Like I said, that message resonated with a lot of people in a positive way, but it also did harm in that those people who don't want another EQ 1 were turned off when they heard about Vanguard but not all of the details behind the game. There were and are also a lot of 'Vanbois' who spread the word that this game was not for WoW players and that people who like a more casual game like WoW were not welcome in Vanguard. In that sense, the messaging backfired and many people aren't even giving the game a chance.

I think we could have reached out to those people on other boards in a better way and made sure people knew that casual gamers are indeed welcome in Vanguard. I also think that after level 12ish people are feeling that they have to group, and that is something we need to address. We also need better LFG tools so that people can find groups. We were over-worried that the newbie areas would be over crowded and now we face some under population as people level up and spread out over the large world that is Telon. That is why we are working on making the LFG tools better, looking into adding some overland teleportation, etc. Under population is actually worse than over population because it can be difficult to find people to play with and this hurts community building.

We also need to change our messaging in ads, both online and in print, and attempt to dispel the assumption some people are making that Vanguard is only hardcore. In reality we very much understand that the gamespace has grown and evolved. People who had a lot of time on their hands and played a ton of EQ have grown up, got jobs, families, etc. Even those who played EQ a ton of hours and had a blast for years playing that game now are in situations where while they had fun with EQ want a different game that requires less overall time invested and especially less amounts of contiguous time and the ability to play more casually. Like I said, I think we need to make some changes to the game (nothing fundamental, but some tweaks here and there), but the even bigger problem is that many people aren't even trying the game out because they've already made up their minds that Vanguard = EQ 1.

Some of this will be addressed through viral marketing. As those who are playing the game enjoy Vanguard, they will tell their friends that this game is not as hard core and nearly as tedious as EQ 1. This will help, but I also think we need to be more proactive in spreading the word about what Vanguard is really like. Heck, even people who are giving the game a chance have misconceptions. I was grouped around level 10 and we got into a situation where we were in the floating cities above Jalen's Crossing and died a few times and just couldn't get back to our corpses to do a CR. We ending up dying several times. I said forget it, and went to the altar and just summoned my corpse to me (something you could NOT do in EQ 1). I advised the others in my pick-up group to do the same and they didn't know you could do that! They thought you HAD to CR, just like EQ 1. Man, that was an eye-opener. I think there are people who truly believe you either have to CR or that the penalties for summoning your corpse to the altar are so bad that you never want to do it. And it some cases, at higher levels, and depending on what mob you die to, the penalties *are* too severe, and we need to make some changes. But just as importantly, perhaps even more importantly, we need to get the word out that you don't have to CR in the vast majority of cases, and that also in the vast majority of cases summoning your corpse to the altar where you pop up when you die does NOT include a heinous penalty; rather, that's why we put that functionality in there. Having to CR in Vanguard is the exception, not the rule -- only in fighting extremely difficult mobs where you and your party knowingly accept the risk vs. reward of fighting specific boss mobs likely in the depths of dungeons do you take the risk of having to CR (or get your corpse dragged out) assuming you totally wipe and don't have someone who survives on hand to resurrect you. And I think that's just one powerful example of false assumptions that are being made about the game, either by people playing it (who may get frustrated when they actually don't have to) or by people who have heard about the game and figure, again, that it's hardcore and an old school MMOG with updated graphics. Ah! This is frustrating, but we will get the message out.

No, we're not talking about changing the game to be a lot more similar to WoW. We're not trying to make a WoW clone. The game is more challenging, and it does take longer to level up, but not a lot longer really -- we've timed it. And the additional challenge is optional -- you don't have to play Vanguard the way you had to play earlier MMOGs unless you want to. So as long as we can make leveling up less tedious, make sure there are ways to advance even if you only have a little time that day to play, etc. I think we'll be in good shape.

There are a lot of emotions out there. Strong ones. You have people, like I mentioned, that while they enjoyed EQ 1 back in the day, want a game that has the good parts of EQ 1 but not the tedious nature of it, or the necessity to play crazy hours, or to raid constantly. Those people I think, or at least most of them, will enjoy Vanguard if they give it a chance. But first we need to penetrate these assumptions and perceptions.

Then there's the whole WoW vs Vanguard issue where many people think that if they enjoy WoW they won't like Vanguard or vice versa. This is in part again to those pre-conceptions, but also our fan base has contributed to this stereotype. (sorry Vanguard fans, I don't mean to generalize here, but there has been a negative vibe, a polarizing vibe, even with me and others posting that this game is inclusive not exclusive).

Then there's the issue that Vanguard is a different game and won't appeal to everyone. Some people like that, and some people don't. It was always our desire to make a game where casual, core, and hard core players could co-exist and you can certainly solo or play casually in Vanguard and have a great time. But then there are also people who simply don't want to group. We need to make sure as many of those people can and will still have fun in Vanguard. Again, the game isn't designed to appeal to everyone and some casual players won't like Vanguard no matter what. And that's ok -- we didn't set out to make a game that is all things to all people. But I think quite a few people who have inaccurate preconceptions about the game actually will enjoy the game if they give it a chance. In fact, I know quite a few. The challenge is to get them to try it.

Then there are some of the controversial aspects of Vanguard -- a huge world with hopefully meaningful travel, no instancing, etc. When some people hear about these aspects of Vanguard that seem 'retro' they automatically assume the game isn't for them, that it's old school and that we decided to ignore modern MMOGs and were stuck blindly in the past when designing this game. We need to reach out to those people and explain where we embraced modern MMOG ideas and concepts but also why we chose to build on 'older' foundations, not because we're stubbornly set in our ways, but more so because Vanguard needs to be something different, and a combination of new, revolutionary ideas combined with an evolutionary and proven foundation. And the 'vision' can and does change and learn -- as we've mentioned, we are seriously considering some overland teleportation to take some of the tediousness out of travel. We can and will adapt, and we can do so without making a game that is a clone of another game -- the MMOG gamespace is certainly large and mature enough to support games with their own identity and also large enough where people deserve choices. So overall I think a lot of people will end up enjoying the game once they give it a chance.

In a sense the more controversial aspects of Vanguard have been a blessing and a curse. The game is selling very well, but it could do even better if we could get this message out, that more casual people can and are enjoying the game -- that soloing or playing in small groups is a viable and fun way to play the game. Yes, you can get more rewards out of grouping and Vanguard is a game mostly targeted at the core gamer who enjoys grouping. But again, that's not mutually exclusive with casual gamers having fun too.

We also included features that appeal to more casual players and players with different tastes. We have a robust and fun crafting and harvesting system. We have diplomacy which is enjoyable and is done soloing. We put in housing and the ability to own mounts and ships because we wanted to get the UO/SWG player to enjoy the game as well, and not just the EQ 1 player. But again, getting that message out to those who didn't frequent our official boards before release has been a challenge.

We made it clear how Vanguard differs from other more modern MMOGs. I think this has had both positive and negative effects. It attracted many people who wanted a modern MMOG that is still built on the tried and true foundation of older MMOGs and MUDs. But then it also created controversy and assumptions that Vanguard was just another EQ 1 with updated graphics. In reality, while the game does build on the past, it's also different and takes into account that the gamespace has evolved and that many players don't want a total re-hash of the past. So again, this appealed to those who followed the game closely before launch, but at the same time created misconceptions amongst those who didn't follow the game as closely.

Sometimes controversy is good, and sometimes it's bad. Again, I think better messaging and viral marketing will help here. But to answer your question, I think that's why there's been such polarizing opinions out there -- the Vanguard lovers and haters. EQ 1 created so many emotions, both positive and negative. In fact, I don't know if there's been another game where people have become so emotional both while playing and after they'd finished playing. I still run into people and when they find out my involvement with EQ I tense up a little bit, not knowing if they'll get all excited and tell me about all the great times they had, all the people they met and are still friends with, or how they met their spouse in-game, thanking me profusely for producing the game... or if they'll look at me in a not so friendly way and make sure I know how they dropped out of college, or how the game, in their opinion, caused friction between them and their loved ones, etc. So we need to reach out to the 'haters' because I know a lot of them would love Vanguard if they gave it a chance -- Vanguard is truly a game where we learned from the past and we know people have changed. I know people who were burned out years ago with EQ 1 style games but who love Vanguard, so I know this is doable. It's just easier said than done.

Then there's the issue of us releasing a bit early because of us having to release when we did due to financial issues. And then there's the fact that we released so close to the WoW expansion. That didn't help either, at least short term. I am confident though that as people finish up with the expansion, that many WoW gamers will migrate to Vanguard. People want something new in their lives, and that includes MMOGs. WoW is a fantastic game, but Vanguard is designed with additional polish but also additional depth and freedom to experience more from a virtual world.

