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f13.net General Forums => MMOG Discussion => Topic started by: eldaec on December 20, 2007, 04:03:16 PM



Title: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on December 20, 2007, 04:03:16 PM
Podcast 14:
http://mythicmktg.fileburst.com/war/us/media/flash/pp_RvR-Changes_BR1000.html

This video talks in more detail about the RvR changes trailed previously. As far as I can see it's all good news, though nothing too surprising after the announecments last month.

Quote from: Grab Bag questions that aren't stupid - mostly about the new spec system
Grab Bag #21

Q: Are there any plans for abilities (either core or purchased) to impact non-combat game play? Abilities such as: (non-combat) travel enhancements, group assembly abilities, downtime reduction abilities, and other beneficial abilities to make the out-of-combat experience more fun?

A: We've absolutely discussed and looked at non-combat abilities, but combat-based abilities are a notably higher priority. We'd certainly like to flesh out ability lists with non-combat / utility / "flavor" items, but in a world at war, keeping the player alive and taking down some other poor sod have to be our primary focuses for now.

Q: 20+ abilities per career is a little low for a game of this size, but as long as there are 20+ different abilities, I guess I would be happy. I hope there's no fire1, fire2, fire3 type thing going on here…If the number is in fact 20 (not saying it is), that's only 5 base/core ability's and 15 ability's gained from spec? Or from spec, morale, and tactics combined?

A: Players will NOT be purchasing the same ability over and over and only getting rank 1, 2 and 3 versions of it. Each career will end up with around ~20 guaranteed unique actions between core and base abilities. After that, they can purchase additional supplemental abilities which will increase the player’s total number of abilities by about 10-25%, depending on how you choose to spend your mastery points. Overall we expect most players to have somewhere in the mid to high 20’s of action activates (this does not include Morale).


Q: Going by DAoC's specing rules (and it seems that this is the way you guys are describing it) the more we spec in X line, the base spells of X line get better. If X line has a CC spell, by increasing the spec of X, will it make the duration of the CC last longer like it does in DAoC?

A: When you increase your mastery, you'll “generally” see values increase, not time factors. In other words, the amount of hit points returned by a heal-over-time would increase, but the duration would likely remain the same. For effects like CC, it's not likely that you'll see direct increases to the time, but other aspects may increase (for example, a melee attack which stuns would keep the same stun duration, but the damage from the melee hit would keep on increasing). This is not to say we won’t consider increasing duration values, but we are starting with other aspects of the abilities first.

Q: I can understand how hard it would be to create several hundred skills and make them at least semi-original, but is there any fear of funneling people into taking those "cookie cutter" tree specs?

A: Well, here's the thing: we're fully aware that someone, somewhere, will sit down and write up a multi-page dissertation with graphs and numbers to "prove" that one specific mastery layout is "the best", and word-of-mouth will result in lots of people using that layout (for a few weeks, anyway, until the process repeats again). It's simply human nature, and that's fine. The Careers and Combat team's goal, however, is to ensure that every mastery layout is viable and functional, and suited to someone's play style. Trying to fight against the players who are going to actively go looking for "cookie cutter" layouts is fruitless (and as vocal as they may be on forums, they're honestly the minority). Instead, we're simply making sure that every decision is usable, even if it’s not optimal. We’ll constantly be adjusting each of the lines from Beta until the game shuts down in 3011. Also, depending on the type of situation and the current stage of balance, different builds will be considered “cookie cutter” for min/max players. There is very little we can do about that; it’s the inherit flaw in having specialization systems in general, and the primary reason we allow for respec.

Q: Will there be a situation where a gained Mastery ability is clearly superior to a baseline ability, be it through more damage or the same damage with added effects, or same damage with less energy, and so forth. Basically will (certain) mastery abilities replace the existing baseline abilities, or are they intended to be supplementary abilities?

A: The supplemental abilities are exactly that, they supplement the core and base ability set, and are not meant as replacements for those abilities. If they were simply replacements, then they'd essentially be "Smash Rank 2", and that's no fun. =) The supplemental abilities from any given mastery will generally be things that help focus the career more towards the theme of that mastery, provide new tools relating to that mastery, or open up more options for the player. One thing to note is that you might get, say, a heal or a nuke that is a lot better then your base one. However, it may have a longer cool down timer, or require the target to be below 50% health, etc., so it doesn’t just replace your defaults.

Q: Will there be any ways to get mastery points besides leveling up? Maybe add in a few quests throughout the world that let you get extra mastery points or for some other achievements, as well?

A: For now, you'll only gain them via increasing your rank. More than likely, you’ll never get additional mastery points outside of leveling. RvR and Tome rewards have their own ways of increasing player power beyond masteries.

Q: Will there be gear with + to masteries? Will masteries be able to go over level (or whatever they are capped at if it's not equal to level), with appropriate scaling in the power of skills?

A: The system has been designed to allow for flat bonuses to mastery level or bonuses to individual ability levels via items and item set bonuses. How far we take this has yet to be determined.

Q: Will players be able to access individual skills that must usually be purchased within masteries without investing points in that skill, such as through the use of items that have a + to that skill (similar to Diablo)?

A: No. If we hypothetically grant that you'd be able to increase your mastery level without investing points, you wouldn't gain access to supplemental abilities which would otherwise still be locked.

Q: Will all masteries for all classes be meaningful choices, or will there be some classes where the choices between masteries are along the lines of "sword, axe, or hammer", with just marginally different style effects?

A: The masteries all focus around the question of, "how do you want to play this character?", and are meaningful and impactful decisions. The difference between using a sword, axe, or hammer is fairly cosmetic. An example in terms of masteries might be closer to "defensive abilities with a one-handed axe and a shield, versus offensive abilities with a great sword, versus positional attacks and debuffs with hammers".

Q: Do individual skills within each mastery have multiple tiers as well? For example, if under "fire mastery" you have a supplementary skill called "fireball", could you put multiple points in this skill to make it more powerful, or do you just put a maximum of one point into any given skill, and then boost its power through raising the mastery?

A: The latter. You only need a single point to unlock an ability, and then it scales along with your rank and mastery.

Q: Will masteries contain anything besides actions, tactics, and morale? For example, any background/passive boost effects?

A: The supplemental abilities are currently a mix of actions, tactics, and morale. Remember tactics really are the major passive boosts in the game; you have the flexibility to adjust them on the fly instead of having to go respec your character to change them.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on December 20, 2007, 04:18:49 PM
Open world RvR getting more focus then instanced stiff, sounds interesting.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on December 20, 2007, 04:45:31 PM
Impressive


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on December 20, 2007, 05:23:41 PM
I'm am still waiting on word on what the state of CC is going to be in PVP. It ruined DAoC PVP for me and a few of my friends, I really hope they go with "less is more". And for god sake, no AE Mez, ugh. If you have to do AE CC make it PBAE like in WoW.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: BigBlack on December 20, 2007, 06:22:43 PM
To me, it's all about whether there's a CC class. CC class = constituency for more CC = game goes down the shitter. More open-world RvR is a good sign.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Flinky on December 20, 2007, 07:43:02 PM
http://mythicmktg.fileburst.com/war/us/media/flash/careermastery_BR1000.html (http://mythicmktg.fileburst.com/war/us/media/flash/careermastery_BR1000.html)

Podcast about the Mastery system. Small segment specifically about how they're dealing with CC, to quote;

"One thing we're trying to avoid with Casters in general is a Mastery focused around crowd control"


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on December 20, 2007, 11:54:17 PM
To me, it's all about whether there's a CC class. CC class = constituency for more CC = game goes down the shitter. More open-world RvR is a good sign.

The stuff on the website suggests that CC is seen as a tank responsibility, the elf and orc tanks seem to have melee cc capabilities, plus collision detection makes tanks able to do CC in a much more balanced way than aoe-sleep could ever achieve.

This seems eminently sensible to me. In PvE tanks have always been cc classes through their aggro management tools, this keeps the PvE and PvP roles more joined-up.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on December 21, 2007, 09:10:48 AM
I liked DAOC's open RVR system, but I do think there is a place for instanced PVP in this game.  I also don't mind the 20 abilities because the game only has what...40 levels or something?

The deal maker or breaker for me is going to be how fast the character advancement is, and how easy it is to solo or exp in small groups. If I need to reroll a new class that my guild needs in RvR or reroll due to a future nerf, a boring PVE grind would more likely make me quit than reroll.

Also RVR has to mean something in this game.  DAOC RvR, while fun, just never seemed like it mattered and no one really cared about relics after you captured them a few times. I'll keep my eyes on Warhammer, and hope that its more than DAOC reskinned with a WoW interface.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lounge on December 21, 2007, 10:15:23 AM
If they implement a system of RvR similar to Daoc before ToA hit i'll be all over it.

I much prefer the battleground system they had vs instancing.  I much prefer the persistent goal based pvp they had with the battlegrounds, compared to the instanced stuff i did in WoW.  I'm also hoping they do something similar to Darkness falls where territory control in the open world is used to determine access.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on December 21, 2007, 10:33:39 AM
I never played DAoC but I did play AC Darktide and WoW pre honor system. That was fun PVP for me, out in the world never knowing who or what you will encounter or fighting over a objective (Southshore vs TM) so this 'open world RvR' they are talking about sounds really interesting. PvP in WoW lost its luster for me when Battlegrounds came out. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on December 21, 2007, 10:42:00 AM
If they implement a system of RvR similar to Daoc before ToA hit i'll be all over it.