So while the game continues to sell well and churn is low, I think we could have done even better had we more effectively addressed what you mentioned and what I talked about above. I'm not worried -- I know Vanguard is a great game and getting better every patch. But at the same time, I'm not as happy as I could be about the negativity and controversy surrounding the game, when we launched the game, etc. We will recover and get the message out, of that I am certain. And in a sense, we did know some of this would happen -- again, there are those drawn to Vanguard because of our EQ heritage, but we also knew that there would be those who would be turned off by that same heritage. The answer is like I said to get better messaging out there, to reach out to those people, to have those who did buy the game and who are enjoying it spread the word to the more cautious or cynical MMOG gamers.

I think we have three groups of people we want to target with this game.

1. People who look back at EQ fondly and want a new game that is built on the foundation and heritage we have. Those people are primarily the ones buying the game and playing it like crazy.

2. People who look back at EQ and either never enjoyed it or enjoyed it immensely but whose lives have changed and don't want to play an updated EQ 1. I think a great number of those people can be reached and will end up playing the game and enjoying it. We learned a lot over the years, from our triumphs and mistakes. Challenge doesn't have to equal tedium. Advancement doesn't have to mean tons of contiguous hours played, families and jobs ignored, etc. Some people within this group are simply done with games like Vanguard period, but I think a lot of them aren't and won't be when they find out that Vanguard is different than EQ 1 in the ways that are no longer compatible with their lifestyle. I also think the more UO-esque elements of Vanguard that were not present in EQ 1 will help make the game more appealing to old school MMOG players who were more interested in a broad rather than deep game. There is a lot more to do in Vanguard than there ever was to do in EQ 1 -- a lot more sandbox, broad, etc. activities like building houses, sailing ships, etc. And when we get full city building in, players will be able to run vendors, enjoy an RTS element, and much more. Lastly in this group are the PvPers and I think as we continue to make our PvP servers better and more varied that more PvP players will be attracted to the game.

3. New gamers or gamers for whom WoW was their first MMOG. Reaching out to them is also a challenge. Many still enjoy WoW, which is fine, and especially are enjoying it now that Burning Crusade is out. As I've posted for months, perhaps years, I am confident that some percentage of WoW players will end up looking for a deeper game like Vanguard, where there is a lot more to do and experience. And as I've posted in the past, it doesn't have to be a huge percentage of WoW players for us to reach 500,000+ subscribers in the first year or so. But, of course, launching so close to the WoW expansion hurt us in this area short term. But they will come

Lastly, there's the art style, being more like EQ 2, using more modern technology -- shaders, bump mapping, specularity, etc. Some people when they look at screenshots of Vanguard assume it is a game much more like EQ 2 than WoW. Here again I am confident that our decision to use newer technology will allow us to keep the game current for years to come. But in the short term, people who stayed with EQ 1 or moved to WoW because they didn't like the looks of EQ 2, or are having performance issues, or who assume Vanguard plays just like EQ 2 -- these people need to be reached as well, because Vanguard is its own game and plays differently and is not an EQ 2 clone any more than it is a WoW clone -- it's a different experience and will become even more so as the game continues to evolve. People will be buying better machines, and we will continue to optimize, and as other games (not just MMOGs) come out that use newer technology (FPS games, etc.), people won't assume as much that Vanguard = EQ 2 just because they use similar tech; rather they'll simply see a modern game with an incredibly immersive world and setting.

So, anyway, that's what I think. We have some hurdles to over come, but I'm confident we can and are overcoming them. The word is getting out. The game is controversial. Our heritage in being involved with EQ 1 is controversial -- a blessing and a curse. But as more and more positive reviews of the game come out, as we continue to optimize and fix bugs, as we continue to add polish, and as people who are playing and enjoying the game tell their friends about it, the game will grow and become that much more popular. It's hard to compete in the gamespace now with WoW being such a giant. But then it can also be very advantageous to offer an alternative to the 'mainstream'. Look at DAoC back in the EQ days -- that game was never as popular as EQ, but was still a great game and found a solid niche and did very well. And now they've been bought by EA and have some tremendous opportunities ahead of them. I think the same is true for Vanguard -- the Vanguard lovers will mellow and enjoy the game and spread the word, and the Vanguard haters will relax and the more they hear about the game and that it's not more of the same, or too retro, or too hard core, they'll give the game a chance too.

In the meantime we'll continue to make the game better, fix bugs, make tweaks, add some very cool features. And we'll make sure people know that you don't have to grind unless you want to, that you can play casually, that you have multiple advancement paths and don't have to fight all of the time. We'll make sure people know that you don't have to CR -- that you can summon your corpse at the altar. We'll make sure that skipping CRs isn't as painful as it is. We'll add some teleporters. We'll make sure that while grouping remains the focus, that we make better LFG and even matchmaking functionality. The word about how fun harvesting and crafting is will spread. The newness of diplomacy where you don't have to fight to advance, where you can find out the lore and storyline without having to hack and slash all of the time will get out there -- there's already been some very positive reviews where people are very excited about this third sphere of gameplay. The community will grow. The controversy and love-hate feelings will subside and having more options when it comes to MMOGs will appeal to more and more people. After all, people like choices.

Anyway, those are my thoughts as to 'why they rage', the controversy, and all the emotions surrounding this game. Thanks for listening

*bow* 
reply to this post Find all posts by Aradune Mithara.
 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on March 09, 2007, 07:51:25 AM
The guy doesn't understand why people don't like his game. 

That says it all right there.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on March 09, 2007, 07:55:12 AM
Heh, he still thinks he can reach 500K in one year.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on March 09, 2007, 07:59:27 AM
Nothing in Brad's comments explain why they just nerfed the living shit out of every melee class, why soloing is more exp efficient than grouping in a game that supposedly encourages grouping, and why Sigil has felt the need to offer back-to-back double exp weekends (which actually reward the hardcore over the casuals since, at least in my world, the casuals are less likely to have marathon weekend sessions like I used to do in EQ1 5 years ago.)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nyght on March 09, 2007, 08:06:43 AM
Well, it is good to know it is all just a PR problem and not the fact that they released a broken and unfinished game that had changed design direction several times...  :roll:


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on March 09, 2007, 08:15:05 AM
Here's my take on Vanguard after having played 5 toons to the 12-20 level mark. These are the first things that come immediately to mind:

1) Combat is dull. There is nothing exciting about combat that makes the player feel a) immersed in the game world nor b) like a hero.  For a game titled "Saga of Heros" there is nothing heroic about it.  WoW has it. CoH/CoV has it.  Vanguard, no.

2) The classes have very little that's "new" about them with the minor exception that the healing classes are now some of the more effective soloers.  They did shuffle a few of the standard diku abilities among the classes, but I've never had a "Wow this is a cool ability" moment.  It's more like: Oh... this is like the EQ power <insert power here>.

3) Grouping with random people isn't worth the effort.  XP is less efficient and having them kill you sets you back enough that it's often not worth the frustration.  For a game that claims to promote groups and encourage social interaction, you sure get penalized for attempting to meet people.  

4) The quests are numerous but uninteresting.  Kill X of Y, Deliver Z to A, Talk to B.  Been there, done that.  After level 15 the reward for questing is typically not worth hte effort.  Dungeon crawling for loot is more effective.

5) I am my gear.  Will this ever change?  If I have shitty gear, I can not overcome it by playing more skillfully.  

6) Crafting/Diplomacy are interesting.  Matter of fact, you could eliminate the combat aspects of the game altogether and this may be a nice graphical upgrade for ATitD if enough crafting content were added.  This is the most positive thing I can say about the game.

7) The world is big, but I began to wonder why.  Lots to see and explore, but no real rhyme or reason as to the expansiveness.  There was no economic reason for the expanse and all areas contained essentially the same content.  The mobs/quests/npcs just looked different.  

8 ) You're penalized from the start for making a group of diverse classes/races with friends.  When I played with 2 other RL friends, we couldn't simply play what we wanted to because it meant that at least one of us would be travelling 45 or so minutes just to meet up with the others.  That is if they didn't die trying.  

So many more... but I have to go lecture.  I'll try to add more when I can.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Merusk on March 09, 2007, 08:17:25 AM
Well, it is good to know it is all just a PR problem and not the fact that they released a broken and unfinished game that had changed design direction several times...  :roll:

The part that gets me is that he states several times that they DIDN'T change directions.  That it was ALWAYS meant to be a 'casual friendly' MMO.  He could have silenced those 'vanbois' on day one, but didn't, because that WAS the direction.

It is to fucking laugh.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hutch on March 09, 2007, 08:31:02 AM
Well, it is good to know it is all just a PR problem and not the fact that they released a broken and unfinished game that had changed design direction several times...  :roll:

The part that gets me is that he states several times that they DIDN'T change directions.  That it was ALWAYS meant to be a 'casual friendly' MMO.  He could have silenced those 'vanbois' on day one, but didn't, because that WAS the direction.

It is to fucking laugh.

IGNORANCE IS STRENGTH
WE HAVE ALWAYS BEEN AT WAR WITH EASTASIA
VANGUARD WAS ALWAYS INTENDED TO BE CASUAL-FRIENDLY
BIG BROTHER LOVES YOU


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on March 09, 2007, 08:32:20 AM
On 'meaningful travel' ...

I have to live on the continent of Thestra, since my guild mates are located there and its is a trail of tears trying to group in Vanguard without an established social base. Now, I love the crafting. Every 10 levels, I have to go train. I have to train in Qalia, one of two other continents. I cannot train in Thestra because I haven't done a series of quests that are required to do so, and I've not done these quests because I would have to faction grind to even be allowed to talk to the NPC that gives out the quest.

So last night, I ding level 21 blacksmith. I tell my friends that I will not play with them tonight since I have to embark on a journey to train my smithing. I leave the enclave of Veskal's Exchange and head to the port city of New Targonor. This takes approximately 30 minutes.

From Thestra, I teleport into Khal, since boats are a huge waste of time in a game that seems to be dedicated to wasting mine.

In Khal, I ride to Lomshir, the site of my last trainer. I assume that even if he doesn't train me, he will have some indication as to where my new trainer is. After another 20 minutes, I arrive in Lomshir, and the trainer has nothing to say. So I figure I should go back to my starting main large city, Hathor Zhi. This takes an additional 20 minutes. The trainer there doesn't talk to me, and gives no indication as to where my new trainer is. I'm an hour into this song and dance, so I join the crafting global channel and ask. Turns out I have to go to Ahgram, a 35 minute 'gallop' to train.

I get there, find the new trainer, and behold, he has a quest icon above his head! Huzzah! I talk to him, and he says that my quest is to...go back to Lomshir and get some materials to do my level 21 quest. Then come back.

I quit for the night after spending one hour and 30 minutes gaining absolutely nothing. Please note, that even if I had been informed apriori as to where I'd have to go train, for a guild based on Thestra, a Qalian player would have to spend a minimum of an hour and a half just traveling -to get the danged quest-.

And this quest isn't a necessity. It doesn't advance your character one jot, it simply blocks your way to advance further. If you don't do the quest, you aren't allowed to grind to futher levels.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on March 09, 2007, 09:07:22 AM
Well, it is good to know it is all just a PR problem and not the fact that they released a broken and unfinished game that had changed design direction several times...  :roll:

The part that gets me is that he states several times that they DIDN'T change directions.  That it was ALWAYS meant to be a 'casual friendly' MMO.  He could have silenced those 'vanbois' on day one, but didn't, because that WAS the direction.

It is to fucking laugh.

I could only get about a quarter of the way through that post. The first 5 paragraphs or so contradict EVERYTHING HE EVER SAID ABOUT THE GAME before the beta got into full swing. He was the one continually telling people it was a challenging game, it wasn't going to be like WoW, it was very much about grouping and raiding and hardcore play. He made up the "CORE" player designation when he started to realize all that was turning people away.

His own words are to blame for the lack of interest. The word of mouth about how shitty, buggy and grindy it is have just added fuel to that already crackling fire.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on March 09, 2007, 09:09:53 AM
Two things from McQuaid's spiel:
1) For the love of Pete, someone hire him an editor.
2) VG is underperforming and Brad's under pressure - hence him throwing the vanbois under the bus and pleading for WoW players to try his game.

Next up: Teleports, rest xp & DAoC-style horse rides.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on March 09, 2007, 09:12:39 AM
He mentioned overland teleports as coming up in that spiel.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on March 09, 2007, 09:24:21 AM
more spiel, the important parts of which have been largely referenced:


Quote
2x exp weekends

Quite frankly, no BSing around, it's a preemptive attempt at giving players who have less time to play a boost and to give people something to look forward to and to keep subscribing. We want to do things that encourage people to keep subscribing. That said, I think it can be taken too far and it also allows people who already play a lot to advance that much more quickly. It definitely could be taken too far which is something we're aware of.

We continue to grow quite nicely in terms of subs and registered players. That said, we want to have special events like this and while churn and conversion is fine, we'd rather offer events like this ahead of time and not in reaction to a problem. That said, we don't want to over do it either, so I wouldn't consider double exp periods to happen that frequently. It's a cool thing to do occasionally, but can also easily be over done, and we're aware of that.

Double exp on the weekends rewards hardcore. They are the ones that can put in 15-20 hours from Friday night to Sunday night.

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Update 1

Some issues just don't materialize until you go live. Remember, the game has only been out a little over a month. Some nerfs and tweaks are going to be necessary and happen with every MMOG both during beta and for a period of time following launch. That said, we've planned a lot better, given our experience making MMOGs in the past. I'm not going to say we're going to stop making tweaks in the future, or changes that some may consider a nerf -- after all, the long term health of the game is more important than the desires or wants of the individual. Making a more balanced game and our responsibilities as stewards of this evolving, virtual world and service mandates that we balance and tweak. That said, I think it's safe to say that these changes will happen less and less frequently as things settle down and reach more of an equilibrium.

But to be completely honest, in the future, whether it be a Live update or part of a major expansion, if we add significant content of mechanics to the game, undoubtedly we'll have to follow up with some tweaks again -- and some may be considered positive, and others unfortunately negative. These are just the facts of maintaining a service and a healthy MMOG for months and years. We don't like to nerf -- in fact we hate it. We certainly don't like upsetting people and will do our damndest to avoid them if at all possible. Heck, we play this game too, and many of us a LOT. But again, we have to look at the big picture and long term health of the game. While we love the fact that the game is out and we're in a live environment, and while we have a lot of cool plans for new features, classes, mechanics, areas to explore, updated areas, etc., which makes us excited and will continue to evolve Vanguard into an even more incredible game (like I've said, as cool as Vanguard is now (and yes, I realize there are issues and bugs), the Vanguard of 2008 is going to smoke the Vanguard of 2007, and the Vanguard of 2009 smoke 2008. We have a LOT of cool stuff planned (city building, mounted combat, ship to ship combat, better AI and more interesting dungeon layouts and population, eventually user generated content and a more dynamic world, and so much more). But as these things get added, either by the live team or as part of a major expansion, while we'll do our best to test things on test servers, etc. they will be going live and problems will be exposed. And those problems will have to be addressed.

Sorry to go so long on this, but I really want to be up front and clear about this. Again, we hate nerfing or upsetting anyone, but from the very beginning, in the very first FAQ we put up about the game years ago, we made a commitment that the long term and overall health of the game means that overall players will enjoy a better game and a better service. Some people may be affected adversely, or perceive they are, but overall and over time our commitment to maintaining a great game and a great service will pay off.

The alternative would be to let issues stay untouched and cause problems... say a class or classes are unbalanced so people over time feel compelled to play the more powerful classes even though they would have preferred to play another class. Or we leave an exploit in so players feel compelled to advance more quickly in certain areas of the world or by doing certain things, leaving the rest of the world and the opportunities to advance neglected. Or we don't add to the game in fear that we may make mistakes and have to address them, upsetting some people. We can't do that. Arguably the greatest thing about MMOGs is that they continue to advance and evolve -- they're never truly done. What an exciting upside -- to participate in a game that offers more and more the months and even years that you play it. Making the game both deeper and broader is what we've planned for Vanguard for so long. But then we're not perfect either, and we will make mistakes -- hopefully less because of the experience we have making these games -- but then we're pretty ambitious as well, as so we'll likely make brand new mistakes. For that I'll apologize up front, but when we do make mistakes or when something goes live and doesn't work exactly like we'd planned, or what wasn't apparent on dev servers, or on test servers, we will then have to fix the problems in a live environment. Some fixes, hopefully most, will make the majority of players happy. But some will be perceived as negative 

What you do have is our commitment to be available and to explain our decisions and to listen to all of you. Hopefully this will minimize 'nerfs' and when they do occur you'll at least know why -- you may agree or disagree -- but we will both explain and listen, because we owe you guys that and because from the beginning Sigil has always stood for being up front and not hiding things -- stealth nerfs and the like.

Thanks for listening and for your understanding and patience as we continue to build upon the foundation that is Vanguard and take it places not only have we planned and dreamed about for years now, but also places we haven't even thought of yet

Teleportation Systems


We're looking into adding some teleportation. We don't want to over do it and we want travel to still be meaningful, but as the game has become live, it has become apparent that some overland teleporation is necessary like you said for community building and keeping groups together and being able to travel long distances more quickly so you can get together with friends. Horses and other vehicles will remain important, but it is becoming clear that at times teleportation is appropriate. We'll then get the best of both worlds -- you'll be able to more quickly traverse long distances, but at the same time exploration will remain key and we keep the ability to add new content to the existing world.