I much prefer the battleground system they had vs instancing.  I much prefer the persistent goal based pvp they had with the battlegrounds, compared to the instanced stuff i did in WoW.  I'm also hoping they do something similar to Darkness falls where territory control in the open world is used to determine access.
Yes, because encouraging more people to join the already-dominant team is surely the way forward.  :roll:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on December 21, 2007, 11:35:20 AM
The DF mechanic returning in WAR has been confirmed.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on December 21, 2007, 12:03:32 PM
Yes, because encouraging more people to join the already-dominant team is surely the way forward.  :roll:

One of the interesting things about DAoC is that is occasionally ran counter to this.  With incentives for enhanced rp's and faster leveling, many people were happy to switch realms and play the underdog.  I think it's up to how the developers operate the scheme that will determine success or failure.  If there's an incentive to play the underdog, I'm sure that many players will be all over it. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on December 21, 2007, 12:10:26 PM
Agree with Nebu. The more competitive players tend to prefer the underpopulated side as there was less competition for RPs. If you played an overpopulated side like Albion in DAoC, you'd mostly see allies and the few enemies that you met would be jumped on by all those allied players you'd been tripping over. For the underpopulated side, getting zerged into oblivion from time to time was a small price to pay for having a target rich environment.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: sam, an eggplant on December 21, 2007, 12:53:21 PM
I'm impressed by EA's willingness to turn on their heels in the middle of heavy development and stop beta for a couple of months to so fundamentally retool gameplay. They're taking a lesson from EQ2 -- it simply doesn't matter how much your title improves over time. Nobody cares. Only the release matters; get it right or you lose.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on December 21, 2007, 01:34:51 PM
Being on the underpopulated side can suck though, and its not all gravy for competitive guilds who go to the low pop realm. I played DAOC twice (Merlin at release, and Gareth up to the Mino Expansion).  On Merlin the three sides were fairly even while I played, but on Gareth the Hibs were just so massive that they rolled the other two factions combined.  Skill could only compensate for being outnumbered by 2-1 odds, but once the odds became 3-1 or greater you just got steamrolled each time you hit the zerg.

If the PVE isn't bad people may switch, but if leveling is a pain in the ass then you'll just see the perceived "leet realm" continue to grow.

Not sure how CC works in Warhammer, but it was easy to get around in DAOC if you had a skilled group.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on December 21, 2007, 01:45:25 PM
Retooling seems like a stretch because they didn't put in any effort into World RvR.  It was just a bunch of control points to play tag with.  No wonder people hated it.  Of course since the beta is filed Mythic Employees and fans of DAoC, "control point tag is boring" gets translated to "keeps please."

Also "percieved value of World RvR" vs "fun-factor of control point tag"  are seperate issues.  If they had jacked up the victory points in World RvR, control point tag would still have sucked but at least people would have played it rather than ignore it.

We had some advancement in MMO-PVP since DAoC.  I know making RvR with strategic depth is hard, but can we at least get past mindlessly beating on doors? Please EAM, that one little favor for me.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on December 21, 2007, 02:29:02 PM
We had some advancement in MMO-PVP since DAoC.

I can only really think of EVE? Which isn't that relevant.

Quote
I know making RvR with strategic depth is hard, but can we at least get past mindlessly beating on doors? Please EAM, that one little favor for me.

The idea of having the tag points outside the keep debuff the defences made some sense in this area, any may help encourage realms to coordinate over multiple objectives (which several here have suggested as 'a good thing').

Personally I never played a tank, so mindlessly beating on doors wasn't something I ever experienced in daoc. But I do agree that it's a concern that in daoc people could feel sucked into that approach if they didn't choose to operate siege equipment, or carry a secondary ranged weapon, or have the ability to heal, or block the reinforcement route, or play a wall climbing class, or go cap the surrounding towers to make the capture easier. I'd be interested to know what people feel melee based classes should be doing in a siege if not one the above?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on December 21, 2007, 02:32:42 PM
We had some advancement in MMO-PVP since DAoC.

I can only really think of EVE? Which isn't that relevant.

Shadowbane & Planetside come to mind as well.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on December 21, 2007, 02:37:13 PM
I have trouble thinking of Shadowbane as advancement.

But Planetside has some interesting mechanics for keep capture which stop things flip flopping too fast and push as many players as possible onto the same keeps.

Plus it had Mosquitos. They were all kinds of awesome.

All MMOGs should have atmospheric flight and Mosquitos imo.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Falconeer on December 21, 2007, 05:45:27 PM
I have trouble thinking of Shadowbane as advancement.

How can you say that? It's a 2003 game and it still has the best "meaningful PvP" ever conceived and implemented in a MMO.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on December 21, 2007, 10:30:08 PM
Of course since the beta is filed Mythic Employees and fans of DAoC, "control point tag is boring" gets translated to "keeps please."
Incorrect. I don't have access to demographic info from the US beta but ex DAoC players make up less than half the numbers for the Euro beta.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: BigBlack on December 22, 2007, 10:23:24 PM
I think Mythic's biggest problem here is that they seem to be going with a "fixed homeland" system, whereby you're fighting over the border regions and all, but your Home Base is yours, period.  If you can't displace your enemy -- to where they end up in the hills as partisans, for instance -- what's the point?

The second big problem is hard-coding the teams, rather than letting people form their own alliances, betrayals, and intrigue as they see fit.

An 'alternate ruleset' server that fixed these problems, a-la AC Darktide, would probably eclipse the main servers in popularity.  Mordred and Andred had some potential to do that for the original DAoC, before they succumbed under the weight of the game's colossally, fundamentally fucked game design.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on December 23, 2007, 04:49:00 AM
It's a way of keeping score.

There is no more or less 'point' than there would be if you could occupy the noob grounds and kill trainers all day.

But there is much less capacity to make the game unplayable for new and casual players this way.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on December 23, 2007, 03:40:04 PM
I think Mythic's biggest problem here is that they seem to be going with a "fixed homeland" system, whereby you're fighting over the border regions and all, but your Home Base is yours, period.  If you can't displace your enemy -- to where they end up in the hills as partisans, for instance -- what's the point?

It's like any other game, you play til someone "wins" then play again.  You dont need to try and fight back once your King is in checkmate.  Win in this scenario being defined as burning the other teams home city to the ground and getting various perks.  At least from what I've read.  I'm not in beta.

The second big problem is hard-coding the teams, rather than letting people form their own alliances, betrayals, and intrigue as they see fit.

An 'alternate ruleset' server that fixed these problems, a-la AC Darktide, would probably eclipse the main servers in popularity.  Mordred and Andred had some potential to do that for the original DAoC, before they succumbed under the weight of the game's colossally, fundamentally fucked game design.

i.e. full non-consentual pvp.  Hopefully someone makes that game for you or an alternate rules server of this game, or play EVE or the like.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: BigBlack on December 23, 2007, 11:39:04 PM
EVE has it right in so many ways.  Too bad the core gameplay dynamics suck (IMHO).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on December 24, 2007, 12:11:40 AM
I think Mythic's biggest problem here is that they seem to be going with a "fixed homeland" system, whereby you're fighting over the border regions and all, but your Home Base is yours, period.  If you can't displace your enemy -- to where they end up in the hills as partisans, for instance -- what's the point?

The second big problem is hard-coding the teams, rather than letting people form their own alliances, betrayals, and intrigue as they see fit.

An 'alternate ruleset' server that fixed these problems, a-la AC Darktide, would probably eclipse the main servers in popularity.  Mordred and Andred had some potential to do that for the original DAoC, before they succumbed under the weight of the game's colossally, fundamentally fucked game design.

It's kind of like WW2OL. You win, and then the game resets... what's the point? All the territory gained and lost is now forfeit.

The point is that unless you want to shut your servers down, every MMOG has to define where the reset line is. DAOC set it at the frontier borders, for example.

And while it would be interesting to see factionalization in WAR, it doesn't really fit the lore and setting. (setting aside fluff rationalizations for same side conflict... which is about tournament play rationalization more than setting...)

In short, you're not decribing the Warhammer setting.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Jayce on December 27, 2007, 06:19:54 AM
EVE has it right in so many ways.  Too bad the core gameplay dynamics suck (IMHO).

I haven't read all your posts, but every one I've read so far indicates that something sucks.  Is there anything you find acceptable?

I guess this is off-topic and pretty ad hominem, but I'm trying to figure out whether you have something to say that I should pay attention to or whether you're another one of the everything-sucks crowd.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on December 27, 2007, 09:34:14 AM
He loves AC, Darktide.  That's all he loves.  He's worse than WUA or Hoax when talking about MMOs and that says a lot.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Righ on December 27, 2007, 09:59:46 AM
Haha. WUA and Hoax got used as yardsticks for Hyu. Poor bastards.  :ye_gods:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on December 27, 2007, 10:00:20 AM
Mordred and Andred sucked because premade groups constantly ran through and killed people who were respawning at the bind stone in town. Groups tore through the towns because that's where they knew the players were most easily found. People got tired of that and quit, so the server populations tanked.