To my knowledge, nothing is set in stone yet and there are still meetings figuring out the details. My preference is that they are not class based, but rather fixed locations (that we can move if necessary) that allow for teleportation. But again, that's just my preference. This is and always has been a team effort. The issue of teleportation should be determined fairly quickly and devs who play the game far more than me will weigh in as well and I'm sure we'll come up with some good solutions that, as I mentioned, help community building, help people find groups more easily, but still maintain a large world with meaningful travel. I don't think they are mutually exclusive and if you look up some of my old posts from very early beta, the fact that we might need some overland teleportation was always a plan B -- we just needed to get the game out so we could have a better and more clear idea of what is necessary so we don't go too far (nor not far enough). With any changes or additions like this you want to make sure the pendulum doesn't swing from one side to the other by over compensating for a problem.

This is a complete cave, but for the best. They built a huge world for no reason other than they could. It doesn't help the game.

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Ref: Zoning & Chunking

For many computers there is minimal to no chunking time. And this will become more and more true as people upgrade and as we fix bugs associated with chunking. Like I said, my systems with x1950s have virtually no chunking issues -- no falling through the world, and crossing over a chunk border is almost instantaneous. And that 90% will approach 100% over the next year as we continue to optimize, fix bugs, and better hardware becomes both available and cheaper. Having to artificial chokeways, as you put it, makes more a more immersive virtual world. Add to that all the advantages I listed in my long post and this forward thinking architecture will pay off more and more and the upsides eventually so out weigh any downsides that it will cease to be an issue. Planning and architecting for the future, which I think is essential when making an MMOG that should continue to look good, be flexible, be upgradeable, etc. for years to come I feel strongly is the way to go, despite the short term issues some players have (although again I do apologize they do sometimes occur to people, and depending on their set up, the fact that they happen more often to some than to others -- by no means am I being flippant or dismissive of the problems some people experience; rather, like with many aspects of designing an MMOG that is to last years and planning for the future and the technology that will become more and more available and accessible/affordable, this does mean that short term there will be some issues, and more issues for some people -- again, I think for most people the advantages already far outweigh the disadvantages and this will become more and more true as the months go by).

The chunking works. I do like this part.

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Benefits of Chunking over Instancing

The entire world is seamless in the sense that it's one huge contiguous world. It's divided into grids that are 2km x 2km. There's really no other way to do it. EQoA on the PS/2 was similar except that the hardware on the PS/2 allowed for constant reading of the DVD as a separate process (something the PC still cannot do, sigh). So there was less of a 'chunking' issue with EQoA because of the PS/2's hardware. But the world was the same way, divided into a grid.

1. Immersion -- the whole world is really there. You're not limited in where you go unless we specifically need to block something for gameplay reasons -- but we don't need to block off part of the world for technical reasons.

2. View Distance -- even though you are in a 2k x 2k chunk, the programmers did major surgery to the Unreal engine and the chunks all around you are loaded up. So you can see 4-6km. This creates fantastic view distances which again helps with the immersion -- you really feel like you're part of a world.

3. Future View Distance -- Because the engine has been architected for the future, one of things we'll be able to do is when there is a 64bit client, you'll be able to load even more chunks into memory and see even farther. This will help a great deal when flying mounts become more and more key to higher level gameplay.

4. Advanced level of detail and portal technology. Because of the view distances, how level of detail (where there are several models of, say, a house, each less detailed, such that the farther away an art asset is, the lower detail model is displayed so your computer isn't crunching polygons that you can't even see). One of the things that needs to be done is, like WoW, LODs as well as any object that is coming into view needs to fade in and not pop in -- this is something that will be done when time permits. In any case we knew from the beginning that we wanted a world where you could not only see far, but where you could fly up above a major city and still have a framerate. This required, as I mentioned, a complete and extremely advanced portal and LOD system. This is why you can fly anywhere (unless blocked by framerate) and have been able to do so since before beta. Contrast this to WoW, where you can only fly in the new expansion areas.

5. Lots of room to expand the existing world. While expansions will be made (and are also easy to add -- we just create more chunks and attach them logically to existing chunks) and new islands and continents will pop up, the other advantage of a seamless world is that every square foot is there. It has always been very important to us that we keep the 'old world' updated and fresh even as expansions are added. This was a goal early on, as we messed up and allowed expansions in EQ 1 to make the old world obsolete. Not only didn't we update the content in the old world, we made it such that there was little to no reason to visit the old world because the items and such that you could obtain in expansions rendered the old world obsolete as well. Our commitment with Vanguard is to have a Live Team that keeps the old world up to date and interesting. And having a seamless world makes that easier in the sense that the Live Team won't only be updating and revising content in existing areas of the old world, but there is plenty of room to add complete new areas to the existing old world. When we laid out the world early on we made the choice to make things big. At the same time, we were aware of the dangers of a huge world becoming boring (ala SWG) because it's virtually impossible to fill every bit of the world with something interesting (a point of interest, a dungeon, a city, a village, etc.). So what we did is lay out the world with cities, dungeons, and POIs and then created corridors of content connecting them (often roads or other logical pathways for players to traverse). If you leave these corridors of content, there's still stuff to see, wandering NPCs, etc. But the detail isn't there. I've seen criticisms of this, but the alternative again is to go zone based and just have nothing there as opposed to land with less focused and custom content. In any case, the Live Team will be able to slowly but surely add POIs, dungeons, camps, and other interesting areas to those parts of the world that are more plain without having to deal with a zone based world and figure out what is going to connect to what. So they'll add more custom content and then create new corridors of content connecting the new or updated area to what is already there.

The world is too big, even with this in mind. Why the two small continents? There is plenty of land mass in Thestra alone for all races AND 2 years of added plug in content.

Quote
6. In the future (probably some time away) we do have the ability to add a z coordinate to chunks. Right now you can fly very high up into the sky, and you can also create an underground dungeon that goes deep into the ground. But if necessary, and I think it will eventually happen, we could add chunks under the world, creating an 'Underdark', and then we could also add chunks above the world, creating cities in the sky, or flying into these chunks could lead to alternate planes. I think of the MUD I used to play and they had the Norse Tree Yggdrasil that you could climb to reach places like Jotunheim. Something analogous could be done. Pretty cool, IMHO.

7. Because it's a seamless world, we need to be able to load up any art asset *anywhere*. By art asset I mean anything: an NPC, a PC, a building, a part of a dungeon, a statue, etc, etc. With a zone based world, take EQ 1, there was a global file that always loaded in (for example, for PCs since they could pop up anywhere). But there was also files with art assets unique to that zone. It would include buildings, NPCs, etc. In fact, if we wanted to use an NPC in more than one zone, we would either add it to both zone files or if it was used a lot, we'd put it in the global file. But the global file had to be kept small (especially back in those days when servers and PCs had much less memory, slower hard drives, etc). In fact, when loading a zone in EQ 1 (at least when I was there) you loaded *everything* into memory. When you zoned, you deleted all of the zone specific data and loaded in the specific data for the new zone (hence the 'loading please wait'). With Vanguard the architecture and the fact that PCs and servers have become that much more powerful, anything can be loaded anywhere. We don't have to worry about a local and global file. This has many advantages. One is that we can assign an item to refer to any art asset. That means if you were in southern Qalia in the depths of a dungeon and killed a rare NPC or just found an object laying around, as long as an item in the database referenced it, you could pick it up, put it in your inventory, take it all the way to the other side of the world (say an island for housing, or northern Thestra) and place it in your house. So that cool statue of a djinn from the City of Brass could be placed in your house on the other side of the world as a trophy. Pretty cool. And that's just the beginning. When player housing turns into player cities, players will be able to decorate their villages or cities with objects from anywhere in the world.

The seamless architecture of the Vanguard engine and the way Telon is put together I think is already very cool and has many advantages other MMOGs don't have and simply cannot do. And then in the future, we can take advantage of this architecture all the more and do some really crazy things. Just for example, our portal technology will allow us to create non-Euclidean dungeons that cannot be mapped, creating quite an adventure and some time to get used to the area and not get lost. Really, the possibilities are tremendous. The engine was really architected with hooks into it that will allow us to do some really crazy things in the future for years to come.

So, yes, there is some downside and some pauses when you chunk. Again, this will become less and less of an issue as PCs become more powerful, as things move to 64bit, as our NPC AI improves, etc. So the downsides will become less and less of an issue and the advantages more and more apparent than they already are. I already strongly believe what we have now is worth it, and that again will become more and more apparent over time. So many aspects of Vanguard were planned from the beginning thinking about the shape and layout of the world for literally years to come. I really think the future is very bright. It's really so much more than long views and being able to go to just about anywhere you can see, being able to fly far above the world, etc. If you are going from point a to point b it doesn't take *that* long, but at the same time with every square foot being there, adding to the existing world is sooo much easier.


Priorities & Expansions

Like I've already posted, financial realities were such that we needed to release when we did. We did our best to get as much time as possible and we feel bad that the game could have used a few more months in beta. But what is done is done.

As we've always said, there will be a Live and Expansion team, with the Live team committed to updating, adding to, and refreshing the existing world. They will also be adding classes, new areas, new mobs, updating the AI, continue to optimize, etc. The first expansion is some time away and will add new land masses and include some major new features. The smaller stuff, while certainly important, will be added over time with patches.

Right now much of our focus is on bug fixing, balancing, etc. But that's not everybody. For example, while the design team is tweaking things, they are also adding new content, working on classes, etc. It's a balancing game -- how much effort do you put into bug fixes, tweaks, etc. vs. how many assets do you allocate to adding cool new things to the game. Right now, this soon after launch, there are more resources allocated to fixing things than how things will be a couple of months from now. But as you can see with our first major update we patched in, by no means are we only fixing things. We're doing our best to balance our resources and I think, overall, we're doing a decent job at it. Eventually more and more resources will be allocated to new mechanics, features, classes, NPCs, new areas in the existing world, etc. It will be a slow transition where as issues and bugs are addressed, more resources will be transitioned into new stuff and not just addressing bugs and other problematic issues. But it will happen.

'nuff said for now.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lantyssa on March 09, 2007, 02:01:22 PM
Without even touching on the content, it felt like a grind trying to read it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: squirrel on March 09, 2007, 02:09:47 PM
Without even touching on the content, it felt like a grind trying to read it.

Lol. My thoughts exactly. I was interested for about 10 lines then I thought "Fuck this, even reading your posts/notes is a grind!". How lazy I've become...


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on March 09, 2007, 02:18:54 PM
Without even touching on the content, it felt like a grind trying to read it.
Well, that's because you haven't grinded up enough Reading skills to get Bullet Points. Since I've been doing Reading about 12 hours a day since VG launched, let me go ahead and give you what a High-Level reader gets:

1) Um, casuals think it's too much of a grind. But if we double the XP rate, the catasses leave. So we just do double XP like, every weekend.
2) We're doing some cool stuff later on down the line, so stop bitching about how lame our nerfs are and keep paying. And don't bring up why these features weren't in at launch. I am not going to discuss why we're nerfing low-power classes.
3) People are bitching about travel about spending an hour trying to meet up with their friends, so we're considering allowing some teleporting you lazy fucks.
4) My computer doesn't have a problem at chunk lines. Pony up for a real machine, fucker. I have a big fucking empty world and YOU BETTER LIKE IT.
5) Reasons chunking is cool: You can see large swathes of empty world, instead of tiny patches of empty world.
6) Reasons big giant empty world is cool: Because we have all this space where we can, at some point, add cool stuff. We won't discuss that, in fact, it would take about 10 years of expansions to fill up one continent and we have three...
7) Not content with three continents of vast, empty space, we have plans to create content in the vast empty sky above it, and below it. Aren't we fucking awesome? That giant empty tract of land that takes 45 minutes to cover on foot could have a giant empty cave system below it! Or a giant, empty city floating high above it!
8) Seriously, it might suck now, but our engine can do all this cool shit we plan on doing just as soon as we finish painfully nerfing every class in the game to unplayability, then offering 10x XP so people can advance at a snail's pace. And it's casual-friendly!
9) Seriously, about the hitching -- get a real machine, fucker.
10) We're already working on an expansion!
11) Jesus, please play the game, okay? It's totally cool in my head.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Kageru on March 09, 2007, 05:31:28 PM

The only innovation i've seen in vanguard is the double targets (offensive, defensive). I like that mechanic because it can do things like "attack to generate a heal" which would be demonstrated by the disciple (if it was not hopelessly broken) and bloodmage. It also allows support characters to be more involved in melee.

Other than that it's a rather clunky, empty and unfinished game with little to recommend it. I love the opening picture, half colored and half still in pencil, which seems a homage to the fact that the game is incomplete.

The worst thing about the game is that the space is too large for the population to support. If you want a grouping game then you need multiple points at which people congregate in close proximity to level appropriate content. In vanguard content is just smeared all over these huge, but largely uninteresting, continents. Of course they can't really support that model either, given none of the content is instanced. I did a "scout the headquarters" quest yesterday just by walking past the other adventurers who were slaughtering everything that moved, how exciting.

Oh, they also need to stop doing game balancing with a virtual mallet. Multiple gentle re-adjustments will not piss your playerbase off in the way they have been managing. That and instituting a rest system if that's what they want. As observed double xp is a boon mainly to the hardcore. And considering the game is dying from the bottom up that's not a good idea.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on March 09, 2007, 07:26:17 PM
Trying to be all things to all people...if you liked EQ you'll like this, if you hated EQ you'll like this, if you like WOW you'll like this...lol.

I'm a big fan of a huge world as long as there is some damn point to it.

Edit: I don't think they thought past "damn, this huge world will be awesome!!" 10 years ago something that *seemed* cool might have been enough, now the novelty has warn off. Nobody is a wide-eyed newb anymore.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Secundo on March 12, 2007, 06:27:28 AM
The chunking/zoning problem does not go away with a fast computer. I have a GTX8800, 2GB ram, Athlon x2 6000+ and a 100mbps connection. I still freeze at the chunkline for a minimum of 2-3s(balanced settings even, hah!).

I would argue that it is their server tech that sucks balls. I play in Europe on a Euro server and the ping is all over the place if you watch it for a while. Normally for me the ping is around 200-300ms and its not uncommon with spikes in the seconds.
Even if the Euro servers are physically located in the US(not sure where they are actually), that is still too much since I can easily get below 150ms on an east coast server and below 200 on a west coast server. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on March 12, 2007, 06:29:55 AM
The chunking/zoning problem does not go away with a fast computer. I have a GTX8800, 2GB ram, Athlon x2 6000+ and a 100mbps connection. I still freeze at the chunkline for a minimum of 2-3s(balanced settings even, hah!).
Try defragging your hard drive.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Miasma on March 12, 2007, 06:45:27 AM
Yes defragging after a major Vanguard patch is absolutely essential.  That's around 20 gigs and the patcher just completely trashes it.  I remember during the beta I would run the defrag analyzer and half of my hard drive was red.  Loading times were drastically cut afterwards, the file scan when Vanguard starts up was also much faster.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: ajax34i on March 12, 2007, 09:15:32 AM
Can they shrink the land at this point if they wanted to?  I mean, they released with 3? continents, can two continents just up and disappear, while everyone suddenly finds himself teleported, architecture and all, to the one remaining continent?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on March 12, 2007, 09:27:33 AM
I ran into an old friend last night -- old EQ1 junkie. He was THE target market for Vanguard. He bitched about it for about thirty minutes. Said he'd heard all about how it was innovative, how the guys behind it were the guys that brought him EQ, how it was going to be awesome, etc, etc.

His review? "It's like playing a shittier version of EQ1 with EQ2's graphics. The only thing new is diplomacy, which it's for me. And the grind is for shit already."

This is a guy who happens to be in the middle of a year off work, and has plenty of time to play.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on March 12, 2007, 11:03:10 AM
Something cool about Vanguard: our guild has its first ship built by our guild carpenter (this guy is a grinding machine.)

(http://i62.photobucket.com/albums/h116/hghlndr827/Vanguard/OS2.jpg)

"Gave the first ship to Adrift, who for the past 25 levels helped outfit me with his weapons and other gear, and at dawn, the October Star sailed out of Konarthi Point on it's first voyage."

My guild is about 8 hardcore players and 8 that haven't logged in for some time. I am in the latter. There are two MMOG newbs in the hardcore group.




Title: Re: Vanguard: Round 1 - FIGHT!
Post by: raydeen on March 12, 2007, 11:28:32 AM
Now that's pretty cool. Do the ships fit into anything besides transport or possibly fishing? Like, could your guild build a fleet and have a naval war with another guild? The most recent EQ1 expansion features naval battles (bought the expansion but haven't checked that part out yet). Just wondering if Vanguard is going the same route early on. I'm getting curious about this game. How long do you think before they have a trial download? Or if they do, where are they hiding it?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on March 12, 2007, 11:59:05 AM
Everything cool about ships will be patched in later. Right now, they are expensive travel tools. That type is available from our guild artificer (not carpenter) for 17g for a "from scratch" build. It will take him about 2 hours of crafting monotony if he has all the raw materials ready.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on March 12, 2007, 12:17:09 PM
2 hours to make one fucking ship?

Surely that's a fucking typo. It surely cannot take 2 hours. Seriously, you're pulling my fucking leg.

WHAT THE FUCK IS WRONG WITH PEOPLE?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on March 12, 2007, 12:54:23 PM
At level 25 (when you get the ability to make 5 boards at a time) it takes our artificer 1 hour to just get all the boards done. That includes the refining process from the raw material. The additional work is probably closer to 30 minutes when I pressed him.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on March 12, 2007, 01:35:08 PM
Oh, I forgot one thing -- my EQ1 junkie of a friend did have one positive thing to say about Vanguard. He apparently got turned into a Vampire, and thought that was cool. He also indicated he had no interest in curing his Vampire-like nature.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Riggswolfe on March 12, 2007, 02:01:56 PM
Oh, I forgot one thing -- my EQ1 junkie of a friend did have one positive thing to say about Vanguard. He apparently got turned into a Vampire, and thought that was cool. He also indicated he had no interest in curing his Vampire-like nature.