When designing an FFA PVP environment you always need to provide some safe havens for people, and provide them with enough resources to continue the war.  Modred/Andred failed to do this, AC Darktide, and Shadowbane failed to do this.  As a result all three of those environments tanked.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on December 27, 2007, 11:05:46 AM
Haha. WUA and Hoax got used as yardsticks for Hyu. Poor bastards.  :ye_gods:

 :crying_panda:

I blame sandy vagina syndrome from the RMT thread considering the source.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Jayce on December 27, 2007, 11:13:44 AM
Oh, BigBlack is Hyu?  Damn, I need to update my scorecard.

It all makes sense now.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on December 27, 2007, 12:09:22 PM
Haha. WUA and Hoax got used as yardsticks for Hyu. Poor bastards.  :ye_gods:

 :crying_panda:

I blame sandy vagina syndrome from the RMT thread considering the source.

 :awesome_for_real:

No, sport.  You and WUA have some genuine insight from time to time but are still fairly limited and predictable when you pipe up.  However, you're still more valuable than the 'AC darktide was the only game that didn't suck' boy.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on December 27, 2007, 12:23:33 PM
I'd be less limited and predictable if I didn't have to repeat them same shit over and over.  Its not my fault that I'm still right and most of you still don't get it.   :awesome_for_real:

Nice use of sport there though champ.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Jayce on December 27, 2007, 12:24:34 PM
Please don't break out "chief", chief.

Oops!  :ye_gods:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Arthur_Parker on December 27, 2007, 12:41:22 PM
Mordred and Andred sucked because premade groups constantly ran through and killed people who were respawning at the bind stone in town. Groups tore through the towns because that's where they knew the players were most easily found. People got tired of that and quit, so the server populations tanked.

When designing an FFA PVP environment you always need to provide some safe havens for people, and provide them with enough resources to continue the war.  Modred/Andred failed to do this, AC Darktide, and Shadowbane failed to do this.  As a result all three of those environments tanked.

Not to disagree, but I believe Darktide's population rose steadily in the first couple of years.  I'd guess the lack of safe havens there was somewhat offset by the large game world and a portal transportation system that made some areas more easily defended.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on December 27, 2007, 12:54:56 PM
Mordred and Andred sucked because premade groups constantly ran through and killed people who were respawning at the bind stone in town. Groups tore through the towns because that's where they knew the players were most easily found. People got tired of that and quit, so the server populations tanked.

When designing an FFA PVP environment you always need to provide some safe havens for people, and provide them with enough resources to continue the war.  Modred/Andred failed to do this, AC Darktide, and Shadowbane failed to do this.  As a result all three of those environments tanked.

Not to disagree, but I believe Darktide's population rose steadily in the first couple of years.  I'd guess the lack of safe havens there was somewhat offset by the large game world and a portal transportation system that made some areas more easily defended.

Darktide was pretty popular during the first year and a half, but it ultimately died off as a handful of powerful groups dominated all the good areas.  Newbies who came to Darktide in later days were driven off the server due to the lifestone camping. Andred and Mordred were popular too at first, but died out within the first year.

The moral of the story is that FFA environments can work if there is at least a couple of spots that are safe and provide the player with the basic resources they need to continue playing.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: BigBlack on December 27, 2007, 03:41:27 PM
Darktide was pretty popular during the first year and a half, but it ultimately died off as a handful of powerful groups dominated all the good areas.  Newbies who came to Darktide in later days were driven off the server due to the lifestone camping. Andred and Mordred were popular too at first, but died out within the first year.

This is not at all what killed Darktide.  Lifestone 'camping' doesn't even exist in AC, for starters, because you get 5 minutes of immunity after every death; you only die once when you recall to your lifestone, and one death is nothing.  Gives you plenty of time to get the hell out of dodge.  There were hundreds of lifestones in AC, at all levels of obscurity, and people had no problem living out in the boonies as they learned how to handle themselves, make alliances, etc.  There were always a ton of 'good areas' in AC, nobody was quitting due to a lack of opportunities for advancement.

What killed Darktide was the introduction of personalized safe zones, via housing, especially guild housing -- which made fighting over towns largely obsolete.  The growing number of recalls, hunting areas, etc. meant that there wasn't really anything to fight over anymore, because people could easily do their own thing, but it was housing that really destroyed DT once and for all.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on December 27, 2007, 04:25:32 PM
Darktide was pretty popular during the first year and a half, but it ultimately died off as a handful of powerful groups dominated all the good areas....

.... and once this inevitable situation arose, the design gave vets no reason to help noobs stop being noobs.

It always seems strange to me that developers are continually surprised that high end guilds are inward looking and exclusive, and that developers don't seem to understand the importance of giving those high end guilds a reason to pull noobs in and up.

Protecting new players with safe zones and ways to hunt in reasonable safety is only half the job. You also need to design them a route into the social structures of a game.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on December 27, 2007, 07:05:45 PM
Agreed, devs somehow forget that there will be churn and instead of tweaking the newbie experience so that it doesn't suck balls as the core of the population moves farther and farther ahead of said newbs they usually neglect it entirely.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Jayce on December 28, 2007, 06:31:25 AM
What's funny (and sad) is that I basically agree with Hyu here.

My memories of Darktide end around the time of housing.  Before then there were good reasons to take and defend towns.  Also, as he mentioned, the world was big enough to hide in and regrow, and lots of these remote lifestones had viable routes to leveling areas, or had leveling areas themselves.

Also, the main reason that noobs were welcomed into guilds was the xp chaining mechanic.  It was also one of the most controversial, so (as I hear) they nerfed it.  After that there really WAS no reason to mass recruit and give noobs a home to grow and learn the game.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on December 28, 2007, 06:53:55 AM
Yeah AC killing the exp chains was a horrible move. It didn't just kill DT, it screwed over allegiances on all the servers.

(http://www.lotd.org/files/followers.jpg)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AngryGumball on January 19, 2008, 02:44:41 AM
They haven't restarted beta right?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 19, 2008, 03:21:45 AM
It's not launching till late Q3 (no matter what Mythic might say), so there's no rush.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on January 19, 2008, 06:48:16 AM
They haven't restarted beta right?

they did I thought.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on January 19, 2008, 07:09:46 AM
They haven't restarted beta right?

they did I thought.

It restarted mid-December as scheduled in the Producer's letter posted last November.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on January 19, 2008, 07:14:19 AM
Gah, and still no F13 guild or personal invite!  :sad_panda:




Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on January 19, 2008, 07:19:04 AM
Gah, and still no F13 guild or personal invite!  :sad_panda:

I can research this. I think. I don't know how far they are into guild invites or even if they've gone back into them fully.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on January 19, 2008, 07:27:30 AM
Gah, and still no F13 guild or personal invite!  :sad_panda:

I can research this. I think. I don't know how far they are into guild invites or even if they've gone back into them fully.

That, sir, would rock. I think there's lots of us salivating over this one.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on January 19, 2008, 09:32:36 AM
Gah, and still no F13 guild or personal invite!  :sad_panda:

I can research this. I think. I don't know how far they are into guild invites or even if they've gone back into them fully.

All I know is that we are in guild beta when they did the first round of invites.  Since we are only allowed to say if we are in beta or not, all I can say is that I'm the only one currently in the beta from my guild.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on January 19, 2008, 11:17:52 AM
Everyone I know who is in the beta got in as an individual, not as part of a guild invite.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 19, 2008, 01:13:13 PM
How did I miss knowing about this game almost entirely?  A few gut reactions/questions from perusing the web site:

1)  Any stealth classes?  I read all the descriptions they have up, and while at least one seemed to approximate "rogue" (agile poisoning dark elf), none seemed to imply stealth/invisibility.

2)  Classes that immediately spoke to my innermost soul- sorceress and squig herder.  I don't care if my own magic kills me 8 out of 10 times if I can get the nuclear one shot off the other two.  And I like any class where you get a SWARM of pets. 

3)  Like the RvR emphasis.  A lot.  McPvp got real old real fast in WoW.  Anything that keeps targets out in the REAL game world (and not an instance) is good in my book.

4)  Speaking of WoW, if you cut through the florid class descriptions, most of the classes seemed very WoWish.  Every warrior-type had a 100 word description that boiled down to: WoW Rage mechanic.  Although it seemed like there were fewer dedicated healer classes and more healer/offense hybrids.  That is good.   

EDIT: 5)  I don't like the gender restrictions.  That will turn off some players who a class really speaks to but are the wrong gender.  It just seems to unnecessarily ward off potential subscribers. 

SECRET DOUBLE EDIT:  6)  I don't know why people are celebrating the minimizing of CC.  Without CC, every encounter with a larger force is probably a loss.  CC gives any PvP game an additional tactical dimension.  I'd rather occassionally go "baa" for 15 seconds than to know my side is doomed every time the opposing zerg is larger. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on January 19, 2008, 01:45:23 PM
Gender restrictions?  Ugh :(


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on January 19, 2008, 01:54:51 PM
Nope, no stealth last I heard.  Biggest complaints in any pvp game are always around stealth-classes, then CC classes. (Nobody likes just standing around, thumb up their ass because someone else forced them that way.) They seem to be trying to remove or reducing those complaints.

The gender restrictions are probably mandated by the license holder. Mythic: "Well, we want to have female AND male 'wives of the murder god.'  GW: "You're kidding, or you're fired. We're not rewriting 25+ years of lore for a computer game. Work with it. :grin:"


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Velorath on January 19, 2008, 01:57:09 PM
SECRET DOUBLE EDIT:  6)  I don't know why people are celebrating the minimizing of CC.  Without CC, every encounter with a larger force is probably a loss.  CC gives any PvP game an additional tactical dimension.  I'd rather occassionally go "baa" for 15 seconds than to know my side is doomed every time the opposing zerg is larger. 

CC as it has been used in past games is a completely broken mechanic.  As for being able to stop a larger force with it, chances are that larger force has CC classes also.  Probably more than the smaller group, in which case the outcome of the battle gets determined by which CC'ers press their button first (and which side has less AOE CC-breaking retards).  Meanwhile, half the people are left sitting there unable to do anything.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 19, 2008, 02:37:47 PM
SECRET DOUBLE EDIT:  6)  I don't know why people are celebrating the minimizing of CC.  Without CC, every encounter with a larger force is probably a loss.  CC gives any PvP game an additional tactical dimension.  I'd rather occassionally go "baa" for 15 seconds than to know my side is doomed every time the opposing zerg is larger. 

They didn't get rid of it so much as move it onto tank classes, and turn collision detection on.

Using chokepoints and meat shields for cc >> magic ranged instant mezz.

imo.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 19, 2008, 02:47:53 PM
The producer's letter video on www.warhammeronline.com is interesting to watch, specifically because it gives background as to why the game wasn't RvR focussed to begin with.

It seems mythic had decided to conciously leave clear water between daoc and war, I can only presume because they didn't want to repeat the problems AC2 and EQ2 had as a result of being sequels.

Note to Mythic: That only matters when the orginal game is still a relevant force. DAoC, unfortunately, isn't.

It's a shame they started this way, because there are still a bunch of real design problems in WAR that Mythic has already solved in DAoC. Most notably, 2 is the wrong number of realms, having enemies able to prance around in your newbie pve zones, and having the pve-rvr zone transition marked by out-of-character magic lines, instead of sodding great big fortresses.
 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 19, 2008, 03:07:15 PM
I don't have a problem with 2 realms.  How else could you realistically split up the WAR universe anyway, given the prominent races? 

What I do think will be a problem is people abandoning their "racial frontier": because 1) Your side is getting stomped, so why not go to where your side is winning, and 2) as a tactical advantage.  As a squig herder, for example, why would I fight dwarves who know how to handle squig herders?  I'd go to the farthest region from greenskin territory, to fight Order players who haven't refined anti-herder tactics. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 19, 2008, 04:11:39 PM
Remember that you'll find exactly the same dwarfs in every other zone, it is not as if travel is going to be hard or people won't be able to zip from zone to zone to meet up with their guild etc. It'll be consistent mixes of Dwarf/HElf/Empire vs Chaos/Green/DElf on three different zones, not Dwarf vs Green with the odd ally in one zone and Helf vs Delf in another. Mythic have even gone so far as to have personal rvr quest objectives rotate between the zones.

There will be nightly swings of population between the zones ofc, just like there is in daoc. On the whole it works out well since you can chase the high/low population areas according to taste. And in practice the masses swing toward whichever zone is nearest being won/lost, yes people want to win, but even more than that, they want to be around when shit happens.

As for how you'd organise it with the correct number of realms, well, exactly like daoc I imagine.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AngryGumball on January 20, 2008, 02:20:22 AM
Edit: Hrm, I started talking about how I had two email addresses that stopped receiving the newsletter, butmaybe my second email has not stopped receiving.

but my first email did, around December 2006

btw, that San Diego Comic-Con code to give you a bump into beta, totally worthless. :) I still wanna kick their people working that time who were hyping it like THIS IS YOUR Golden Ticket to heaven! Take it and be one of the few alive who will witness the greatness that is. :P


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on January 20, 2008, 07:55:14 AM
Using chokepoints and meat shields for cc >> magic ranged instant mezz.

imo.

I agree with this, if it's true.  Places where I'm sceptical are:

- I haven't yet played one of these games where it was clear just by looking what type of terrain you could climb and what type you couldn't.
- Positional attacks will be/should be very important, especially if collision detection is turned off for allies
- if collision detection is turned off for allies, the damage a casting class can do will have to be tuned appropriately (i.e. it will be less then most casting classes expect)

I still think this could be fun, but I'm also disappoint that there are only 2 realms.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on January 20, 2008, 08:24:25 AM
The sole issue I have with collision detection is lag.  Lag always introduces all kinds of wonderful exploits like running through things that you shouldn't.  In a PVP game there's lots of incentive to figure out how to do this on a regular basis.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 20, 2008, 11:27:00 AM
Another question (for when the NDA falls, or if anyone has an opinion):

It is really gutsy, when you think about it, to have twenty-four separate classes.  Now, it may be that within each side and as-compared to the other side- all tank classes are exactly the same, all ranged DPS the same, with just different racial skins.  They don't seem to want to do this.   

But if they are different, you run the real risk of each side determining that one tank is the best, one type of healer is the best, etc, and all the rest are gimped.  This leads to griping from the other classes, and you have the shaman/paladin feud (before each side had both) x 1000.

I don't have an encyclopedic knowledge of all major MMOs, but to have all different classes in a PvP/RvR type game is ambitious.     


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 20, 2008, 11:44:28 AM
SWG and DAoC both exceeded 24 in raw count, pre-pub19 EQ2 had more once you hit the tier 3 (or whatever the second sub-class choice level was called). But then SWG paired that back to the core nine classes. EQ2 redesigned that noise for Pub 19. Not sure what happened with DAoC, but in the early days I would classify the "different" classes as largely duplicated across realms. You simply can't take the core MMO abilities and not give them to the opposition. And when I mean core, I refer to expectations like tanking, melee DPS, range DPS, DoTs, silence, root, snare, heals and HoTs.

This is one thing I like about the Koreangrind model and in many ways WoW. Less classes but with customization within. It's certainly more user friendly than the arbitrary class splits that end up with nonsense like "this class DoTs with Poison" vs "this class DoTs with Disease". Down that path goes the endless FoTM class chasing, as players migrate towards the most effective ones, requiring devs to focus on those due to the greater amount of people affected (SWG's perennial early problems).

Less classes with more abilities > more classes with less of them.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on January 20, 2008, 11:47:15 AM
Good point Triforcer.  

DAOC was like that and they somewhat managed it. Envy between realms was not that bad. The main problem with class balance was that some had roles and others didn't. High DPS, low dmg class where useless in a group if you compared them to a real tank. I think the scald was the only loved one because he had a run buff.  I'm expecting the same problem in War unless they found some magical way to deal with it.  Maybe pvp leveling is the real solution, you don't need an optimal tank to do it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 20, 2008, 12:07:47 PM
It is really gutsy, when you think about it, to have twenty-four separate classes.  Now, it may be that within each side and as-compared to the other side- all tank classes are exactly the same, all ranged DPS the same, with just different racial skins.  They don't seem to want to do this.   

Looks to me like most of the classes have an exact partner on the other side.

Zealot = Runepriest, both are pretty similar to a CoH defender.
Warriorpriest = Disciple, paladins basically.

etc etc

I imagine that there will be arguments about which is best, and there will be high population classes and low population classes. But also, like every other MMOG, the percieved overpowered class will change from week to week as people learn2play, and from month to month as new content and patching adjusts the actual power level of players and the usefulness of skillsets through changes to the environment.


Unfortunately one thing WoW seems to have taught developers is that they can get away with much less variation between characters than was the prior consensus. So I expect, like in other recent MMOGs, WAR will dial down the indviduality and differentiation compared with what we saw in DAOC.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 20, 2008, 01:24:03 PM
If you have too much variation between classes, you end up with these two dreaded things:

- Required roles for groups that can't also be fun soloable.
- Classes ignored as devs chase classes most played.

Even games that had a dozen+ classes weren't sufficiently diverse enough to justify that. How many abilities exist in MMOs at present? I listed the main ones above. If there's others beyond foozle stuff like Shaman Far Sight or crafting crap, then I'm all ears :-) Seriously, I think the idea that more classes is both better and, well, even achievable at all (budget, time, dev period and live) is still arguable.

Edit to clarify

Wanted to mention I find the class-count thing academic. I'd prefer a revival of the old-UO method of skills trees. Add in some proper game guidance and a number of other abilities spread across skill combines and I think all the neophyteMMO  WoW talent-tree lovers would gawk at the complexity. But this needs to be done in a big budget game for it to gain big attention, which unfortunately speaks for the probability of it happening...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on January 20, 2008, 02:02:20 PM
If you have too much variation between classes, you end up with these two dreaded things:

- Required roles for groups that can't also be fun soloable.
- Classes ignored as devs chase classes most played.