Got turned into a vampire? As in like happens in Oblivion and dynamically "caught" vampirism in play? Interesting. And the ship looks cool. How much control does it have I wonder?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on March 12, 2007, 02:05:59 PM
Oh, I forgot one thing -- my EQ1 junkie of a friend did have one positive thing to say about Vanguard. He apparently got turned into a Vampire, and thought that was cool. He also indicated he had no interest in curing his Vampire-like nature.

Got turned into a vampire? As in like happens in Oblivion and dynamically "caught" vampirism in play? Interesting. And the ship looks cool. How much control does it have I wonder?
So he said. There's a longish-quest chain to cure it, but he has no interest in it. Likes it -- pluses and minuses. I think he's doing his usual Evil Dark Elf thing. I think I would have noticed if he'd started talking about another game, but there was a lot of cross-talk.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Alkiera on March 12, 2007, 02:08:39 PM
2 hours to make one fucking ship?

Surely that's a fucking typo. It surely cannot take 2 hours. Seriously, you're pulling my fucking leg.

WHAT THE FUCK IS WRONG WITH PEOPLE?

Honestly, I don't have an issue with that.  yeah, it sucks for the guy making one by himself, but hey.... You go chop down a few trees, and then I'll start a timer and see how long it takes you to turn felled trees into a ship. 

Heck, swap you with someone who knows how to make ships like that, who has done it before.  I'd be impressed if he can knock it out in less than 40 hours, even if we give him time curing the wood for free.

The important part to me, is that the majority of the work is parallellisable.  In that, if you had two carpenters, you can cut the 'making boards' time from an hour to 30 mins.  Probably a fair part of the last 30 mins is the same way, you just need to move all the parts to one guy for the final combine.

Think of it like the crafting version of a solo instance run.  He spends an hour killing crap mobs, and faces a few more difficult enemies near the end, and if everything works out, instead of a magic helmet, he gets a boat.

--
Alkiera


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hutch on March 12, 2007, 02:10:47 PM
2 hours to make one fucking ship?

Surely that's a fucking typo. It surely cannot take 2 hours. Seriously, you're pulling my fucking leg.

WHAT THE FUCK IS WRONG WITH PEOPLE?

Not that I disagree, but how long does it take to scrape up the 90 gold you'd need in WoW to get a level 40 mount?
Assuming of course that you don't cheat, don't buy your gold from RMT, and don't have a high level toon twinking you.

It's not a perfect analogy, of course. But, on my first WoW toon, I recall spending several hours grinding away from level 37-40, selling everything I could find, including Iron and Mithril bars, to make it to 90G before I hit 40. And even then I was broke for the next two levels b/c I hadn't left myself anything to pay for training.

You do it in WoW to alleviate the pain (tedium, call it what you will) of moving around the world at the default run speed. I dunno what (if any) content is opened up by making boats in Vanguard. Or if boats in Vanguard serve the same purpose that the free ones do in WoW, i.e. intercontinental travel.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on March 12, 2007, 02:12:48 PM
2 hours to make one fucking ship?

Surely that's a fucking typo. It surely cannot take 2 hours. Seriously, you're pulling my fucking leg.

WHAT THE FUCK IS WRONG WITH PEOPLE?

Honestly, I don't have an issue with that.  yeah, it sucks for the guy making one by himself, but hey.... You go chop down a few trees, and then I'll start a timer and see how long it takes you to turn felled trees into a ship. 

This is supposed to be a game, not real life. Bringing real life into a game with elves, magic and Brad McQuaid is a really, really bad idea.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: KallDrexx on March 12, 2007, 02:34:24 PM

This is supposed to be a game, not real life. Bringing real life into a game with elves, magic and Brad McQuaid is a really, really bad idea.

I don't think his point was that it emulates real life.  The point is that it's a mechanism that gives a good incentive for groups of players to work together to create something.  That helps build community.  As long as most of it can be parraellized well, I think it is a fine mechanism.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on March 12, 2007, 03:01:53 PM
If the point of making it take that long is to bring people together, why allow one person to do it all? Force a group to do it. They already do that with raiding, why not crafting?

No, it's really just another e-peen achiever grind.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: raydeen on March 12, 2007, 03:46:12 PM
Oh, I forgot one thing -- my EQ1 junkie of a friend did have one positive thing to say about Vanguard. He apparently got turned into a Vampire, and thought that was cool. He also indicated he had no interest in curing his Vampire-like nature.

Got turned into a vampire? As in like happens in Oblivion and dynamically "caught" vampirism in play? Interesting. And the ship looks cool. How much control does it have I wonder?
So he said. There's a longish-quest chain to cure it, but he has no interest in it. Likes it -- pluses and minuses. I think he's doing his usual Evil Dark Elf thing. I think I would have noticed if he'd started talking about another game, but there was a lot of cross-talk.

Ok, curiosity meter getting higher....what can one do as a vampire? Can one infect another player providing there is consensual PVP (or fuck 'em, just gank 'em on a PVP server!)? Probably not,  but how frigging cool would that be? Get a whole army of infected players and go out and start adding to the ranks! Ooooo...I'm getting goosebumps...always wanted to be a vampire. I remember having fun with that in Daggerfall. Might have been werewolf though, it's been a while.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: KallDrexx on March 12, 2007, 04:06:05 PM
If the point of making it take that long is to bring people together, why allow one person to do it all? Force a group to do it. They already do that with raiding, why not crafting?

No, it's really just another e-peen achiever grind.

Whynot allow the possibility of one person doing it by himself?  Whats wrong with taking a passive stance about wanting people to build a community?  If you force too much than those who want to do things their own way tend cause resistance.  If someone likes to do things solo, give them the ability to do it by himself, but give him incentives to do it with a community if he chooses.  This way he can do things his way, and start looking towards the community slowly for accomplishing that goal.  That will ease him into it much faster than putting a giant sign that sasy "NOT FOR YOU!"  He will most likely quit instead of finding other players.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on March 12, 2007, 04:34:47 PM
I'm a bigger fan of crafting where you log out and log back in 3 days later and the thing is done.

How long it takes is less an issue of how long you have to sit there clicking on shit. If you would throw all the ingredients into some machine and it took a month that might be ok, but 1.5-2 hours of clicking through screens is just annoying.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Gutboy Barrelhouse on March 12, 2007, 04:49:49 PM
Not many machines in the VSOH world I would think, SWG has factorys though  :roll:


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lantyssa on March 12, 2007, 04:54:33 PM
Not that I disagree, but how long does it take to scrape up the 90 gold you'd need in WoW to get a level 40 mount?
Assuming of course that you don't cheat, don't buy your gold from RMT, and don't have a high level toon twinking you.

It's not a perfect analogy, of course. But, on my first WoW toon, I recall spending several hours grinding away from level 37-40, selling everything I could find, including Iron and Mithril bars, to make it to 90G before I hit 40. And even then I was broke for the next two levels b/c I hadn't left myself anything to pay for training.

You do it in WoW to alleviate the pain (tedium, call it what you will) of moving around the world at the default run speed. I dunno what (if any) content is opened up by making boats in Vanguard. Or if boats in Vanguard serve the same purpose that the free ones do in WoW, i.e. intercontinental travel.
It depends upon the character.  My level 35 paid for my ex's mount and training with enough for her own (and then some) left over.  My Druid had enough.  My Warlock would have been in trouble if it hadn't of cost only 7 silver to learn the spell (assuming my Druid couldn't bankroll her).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on March 12, 2007, 08:00:52 PM
The FIRST time you need to collect 90gold for a horse, unless you played the AH or had friends, you could be level 42 before have the 90g needed, and that was if you grinded it. Cumulative time in hours, yes. Funnily enough, I'm not doing anything special in post-BC WoW and I know I'll have well in excess of the gold I'll need for the lowbie flying mount when I hit 70. They REALLY wanted people flying if I can afford it when I get there.

The boat in VG sounds similar, but it's not. 90g in WoW is possible to get even as a rank newb any number of ways. The VG boat was definitely a collective effort with the actual crafting process itself being 2 hours (it sounds like). So, way more than two hours.

What does suck in my mind is that, if I recall, only one person can use it at a time.

That is actually close-ish to building, say, a complete starship in SWG, assuming you're building a bunch of schematics and then running one of each. And at least here, there's a number of ships where multiple players can be in it at the same time. Some of my favorite times were in my buddy's Y8 or YT-1300 blowing shit up while he flew.

And yes Haemish, people like this shit. Even when it's work. Because achieving in these games is less risky than it would be to achieve similar in life (and hella faster, particularly boat building...)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hound on March 13, 2007, 03:56:56 AM
http://www.fohguild.org/forums/683139-post179.html (http://www.fohguild.org/forums/683139-post179.html)

I think Sigil just realized that there are not as many of the hard core crowd out there as they might have thought. Looks like the wet trout of low subscriptions has struck. Seems as if most of this was brought up in beta and got shouted down as too WoW ish.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on March 13, 2007, 04:15:33 AM
VG may not have many machines, but I'd imagine it has NPC artisans, craftmen, etc.
Gather raw materials, hand to boatbuilder NPC, wait X hours, ding grats boat.