Even games that had a dozen+ classes weren't sufficiently diverse enough to justify that. How many abilities exist in MMOs at present? I listed the main ones above. If there's others beyond foozle stuff like Shaman Far Sight or crafting crap, then I'm all ears :-) Seriously, I think the idea that more classes is both better and, well, even achievable at all (budget, time, dev period and live) is still arguable.

The number of PvP/RvR viable abilities depends on the system.  DAoC,  for instance,  had plenty of abilities that were considered essential for short periods of time as the game and metagaming advanced that don't make your list.

PBT/Bladeturn or Bubbling  -- Early game,  before tank trains really took off
AOE Disease (small snare,  halved heals received, interrupted) -- Until group cure disease reduced the effectiveness of this.
Resist buffs -- Off and on depending.
Group Celerity (attack speed buff)  -- Mid tank groups.
Nearsight -- Shut down casters and healers.
Interrupt tools (wholely due to DAoCs spell casting system) -- Thurg pets,  or any long distance aoe.
Resist debuffs (assist nuking on debuffed target)  -- The infamous resist debuff/stun/nukenukenuke.

Hell, the whole idea of DPS class is far more broad than short/long range.  PBAOE DD.  Cone DD.  AOE Bolts.  Alpha-striking classes.  Turret classes.  AOE DD.

If you wanted to 8 man in DAoC,  a tank train melee group was solid.  Zergs out,  or you want to camp a bridge?  A PBAOE group.  Both pbaoe and melee could be countered (depending on locaton) by a caster extend and assist group.  Etc.


One of the great things about DAoC was the variation.  Of course, it took Mythic 4 years to balance all that...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 20, 2008, 02:19:22 PM
And how many players did they end up appealing to in that end?

If we're talking about another generic fantasy title for gamers, I completely agree with you. But if you're trying to hit it big by grabbing a big (Relatively-speaking) IP with a big budget for lots of players, having a confusing array of classes at launch is bad enough. Then expecting them to stick around for four years, numerous expansions and team changes, and for the sole purpose of an endgame that hasn't yet proven to have the mass appeal you were trying to hit with that big IP and budget, is, well, optomistic.

I'm a huge fan of experimentation. But more-classes is not the way I'd personally go. I'd rather start with a core and expand outward than start outward and hope to fill it.

Just me though. Sorry for belaboring the point. :-)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 20, 2008, 02:28:39 PM
The point of variety is to encourage people to find new combinations that work in different ways, giving variety to the playing experience in pvp. Yes people flock to the successful templates, but that doesn't stop people finding new ones, so long as games have sufficient character options.

DAoC had plenty of this over it's time. Johny talks aboiut this above. And by the time the masses had characters configured for one tactic, the game had moved on and pbaoe or nearsight/dot, or whatever was the tactic du jour.

Just taking pets as an example, the difference between fighting tradtional cabalist pets, fire-and-forget-swarm theurg pets, or animist turrets is pretty significant.

CoH probably achieves this more than anyone, with most of the variety in gameplay coming from different balances of powersets in your group.


Perhaps EVE is an even better example, it has far more variation in ship design than daoc or coh or war or whatever, but there is no required role issue, and no obvious problem with archetypes being ignored.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 20, 2008, 02:39:31 PM
And how many players did they end up appealing to in that end?

If we're talking about another generic fantasy title for gamers, I completely agree with you. But if you're trying to hit it big by grabbing a big (Relatively-speaking) IP with a big budget for lots of players, having a confusing array of classes at launch is bad enough. Then expecting them to stick around for four years, numerous expansions and team changes, and for the sole purpose of an endgame that hasn't yet proven to have the mass appeal you were trying to hit with that big IP and budget, is, well, optomistic.

I'm not convinced that a dozen or even two dozen classes is all that confusing (you only play one at a time), and anyway, even in WoW most people play a few classes before they really focus on one for the grind, rather than pick one based on the manual. Certainly it's no more confusing than CoH's archetype/power-set system, since Mythic have identified the 4 archetypes up front (tank, rogue, mage, cleric).

Plus, if mythic are to be believed, it's not just an endgame, they do appear to have much more pvp/rvr all the way through the levels.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 20, 2008, 03:00:09 PM
We have different definitions of "masses" and "most" I think. Most people don't grind. Most people don't have multiple level cap alts they pull out when needed per adventure, D&D-style. Heck, most people didn't even play D&D :-)

I agree with you on both CoX and Eve, good models to go by. One is archetypes/subs which really only requires at-launch respeccing to be solid. The other is UO-esque build-through-skills without the XP grind. Both pretty well compel experimentation, though imho CoX pulls it off mostly by showing you what your class will be like within the first 1/3 of levels.

The reason I like WoW's system too though is that it's both easier to grasp (levels-based, XP, specific roles) and provides some good customization beyond just level 1. The first third of the game teaches you the base class. The latter part lets you find out which sub-class you want. And it launched with respec'ing so you can dabble.

The challenge I have is when all this is factored against an endgame. I long for a day when a PvP game comes out that lets you gain XP from PvP (maybe WAR does?). If someone could PvP all the time, in a game about PvP, then more dabbling, chasing FoTM, the constant ebb and flow of usable abilities, all of that adds the meta to the deathmatch or CTF or whatever form the PvP takes. But right now it's mostly grind2crush, which adds that unfortunate dimensions of wanting more choice without confusing people.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 20, 2008, 03:14:17 PM
Quote
The challenge I have is when all this is factored against an endgame. I long for a day when a PvP game comes out that lets you gain XP from PvP (maybe WAR does?). If someone could PvP all the time, in a game about PvP, then more dabbling, chasing FoTM, the constant ebb and flow of usable abilities, all of that adds the meta to the deathmatch or CTF or whatever form the PvP takes. But right now it's mostly grind2crush, which adds that unfortunate dimensions of wanting more choice without confusing people.

GW, EVE etc already have this, but you need to be hardcore to compete.

DAoC I suppose still techincally has the same, but with enormous social barriers.

WAR claim to have fixed the rvr from day 1 thing, at a cost of enemies prancing about your pve zone, and out-of-character magic lines which tell you where to fight. We'll see I guess.

I'm unconvinced that any of these games are more confusing or inaccessible than, say, CS. Where you absolutely have to know the map backwards and social-grind your way into a team or you never understand how that guy just got behind you and shot you.

Confusion over class choice will never contribute to inaccessibility so much as the fact that everyone else knows how to play. Unless you make it all luck based, and then you lose for other reasons.



Regarding the definition of masses thing. Most people who play WoW have more than one low level alt for try out purposes before figuriong out what role they want to play. Most people who play one character to max level are willing to try to find a respec to try a new tactic, and are certainly willing to change the skills selected for their hotbar, which is most often all people need to do to change their position in the meta game of something like DAoC, GW, or whatever. And they might not have played D&D (which anyway would be irrelevant since the classes mean something totally different there), but WoW players are sure as hell capable of understanding the 4 EQ derived archetypes.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on January 20, 2008, 03:18:06 PM

The challenge I have is when all this is factored against an endgame. I long for a day when a PvP game comes out that lets you gain XP from PvP (maybe WAR does?). If someone could PvP all the time, in a game about PvP, then more dabbling, chasing FoTM, the constant ebb and flow of usable abilities, all of that adds the meta to the deathmatch or CTF or whatever form the PvP takes. But right now it's mostly grind2crush, which adds that unfortunate dimensions of wanting more choice without confusing people.

WAR does, DAoC did (although to be fair the low level PvP options were often theoretical rather than actual).

Role confusion in WAR shouldn't be an issue, as Eldaec says there are four basic archetypes - Ranged DPS, Melee DPS, Tank and Support which are common to each race. Although they are implemented differently for each iteration the roles are well defined.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 20, 2008, 03:29:06 PM
WAR claim to have fixed the rvr from day 1 thing, at a cost of enemies prancing about your pve zone, and out-of-character magic lines which tell you where to fight. We'll see I guess.

Er, I'm reading quotes from Mark Jacobs in November that say there will be three rule sets:  Core (Everyone flagged in RvR zones, in an enemy PvE zone, the natives must attack first), RP (uses Core) and Open RvR (kill anyone of the opposing faction except "true newbs").

Has this been changed?  I have zero interest in the game if there isn't the third server type.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 20, 2008, 03:46:11 PM
I might be wrong - but I didn't think they'd decided for certain what they were going to do with alternate rulesets.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 20, 2008, 03:50:54 PM
Good clarifications on WAR. How much does level itself matter in combat. Is that removed altogether or do they bracket RvR into level-range maps ala WoW BGs?

@eldaec: I agree that the four basic archetypes are easily understood and communicated. However, when those four archetypes are split across a dozen classes, where one "leans more" one way or the other, it can be easy to make a choice you'll hate later (if the class is gimped and ignored by devs who have other priorities).

I'm thinking mostly along the lines of practicality here, not really theory. It's not so much a confusion thing as much as an expectations one. "Confusion" is often used to deride skills-based games/thinking. I choose "expectations" because when a class makes you expect something and then doesn't deliver it, that can be worse.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 20, 2008, 03:55:40 PM
I might be wrong - but I didn't think they'd decided for certain what they were going to do with alternate rulesets.


http://www.warhammeralliance.com/articles/showentry.php?e=32

That seems pretty definite. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on January 20, 2008, 04:18:56 PM
Good clarifications on WAR. How much does level itself matter in combat. Is that removed altogether or do they bracket RvR into level-range maps ala WoW BGs?


My first post here on f13, apologies for bad english, as it is not my native language....

It's similar to WoW BG's or DAoC BG's, means that you do RvR within your level range. However the difference to WoW or DAoC  is that winning does contribute to your factions success, not only for your personal success.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on January 20, 2008, 05:36:47 PM
I might be wrong - but I didn't think they'd decided for certain what they were going to do with alternate rulesets.


http://www.warhammeralliance.com/articles/showentry.php?e=32

That seems pretty definite. 

Open RvR for me all the way.


I like the idea of having less classes to deal with. It allows someone to play a class, but have more options available to them.  In the past the games that had a ton of classes had issues with people not being able to solo effectively, or getting gimped without "x" class.  So the fewer classes there are, the less likely that is to happen and people can get some PVP groups going without waiting all day on a certain class.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 20, 2008, 05:37:13 PM
Wasn't the Keep sigils in DAoC also based providing a faction-wide buff? That was what I remembered from the early days, but I burned out from the content-incomplete grind before I even hit 30.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on January 20, 2008, 06:46:37 PM
And how many players did they end up appealing to in that end?

If we're talking about another generic fantasy title for gamers, I completely agree with you. But if you're trying to hit it big by grabbing a big (Relatively-speaking) IP with a big budget for lots of players, having a confusing array of classes at launch is bad enough. Then expecting them to stick around for four years, numerous expansions and team changes, and for the sole purpose of an endgame that hasn't yet proven to have the mass appeal you were trying to hit with that big IP and budget, is, well, optomistic.

I'm a huge fan of experimentation. But more-classes is not the way I'd personally go. I'd rather start with a core and expand outward than start outward and hope to fill it.

Just me though. Sorry for belaboring the point. :-)

I'm just going to point out you changed from a system/design argument to a popularity argument before I concede the point because you're dead on.  Complexity hinders mass-market success.

One thing I think Mythic learned was you have to give everyone the archetypal role, and make all classes decent at it.  No more half-assing a hybrid class that really doesn't do anything well,  so gets min/maxed out of actually playing the game.  Save the utility for the secondary or tertiary specs/sub-classes/whatever.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on January 21, 2008, 11:36:41 AM
Did we know this already? (http://warhammer.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=210)
Quote
Q: Will the game require a monthly fee to play WAR?

A: Yes, and EA Mythic's President Mark Jacobs has stated that the subscription fee will quite possibly be more than the standard $14.99 that most MMOG's charge.

 :uhrr:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on January 21, 2008, 11:49:18 AM
Did we know this already? (http://warhammer.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=210)
Quote
Q: Will the game require a monthly fee to play WAR?

A: Yes, and EA Mythic's President Mark Jacobs has stated that the subscription fee will quite possibly be more than the standard $14.99 that most MMOG's charge.

 :uhrr:

Not surprising.  $14.99 has been the standard for what, nearly 5 years now? With the inflation and all that other wonderful economic stuff it's probably time for an across the board price hike, it's just a question of who'll do it first and how much.

I still hold my "once they hit $20 I'm done with this hobby" stance.  At that point it'll be cheaper to buy a new console game for the wife and I to share every month. The lower cost vs traditional gaming was a good portion of why we started MMOing in the first place.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 21, 2008, 11:51:31 AM
http://www.warhammeronline.com/english/community/grabBag/grabBag_august2007.php

Interesting tidbit:

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

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

Maybe that's been changed, of course, but has far-reaching implications on an open RvR server.  I'm amaze that WAR is getting so much mainstream love for how PvP-hardcore its shaping up to be.  People were shitting themselves over SB and Vanguard when they did stuff like this.  


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on January 21, 2008, 12:01:01 PM
I could bite on 20/mo if they laided down a no paid expansions rule.
But i'd rather have a microtransaction server if they are looking to up their revenue.

Tri: I don't think that precludes faction-restricted, non-instatized, PvE-only dungeons.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 21, 2008, 12:03:31 PM
Quote
Tri: I don't think that precludes faction-restricted, non-instatized, PvE-only dungeons.

AFAIK WAR has no faction restricted areas bar the capital city.

Personally I'm not a fan of decision, because it will look silly on the core ruleset servers.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on January 21, 2008, 02:08:30 PM
$20/m with no PvE instancing and reskinned DAoC for PvP?
How can this possibly fail!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on January 22, 2008, 06:33:27 AM
Not surprising.  $14.99 has been the standard for what, nearly 5 years now? With the inflation and all that other wonderful economic stuff it's probably time for an across the board price hike, it's just a question of who'll do it first and how much.
The competition is larger than 5 years ago too. One could argue if it wasn't for the inflation and the other wonderful stuff, the prices should've gone down if just to keep people playing one's game rather than the competitor's.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on January 22, 2008, 09:03:04 AM
Valid point, but I expect the competition is what's kept them from increasing before now.  It'll take one game saying they're going to do it, doing it and then being successful at it, and then the rest will follow suit.

I don't think they'll raise above $20 at any time in the next decade, however. As you say, the competition is getting worse and more and more microtrans/ free games are showing up at the same quality level as your traditional MMO; and with more content updates than most.  (Dofus, for example, has had 2-3 I remember getting e-mails for in just the last year.)  It's not just "a post WoW world" of polish and content the big houses have to compete against, it's the smaller ones that are producing the same polish with only a little less depth.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dren on January 22, 2008, 09:14:40 AM
I don't mind CC being in these games, but it really needs to be restricted.  I can think of a few rules:

1.  Do not allow constant chains of CC to happen.  A character should always be allowed windows of opportunity to escape, heal, interupt, etc.  This could be in seconds, but there has to be something.

2.  CC's should not be of the type that stop action from a player, but still allows damage.  A CC should wipe all damage conditions and prevent any further damage from occuring or the CC will break.  Stuns in WoW are just impossible to balance when you have multiple CC character types keeping somebody completely stunned and damaged at the same time.  Sheeping is a good example of CC done right.  Take a person out of combat, but only that.  Any damage done will bring them right back in.  The only time I'd want to see a type of CC in addition to damage is just some type of debuff.  You take their ability away to fight back very well, but they can continue to be damaged.  A good example would be a dimmed screen, running like your drunk in WoW, % chance to hit decreased, armor decreased, etc.  Slowing movement and/or combat is another good example of this.  Utter and complete immobility just plain sucks and is no fun.

3.  If collision detection will be used, it is a great way of providing an indirect CC.  However, you must also add some risk to this strategy.  Meaning any range DPS that is used in the general area of a blockade must also have a chance to hit their own group.  You can't block the opposite side from moving through you while you let damaging elements pass through you to them without any consequences.  This promotes staging archer and magic fire before bringing the front lines up and in harm's way.

4.  Interupts need to be available to all.  My preference is to provide them to be used at precisely the right moment.  This would add some twitchiness to the game, but it at least gives somebody a chance at avoiding being taken out of combat for umpteen seconds.  Feeling powerless in an MMO is death IMHO.  It would also take away that "opener" CC that typically happens.  Keep your opponent guessing when that CC will come rather than the old "Press 1, then 2, then 3, then 4, then 3, then 4, etc."

5.  Absolutely no CC classes.  DO NOT create a class that specializes in CC.  A huge mistake is allowing there to be a character that is so confident in their ability to CC that it is a foregone conclusion that their presence will seal a win.  Plus, on the other side, if they cannot rely on their CC ability due to interupts, they won't have any other abilities to back them up due to balancing needs.  All classes should have the ability to do a CC, break a CC, DPS, and heal, but that's just my opinion.  Some may be better at some of these than others, but nobody should be a clear answer to one of them.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on January 22, 2008, 09:38:18 AM
CC in DAOC was pretty overboard, but I think Mythic heard that loud and clear when they started thinking about WAR classes/skills.

I don't think WAR is reskinned DAOC PVP.  I do think there are some good things that DAOC did with RvR/Keep battles that can be brought forward, and then improved on so that we have a better end game.

I don't know how many of you watched that last video update of the Keep/RvR system, but to me it looks like all 4 zones will need to be in play to have an impact on the world. If so, that means PL'ing to 40 (or so) and fighting in the highest zone won't be the full end game.

If WAR does have PVE, it needs to be done in a way where it supports the overall goal of the Destruction or Empire faction.  Just having mindless PVE in there for the hell of it wouldn't be a good thing IMHO.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 22, 2008, 09:46:35 AM
Valid point, but I expect the competition is what's kept them from increasing before now.  It'll take one game saying they're going to do it, doing it and then being successful at it, and then the rest will follow suit.

I don't think they'll raise above $20 at any time in the next decade, however. As you say, the competition is getting worse and more and more microtrans/ free games are showing up at the same quality level as your traditional MMO; and with more content updates than most.  (Dofus, for example, has had 2-3 I remember getting e-mails for in just the last year.)  It's not just "a post WoW world" of polish and content the big houses have to compete against, it's the smaller ones that are producing the same polish with only a little less depth.