Mechanics are the same as (say) EVE's factories, but the dressing still fits generic_high_fantasy_world_4867485674. Hell, run both in parallel and have NPC boatbuilders less efficient than PCs.

And yes, there's multiple threads about VG on the FoH boards, and at best they're around 50% positive (and the vanbois are getting more and more frantic as time passes). Hell, the "EQ nostalgia/let's play on FV and twink up our newbies with raid gear" one is doing better than the VG threads there - seems that the old EQers would rather just play EQ.

Brad still thinks he's going to get 500K subs eventually, though.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on March 13, 2007, 04:45:14 AM
http://www.fohguild.org/forums/683139-post179.html (http://www.fohguild.org/forums/683139-post179.html)

Quote
1. Removing the need to repair items. This is a controversial one at Sigil as there are some people who really like the system and worked hard on it. With all due respect to them, I don't care for the system and I don't think I've ever seen someone say they like it in-game or in a post. There are other ways to create money sinks.
Umm...who the hell is running things over there if Brad hates this and everybody he has talked to that plays the game except for Sigil people hate this and yet it was put into the game?

Quote
3. Reduce the amount of exp lost when you summon a corpse at an altar. We need to not just make sure people know you can do this (and there are still people who don't know and think they always have to CR no matter what). But I also think people who do know about this often avoid it because of the amount of exp lost.
I predict this will eventually reach zero exp loss.

Quote
5. Implement the Fellowship system. A person can create a Fellowship and then people can join it (assuming he/she allows it). Then when you are offline, a percentage of the experience they earn when playing doesn't go to them but to you. This would allow players who can't play as much to stay relatively in the same level range as their friends who can play more often. There will be limitations like you can't join a fellowship if the people in the fellowship are too far ahead of you in level. We want this so you don't have noobs powerleveled up by high level buddies.
Way to gimp the sysytem so that there's no incentive for high-level people to bring their would-be newbie friends into the game.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: eldaec on March 13, 2007, 07:01:40 AM
One day someone will explain why devs ever think a fellowship system could ever work.

At it's best, when it's used 'to keep people in the same level range', the xp earning player will still always be getting further and further ahead of the non-earning player.

They could only even work in theory with players who all play broadly the same amount - but at different times. In which case, you have to ask why they even need to be the same level.

This entire 'playing with friends' problem was solved in 2004. It's called sidekicking.

Quote from: Margalis
I'm a bigger fan of crafting where you log out and log back in 3 days later and the thing is done.

How long it takes is less an issue of how long you have to sit there clicking on shit. If you would throw all the ingredients into some machine and it took a month that might be ok, but 1.5-2 hours of clicking through screens is just annoying.

You are right of course; not least because the only way crafting has ever really been made interesting in any game is through the economic/social interactions of finding suppliers and customers. Clicking buttons doesn't do that, but SWG-factory style crafting supports that playstyle perfectly.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on March 13, 2007, 09:04:31 AM
I see MMOG's as a continuum with "keeping players busy" on one end and "entertaining gameplay" on the other. 

Something like: Busy <---> Fun

You can envision something like: < -- ATitD -- Vanguard -- EQ2 -- LOTRO -- WoW -- CoH -- >   with varying degrees of spacing.

What has been the most interesting in watching the evolution of these games is that they all move more to the right with time.  EQ2 started left and has shifted right as is the case with the changes slowly occurring in VG.  For all of my misgivings with WoW, Blizzard has made it clear that people want to have fun while being kept busy and that fun requires more than just a nice shiny (though the shiny certainly helps).  It still amazes me the depths that people will go to for their carrot (a la EQ or Lineage), but the masses just won't have it anymore. At least not in the west. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Morat20 on March 13, 2007, 09:24:30 AM
This entire 'playing with friends' problem was solved in 2004. It's called sidekicking.
Not to mention handling XP debt and XP penalties. CoH's XP-loss was tolerable, because even when you were in debt 50% of new XP went to advance you and 50% went to pay off debt. You kept going forward -- just slower.

When they added exemplars, and you could "downgrade" your toon to run with lower-ranked friends and all the XP went to XP debt, that was even better. Sidekicking raised them up to your level so you could play together (and everyone got appropriate XP), and explemparing meant you could run stuff at their level and at least be getting something useful out of your time.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lantyssa on March 13, 2007, 09:50:53 AM
..., but the masses just won't have it anymore. At least not in the west. 
I'm not sure the masses ever had it, considering the disparity in numbers.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on March 13, 2007, 09:59:00 AM
I'm not sure the masses ever had it, considering the disparity in numbers.

I'm guessing you missed out on EQ at release. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on March 13, 2007, 10:12:17 AM
What did EQ subs peak at, again?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Nebu on March 13, 2007, 10:17:01 AM
What did EQ subs peak at, again?

Using a questionable resource (that shall remain nameless), I'm going to say just over a half million.  Before WoW, that was the "masses" in the west. 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lantyssa on March 13, 2007, 11:12:47 AM
They weren't the masses, they were hobbists.  The masses are only starting to get involved now.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Murgos on March 13, 2007, 12:38:02 PM
They weren't the masses, they were hobbists.  The masses are only starting to get involved now.
They followed a philosophy of self-interested cooperation?  Yeah, I guess you're right at that.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HaemishM on March 13, 2007, 12:50:59 PM
Western masses didn't get involved with EQ. It topped out around 437k by SOE's published numbers, back when they did that sort of thing. WoW is a mass niche game.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: HRose on March 13, 2007, 02:57:15 PM
I'm a bigger fan of crafting where you log out and log back in 3 days later and the thing is done.
Me too.

One idea I was suggesting in the past is to use "botting". Instead of removing similar activities, let's just have NPCs that you can use to do the boring work for you. Whatever gets repetitive and boring could be automated.

This would address the problem of bad gameplay while still retaining the complexity of those mechanics.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on March 13, 2007, 08:01:48 PM
I'm a bigger fan of crafting where you log out and log back in 3 days later and the thing is done.
Me too.

One idea I was suggesting in the past is to use "botting". Instead of removing similar activities, let's just have NPCs that you can use to do the boring work for you. Whatever gets repetitive and boring could be automated.

This would address the problem of bad gameplay while still retaining the complexity of those mechanics.

As much as I like the idea of NPCs doing my crafting work for me, I think for some people it would rob them the experience of being the crafter themselves. And I'll admit, it is certainly nice to be able to wear something or see someone else wearing something knowing that you personally created it. Rather than taking materials, giving to an NPC and having him hand an item back over to you.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Margalis on March 13, 2007, 08:19:22 PM
But the crafting in most games is so basic, what you you really creating?

You can have a mixed approach. For example if I need 3000 boards for a ship I can make the first 15 then hand them off for duplication or something. So I still have to do some manual labor and create 15 good boards, just not 3000 of them. Then when the boards are done I can do the next step etc etc.

Using real-world time rather than in-game effort is also nice for some other reasons. If you don't want boats to be that commonplace just make them take 3 months to build, regardless of how much in-game time a person has to spend. If you can only have one boat in process at any given time it gives the devs a very well-understood upper limit on boat production.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on March 13, 2007, 08:37:50 PM
I'm just looking at this more from a 'getting attached to your character' perspective. Sure all I did was click a couple buttons to create whatever it is I was making, but for all intensive purposes I created it rather than it be a psuedo quest reward.

That said, I like your idea with the duplication. You ask the NPC to make you 300 boards for your boat, but he needs you to give him a couple self-crafted ones for 'reference' or something. You did work, it just wasn't timesink roadblock work. I personally would enjoy a system like this for the large quantities of secondary components for things but still requiring the player to make the last combine. That's only a personal preference, though.

I agree with using real world time for crafting as well as other things (Its why I like EVE's skill system the best). But I think there are too many people out there who would disagree and prefer flaunting in-game about how much free time they can invest in it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lantyssa on March 13, 2007, 10:22:50 PM
That said, I like your idea with the duplication. You ask the NPC to make you 300 boards for your boat, but he needs you to give him a couple self-crafted ones for 'reference' or something. You did work, it just wasn't timesink roadblock work. I personally would enjoy a system like this for the large quantities of secondary components for things but still requiring the player to make the last combine. That's only a personal preference, though.
Kind of like making a schematic and putting it in a factory ala SWG...


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on March 14, 2007, 03:24:19 AM
I'm just looking at this more from a 'getting attached to your character' perspective. Sure all I did was click a couple buttons to create whatever it is I was making, but for all intensive purposes I created it rather than it be a psuedo quest reward.

For all Intents and Purposes.



Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Trippy on March 14, 2007, 03:43:18 AM
I'm just looking at this more from a 'getting attached to your character' perspective. Sure all I did was click a couple buttons to create whatever it is I was making, but for all intensive purposes I created it rather than it be a psuedo quest reward.
For all Intents and Purposes.
For all Insects and Porpoises?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Hutch on March 14, 2007, 07:37:36 AM
I'm just looking at this more from a 'getting attached to your character' perspective. Sure all I did was click a couple buttons to create whatever it is I was making, but for all intensive purposes I created it rather than it be a psuedo quest reward.
For all Intents and Purposes.
For all Insects and Porpoises?


For all Incense and Pelvises.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on March 14, 2007, 10:11:09 AM
The other potential negative with the hand off idea is that a lot of crafters I know like to do it in their home/apartment. I guess the best solution is let them, but offer the NPC bot option to everyone else.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: eldaec on March 14, 2007, 10:41:56 AM
The other potential negative with the hand off idea is that a lot of crafters I know like to do it in their home/apartment. I guess the best solution is let them, but offer the NPC bot option to everyone else.

There is no obvious reason that the NPC or factory can't be based inside your own building. Much like, once again, SWG.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: DataGod on March 16, 2007, 04:28:07 PM
hmmmmm I liked SWG crafting I like PotBS take on crafting a bit more though, dont know about Vanguards


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on March 16, 2007, 06:48:50 PM
I'm just looking at this more from a 'getting attached to your character' perspective. Sure all I did was click a couple buttons to create whatever it is I was making, but for all intensive purposes I created it rather than it be a psuedo quest reward.

For all Intents and Purposes.

I'm starting to type my slurs, that can't be good!


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on March 16, 2007, 08:27:46 PM
I think it's adorable.   :-)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: tazelbain on March 16, 2007, 09:16:47 PM
I'm just looking at this more from a 'getting attached to your character' perspective. Sure all I did was click a couple buttons to create whatever it is I was making, but for all intensive purposes I created it rather than it be a psuedo quest reward.

For all Intents and Purposes.

I'm starting to type my slurs, that can't be good!
You have what we call Stupid Fingers.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Venkman on March 17, 2007, 05:17:44 AM
Crafting is not as appealing to as many players as hunting, both in the genre and across the whole video game industry. I even question what will become the primary activity in Spore (as mass market a "crafting" system as I can foresee). Will people spend most of their time playing it like Legos or building something just good enough to unleash into the life simulator?

The challenge for MMO devs is to make crafting fun enough to compel those who like it anyway to create the goods/services that the vast majority of the rest of the players may be programmed to want. I liked EQ2's concept, though that's just repetition a different way. I do like Eve's approach, but the entire game is niche so they have more freedom to feature complexity. WoW is a good mass market approach because crafting there is just resource gathering (whether resources or faction or recipes/schematics/patterns) while adventuring (or having to adventure in order to gather), and what can be made, while not required per se, can be pretty good. Finally, I thought SB's and GW's solution of using NPCs to create the stuff while players gathered the resources removed much of the grunt work of clicking "make this and roll dice" button.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: robusticus on March 17, 2007, 12:58:25 PM
I like the XNA crafting system best.  We used to joke about forced raid crafting but I guess some people took that seriously?

On Vanguard in general, do you think Sophie Ellis-Bextor plays?

Never give the game away
Try to keep me entertained, baby
Don't make it too easy
Leave something, for me and my imagination

We're a possibility
When you make it hard for me, baby
I'm not in a hurry
Leave something, for me and my imagination

;)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Signe on March 17, 2007, 03:16:18 PM
Uh oh.  Bad pop lyrics! 


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Azazel on March 17, 2007, 07:48:57 PM
There's (a) Marder on the Dance floor!

(http://tanxheaven.com/mbo/SdKfz138MarderIIIM/tn_Aberdeen2-061.jpg)


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Simond on March 18, 2007, 11:56:27 AM
Going vaguely back on topic, people are starting to hit the level cap and discover that the end-game doesn't actually exist (http://www.fohguild.org/forums/mmorpg-general-discussion/27640-vg-endgame-progression.html)...at least, at the moment. So much for Brad's 20/60/20 promise.  :roflcopter:

Expect a catass exodus Real Soon Now.

Edit: Link to FOH boards, btw.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Secundo on March 18, 2007, 04:20:32 PM
Only a catass exodus? I'd say that the normal non-insane-gamers will hit the brick wall at about the same time as these catasses hit 50. Even perma double xp won't cut it since there is very little actual entertainment in this world.

I know I have certainly tried to xp in this game.. I have 1 lvl50 in CoH and 2 lvl 60 in wow and consider myself to be an average catasser at best.. But in Vanguard I seem to have hit a wall at 21 despite the fact that I and a friend are duoing sorc's which arguably are the fastest xp'ers there is.

We can kill loads and loads of baddies with ease but when the xp bar doesnt visibly move, you will start to wonder; What's the point?

(http://www.ctrlaltdel-online.com/comics/20070217.jpg)

There is some good news for those who want to test this game though. Apparently the test servers have perma 2x xp gain and a 3x crafter xp gain(though this is probably just for the weekend) Me and my friend actually considered moving permanently to the test servers but it soon dawned on us that this would only prolong the pain, not change it to 'fun'.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Lt.Dan on March 18, 2007, 07:19:19 PM
Uh oh.  Bad pop lyrics! 
What's the female version of Emo? Femo?


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Sky on March 19, 2007, 02:00:57 PM
The challenge for MMO devs is to make crafting fun enough to compel those who like it anyway to create the goods/services that the vast majority of the rest of the players may be programmed to want. I liked EQ2's concept, though that's just repetition a different way.
I know I've coined the term 'craftard', but in reality I like the concept of crafting. It's the execution that always falls short. Most games get a few things right. UO's resources being actual mountains or trees that can get mined/forested out. EQ's desirables like SoW potions to fill weak points in a character. SWG's resource system (if not the actual implementation) and automation.

EQ2 had some good ideas that really fell apart in implementation. I felt the original crafting system was a nightmarish tangle of subcomponents of varying quality that overly complexified the process without making it fun or much better. It was a struggle just to upgrade a single spell scroll. I was on vacation last week and had a decent experience working up crafting on a couple of characters having huge wood boxes, weight reduction bags, good food and drink and an imbued blackened iron greatsword and half a suit of imbued BI vanguard plate, plus as many Adept III spells are I could crank out....good stuff with little of the frustration simply making a single spell scroll would've incurred under the old monster subcombine system (and having to keep notes on all the subcomines of each tier...bah).


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: shiznitz on March 19, 2007, 04:35:30 PM
I am definitely in the school that says have the player do the tedious part once and then let them automate it.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on March 30, 2007, 08:28:16 PM
Interesting development: (http://www.vanguardspheres.com/forums/announcements/9288-death-mechanic-changes.html)

Quote
The current changes are:

- You will no longer leave a corpse when you die; instead you will drop an essence.
- You no longer leave items (Soulbound or not) on your essence.
- Essences will return a large amount of experience upon retrieval.
- Your essence will decay after 70 hours.
- Altars will still allow you to summon corpses from before the patch on 3/30/07 (Build 1799), however, you are unable to summon essences.
- The amount of experience lost when you die has been decreased.

These changes are part of our ongoing plan to improve your experience while playing Vanguard without removing the risk involved. Please realize that these may be changed and modified as we continuously test them to ensure the best gameplay experience is achieved.

Looks like they're caving in. I would've posted this in the other VG thread, but that one seemed to be about Housing mainly.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Engels on March 30, 2007, 10:35:48 PM
Its not really caving in. In fact, it slightly more catass than currently, since now there's a time limit on the 'spheres' aka tombstones of 70 hours. Its not really that big a change one way or another.

IMNSHO, all they need to do is give Druids & Sorcerers teleporting abilities so that people can get into a fight faster, instead of having to spend 1/2 of their time travelling to area. I don't know how many countless times my guildmates and I have said "screw it, lets just craft tonight, we only have an hour before timmy and tommy have to log". If one could actually get on with the game within that time period, things would change dramatically for Vanguard. Such as it is, I've spent 8 hours crafting for every hour of adventuring. Naturally, the xp curve on crafting is far steeper than adventuring.

Plus ca change, and all that.


Title: Re: Vanguard: Round 1 - FIGHT!
Post by: Rithrin on March 31, 2007, 12:42:27 AM
Yeah, on a couple forums I was trying to point out that this is essentially the same thing. Before: Die, drop corpse, try to corpse run. If you can't, you summon and lose xp. After: You die, drop an "essence", try to retrieve your essence. If you can't, you lose XP without the summoning. But, dear God, the pages and pages and pages of people claiming their virtual world is ending because they don't drop their items on death anymore. Its amazing, really, amazing.

I know what you mean about the crafting. I started crafting in my "free time" instead of soloing when I had a bit of time, but not enough to get a group... only then I realized it was kind of pointless as I wasn't gaining adventuring levels either way.