That's exactly it. I see the dropping of the monthly fee altogether before I see a genre-wide increase to $19.99 average. I personally don't go for microtrans games because I haven't seen one yet that's anymore than paying off a casino to let you win more often at their slot machine. Heck, I'd take ingame advertising over that anyday. But there's just too much business interest behind this to not have it evolve that way, even if it means getting rid of stuffy old-timers like me.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on January 22, 2008, 10:10:40 AM
Anyway, I am oppisite I hate ads.  If your game has ads it better be completely gratis like SB.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on January 22, 2008, 02:56:38 PM
Anyway, I am oppisite I hate ads.  If your game has ads it better be completely gratis like SB.

Or have a way to avoid them completely by paying for the privilege.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 22, 2008, 05:30:31 PM
Oh yea, definitely file my opinion under "lesser of two evils". I'll gladly accept ads in something like The Agency (or TF2 or CoD4) or future sci-fi stuff (TR, AO) as it makes sense in the context of the virtual world. Keep you your ads out of my fantasy though.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AngryGumball on January 29, 2008, 03:52:52 AM
ok ok ok, I really need to start playing this game damnit. :)

Its starting to break me, not knowing if I'll like it or hate it.

I already know I'll buy it day one and play it.

Hate reading the newsletters. Not one for dredging websites for info about the game. I just gotta get in and see if it feels like its something I want. Also to see if the community is something I can hang with and waste hours upon hours away in.

Not looking forward to if the discussion about pricing will be more is correct.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Modern Angel on January 29, 2008, 03:57:23 AM
Tangential and maybe possibly indicative of stirrings in GW: The Warhammer and 40K RPGs are no more. Sudden announcement, literally days after the first 40K book came out and totally sold out. Black Industries is going back to making the 40K novels.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on January 29, 2008, 05:06:29 AM
Tangential and maybe possibly indicative of stirrings in GW: The Warhammer and 40K RPGs are no more. Sudden announcement, literally days after the first 40K book came out and totally sold out. Black Industries is going back to making the 40K novels.
Black Industries has nothing to do with the 40K novels. Black Library is the publishing imprint of GW and they've been ramping up the output for a few years now. Black Industries is just a victim of the cost-cutter's hatchet and nothing more as they were a wholly owned subsidiary of GW.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Modern Angel on January 29, 2008, 06:20:39 AM
Then I got my Black X names confused. Still, here's the press release:


28/January/2008 - Black Industries Announcement
Black Industries regret to announce that Dark Heresy: Disciples of the Dark Gods out in September will be the final product to be released from Black Industries.

Kevin Rountree General Manager of BL Publishing said ‘As a result of the continued and impressive success of our core novels business, which we have built around 40K and Warhammer, we have decided to focus all of our efforts on growing this part of our business. Black Industries has seen fantastic success, most recently with Talisman and Dark Heresy. This change does not take away from that achievement rather it allows BL Publishing to focus on producing the best novels we can. This is a purely commercial decision and will enable us to carry on the huge growth that we have recently been experiencing with our novels’

For the time being Black Industries will continue to post articles in support of the products on their official website, which is a fantastic resource for scenarios and gaming tools for GM’s and players alike.



Now, the cynic in me could (COULD) say that GW has an abysmal track record of supporting anything beyond their core two miniatures games and how a game which sold 20K in days isn't even enough.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nija on January 29, 2008, 07:36:29 AM
$20/mo for this piece of shit? It better come with a self cleaning fleshlight, or better yet a subscription for a topless fleshlight-maid service.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Righ on January 29, 2008, 08:10:43 AM
Oh yea, definitely file my opinion under "lesser of two evils". I'll gladly accept ads in something like The Agency (or TF2 or CoD4) or future sci-fi stuff (TR, AO) as it makes sense in the context of the virtual world. Keep you your ads out of my fantasy though.

Is that related to immersion? Would you be okay with a fantasy/archaic setting having ads if they were thematically appropriate - for instance having a town barker calling them?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on January 29, 2008, 08:20:22 AM
So how come prices keep going up, but I don't get no raises? Does "Inflation" mean "Ratman gonna be a fuckin hobo in a couple years"?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on January 29, 2008, 08:29:02 AM
I cant imagine they'd price it at 20/month.  I could see 16.99 or 17.99 maybe.  But not 20.  Of course I'm just guessing here, I doubt they even know yet.  I remember Mark Jacobs talking about how Bliz set the spending and quality bar really high and pointing out the price per month has been static for a long time now.  It's bound to go up eventually just like anything else.  I doubt they want to be the first to do it but who knows what the financial realities are. 





Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on January 29, 2008, 08:41:50 AM
I don't mind paying the extra cash as long as the quality of product is superior to what's out there.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Soukyan on January 29, 2008, 08:43:26 AM
I cant imagine they'd price it at 20/month.  I could see 16.99 or 17.99 maybe.  But not 20.  Of course I'm just guessing here, I doubt they even know yet.  I remember Mark Jacobs talking about how Bliz set the spending and quality bar really high and pointing out the price per month has been static for a long time now.  It's bound to go up eventually just like anything else.  I doubt they want to be the first to do it but who knows what the financial realities are. 


Well, who was the first to bump it up before? I believe DAoC raised the bar to 12.99 per month when everyone else was at 9.99, but my memory is cloudy on this one. WoW is chugging along at 15 as is Eve. EQ2 is 15, but then you've got add-on fees for more slots, web features, etc. which can raise it to 20+ per month. Then there's the All-Access Pass which is up to 30 per month. I would be willing to wager they could push the bar to 17.99 per month and get away with it when they release Warhammer Online. I don't know that they will, but it could be done with little to no complaining. That would also increase the range and allow for more "budget" MMOGs to sneak in at the 9.99 range.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: stu on January 29, 2008, 09:10:05 AM
I'll pay $18/mo, but I'll be damned if I have to go up to twenty. That's one less bottle of Mad Dog I get to turn into piss.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: spiralyguy on January 29, 2008, 09:14:27 AM
Quote
Trying to fight against the players who are going to actively go looking for "cookie cutter" layouts is fruitless (and as vocal as they may be on forums, they're honestly the minority). Instead, we're simply making sure that every decision is usable, even if it’s not optimal.
Hmm... usable but not optimal.  Isn't that a good way to describe every crap talent from every RPG with crap talents that nobody ever uses?

translation:
"Yea we know there's a perfect cookie cutter build but we'll provide some other "fluff" talents so you can gimp yourself for the sake of being different."

Meh... I had been buying into the WAR hype for a while... but after looking at their webpage and some of the videos available I'm concerned this is going to turn out as another Developer hype fest that flops on it's face at release *caugh*vanguard*caugh*  :-/


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: shiznitz on January 29, 2008, 09:24:56 AM
Easy there. The dev hype for WAR is still light years behind VG.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on January 29, 2008, 09:59:44 AM
Well, who was the first to bump it up before? I believe DAoC raised the bar to 12.99 per month when everyone else was at 9.99, but my memory is cloudy on this one. WoW is chugging along at 15 as is Eve. EQ2 is 15, but then you've got add-on fees for more slots, web features, etc. which can raise it to 20+ per month. Then there's the All-Access Pass which is up to 30 per month. I would be willing to wager they could push the bar to 17.99 per month and get away with it when they release Warhammer Online. I don't know that they will, but it could be done with little to no complaining. That would also increase the range and allow for more "budget" MMOGs to sneak in at the 9.99 range.

Yeah for me personally if I like it 17.99 is no big deal at all.  Thing is like Draegan said people wouldnt care if it's better than the other stuff out there, but WoW is out there at 15.  So now if you raise it you're saying indirectly:  "We're worth more than WoW". 

That's really sticking yourself out there for criticism.  Still if it's a modest increase I dont think it will be a huge deal.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AngryGumball on January 29, 2008, 12:43:31 PM
Hate to say it I know they did the stop and go with beta after I saw it, but the last two years from what I've seen at San Diego Comic-Con this is not worth more than the current going rate for a monthly fee MMO game.

I do not have faith that what they have done to the game will warrant a one/two/three dollar increase in monthly fee for a mmo.

This still does not dampen my excitement for it, This does not douse my belief that the community support will be any different or improved with a higher montly fee. Will still see gamebreaking non true gaming names. Matter of fact with wow its getting worse.

Zero faith that an increase in monthly fee will be directly applied to the customer service level of a MMO such that it would have a direct affect of improving the community. Otherwise I would pay for an increase if I knew that.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on January 29, 2008, 12:48:20 PM
Be interesting to consider how WoW would have fared with a $20 monthly charge.  I have a hard time believing it would have turned off 25% of their subscribers. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: spiralyguy on January 29, 2008, 12:52:05 PM
Quote
Thing is like Draegan said people wouldnt care if it's better than the other stuff out there, but WoW is out there at 15.  So now if you raise it you're saying indirectly:  "We're worth more than WoW".  

That's really sticking yourself out there for criticism.  Still if it's a modest increase I dont think it will be a huge deal.
This is a really good point.  By pricing yourself higher then the top dog you are REALLY giving the impression that your game is the best shit since sliced bread.

I mean... take a look at Hellgate.  Yea I know the game is kinda bad so it's not the best analogy, however:  One of the worst mistakes FSS made I think (and their forum community seems to agree) is trying to justifiy a subscription of their game.  If they would have made it free to play like diablo, expectations would have been much lower.  Instead they charged the same price as WoW and so, justifiably, people compare the two games, when really they should never have been compared.  So because people are paying 15 a month they want mail, auction houses, a stable economy, an end-game, new content and so on.  I don't think people would be harping on those features nearly as much if there was no subscription at all.

So yea, charging higher then WoW is really asking to be compared in every single detail.  If there's even a single feature that's lacking or is superior in WoW suddenly it will become a huge issue because "This game is supposed to be better then WoW!".  IMO if they're smart they price it the same or less then WoW, pricing higher seems suicidal.

Quote
Be interesting to consider how WoW would have fared with a $20 monthly charge.  I have a hard time believing it would have turned off 25% of their subscribers. 
I think they would have done fine too.  Thing is, WoW released at a VERY opportune time.  EQ1 was dying and other MMO's were not picking up the slack.  EQ2's initial launch was pretty horrid, I believe around that time SW:G got hosed with their combat update, so the only real competitor was..... uh, DAoC?  Besides, WoW actually was significantly better then everything on the market.  I would have a very hard time believing that WAR will be as large a step up from WoW as WoW was from EQ1.  You know?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on January 29, 2008, 01:00:11 PM
Besides, WoW actually was significantly better then everything on the market.  I would have a very hard time believing that WAR will be as large a step up from WoW as WoW was from EQ1.  You know?

I do.  I agree.  I think that no matter what WAR does, it will be a decidedly niche game.  I'm just not sure they are willing to accept that.  The saving grace is that WAR may satisfy a larger niche than we've seen in the mmog market before.  Hell, I never would have believed that WoW would have so many PvP servers.  So I should just watch and learn rather than making more bad predicitions. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on January 29, 2008, 01:17:50 PM
Digital music players were niche until someone did it well.

At 15 bucks WAR has a 5-10% chance of being the next WoW.  Raising the price removes any chance.  The question is probably greed vs. envy for EA.  Raising the price is a good greed move(extract as much money from the Walking Wallets ASAP).  But I think EA desperately envies the dominate position that Vendi commands in MMOG market and won't put themselves at a price disadvantage.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: sidereal on January 29, 2008, 01:22:26 PM
Is that related to immersion? Would you be okay with a fantasy/archaic setting having ads if they were thematically appropriate - for instance having a town barker calling them?

Ye Auld Penyse Enlargementte


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 29, 2008, 01:30:15 PM
Besides, WoW actually was significantly better then everything on the market.  I would have a very hard time believing that WAR will be as large a step up from WoW as WoW was from EQ1.  You know?

I do.  I agree.  I think that no matter what WAR does, it will be a decidedly niche game.  I'm just not sure they are willing to accept that.  The saving grace is that WAR may satisfy a larger niche than we've seen in the mmog market before.  Hell, I never would have believed that WoW would have so many PvP servers.  So I should just watch and learn rather than making more bad predicitions. 

I think this depends on definitions of niche.

I imagine they are thinking of a mimimum of at least 500k, and won't be totally satisfied without 1M. I don't know that they'll get either amount, but I'm sure they will get substantially more than DAoC's 250k.

The question right now is, what counts as niche when one product outsells the rest by a factor of ten?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 29, 2008, 01:40:35 PM
WAR will do alot better than anyone here thinks.  Half (or maybe slightly less, I dunno) of WoW's servers are pvp servers.

For people who don't know WoW PvP rules, outside of the newbie zones (generally up to level 20ish) EVERY zone is available for 70 on lvl 25 gankage.  And yet, those dozens and dozens of servers still exist.  People who know WoW has pvp servers in the abstract are always shocked when they learn 1) the number of such servers, and 2) how comparatively hardcore and non-consensual the ruleset is. 

There is a HUGE market for realm pvp.  I will consider anything less than a million for WAR an epic fail.  Hell, there are over 560k beta apps alone. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Modern Angel on January 29, 2008, 01:46:19 PM
I'll go one further given their RPG division announcement, rash of store closings and four straight years of tanking stocks: if WoW flops or is too niche GW will sell itself to the highest bidder or close within four years of launch.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on January 29, 2008, 01:56:23 PM
WAR will do alot better than anyone here thinks.  Half (or maybe slightly less, I dunno) of WoW's servers are pvp servers.

For people who don't know WoW PvP rules, outside of the newbie zones (generally up to level 20ish) EVERY zone is available for 70 on lvl 25 gankage.
How much world PvP actually happens on these servers though, vs the 'game PvP' in the arenas and such?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on January 29, 2008, 01:59:36 PM
I'll go one further given their RPG division announcement, rash of store closings and four straight years of tanking stocks: if WoW flops or is too niche GW will sell itself to the highest bidder or close within four years of launch.

GW doesn't need video game money to stay afloat. They're half way through a cost reduction program that is costing them £4million a year but will save them a lot more down the road and they have a new CEO which is why their stock is low. Closing the RPG division (practically the smallest part of their business) is not a sign of the end times.

Having been present for a serious crunch at GW, I can safely say that they aren't afraid to wield the axe when it's needed.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Modern Angel on January 29, 2008, 02:10:01 PM
True but it also smacks of a sense of desperation. Their stock has tanked for nearly four years now with no end in sight. Closing up one guy and some freelancers under the misguided notion that all of the folks who played the pen and paper game are going to flock to Warhammer or 40K to drop 300 bucks an army is absolute lunacy. This is especially true given the corporate mantra of 'no advertising, good word of mouth'.

I've got no dog in that hunt. I got out of the minis several years ago due to the price increases putting the games out of my market. I was low on the totem pole, just being a lead in a store for a year in 99, but I saw enough to know that, in the estimation of my coworkers and I, these guys have some serious problems adjusting to market changes. I've no idea how much money they can or can't make on WAR and I hope it succeeds since I still love the world but I have some serious doubts as to whether or not the company can hang with more bad news for the stockholders.

EDIT: I should add that I'm not certain if hiring a suit from a shampoo company is going to solve their problems, mainly that they've increasingly forgotten that they dwell in a niche market making games. Cost cutting is great but I see little indication that their sales are suddenly going to spike to make up the loss.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on January 29, 2008, 02:13:24 PM
At 15 bucks WAR has a 5-10% chance of being the next WoW.

(http://eddddie.googlepages.com/facepalm.jpg)



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on January 29, 2008, 02:19:40 PM
I give myself 90-95% wiggle room!  Have you seen the WAR demo videos? There is massive intrest in Warhammer.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on January 29, 2008, 02:25:33 PM
I give myself 90-95% wiggle room!  Have you seen the WAR demo videos? There is massive intrest in Warhammer.

A bunch of excited mini painting dorks* <> 10 million subscribers.

*Let me show you my Tau. Let me show you them...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on January 29, 2008, 02:46:52 PM
And a bunch of excited RTS fanbois != 10 million subscribers, either.  But both are good starting points.  At least Warhammer fans are gamers of a sort, which is better than SWG can say.  And SWG still did awesome on it intial box sales.  Anyway, my point is there is euthisactic fanbase for WAR and they "could" hit the ball out of park.   Which is different than AoC, DDO, LotRO, TR, and VG; they have/had no chance because their fanbase is either to small or mostly non-gamers.  DDO is special case, I think their fanbase was fantigued.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on January 29, 2008, 02:48:00 PM
I think WAR will hit the 500k mark, but my optimism doesn't go much beyond that.  I just don't see how they are offering much that the WoW fanbase would be willing to leave for.  Beyond the WoW fanbase, here just aren't all that many new subscribers out there.  As optimistic as any analyst can be, I think that getting players in this MMO market means largely taking them from WoW.  


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nija on January 29, 2008, 02:48:43 PM
There is a HUGE market for realm pvp.  I will consider anything less than a million for WAR an epic fail.  Hell, there are over 560k beta apps alone. 

560k beta apps = "Hey, it's free in beta. Why not sign up?" There isn't a snowball's chance in hell that they'll have a million subs.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on January 29, 2008, 03:16:21 PM
I just don't see how they are offering much that the WoW fanbase would be willing to leave for.  Beyond the WoW fanbase, here just aren't all that many new subscribers out there.  As optimistic as any analyst can be, I think that getting players in this MMO market means largely taking them from WoW.  
Offering "similar but not WoW" could actually be enough to make part of WoW playerbase take a dip. I mean, doing the same old shit for x years does eventually get old and people might want a change, in particular when that change isn't *too* drastic but still involves start for everyone with clean slate (and thus in their minds a chance to be on top of new world order rather than Joe Nobody 87430)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 29, 2008, 03:21:42 PM
I think WAR will hit the 500k mark, but my optimism doesn't go much beyond that.  I just don't see how they are offering much that the WoW fanbase would be willing to leave for.  Beyond the WoW fanbase, here just aren't all that many new subscribers out there.  As optimistic as any analyst can be, I think that getting players in this MMO market means largely taking them from WoW. 

Fair enough, though at 500k it would be the second most successful full price MMOG ever in the western markets, and a 100% increase on Mythic's last product, with a publisher who has seen nothing but epic fail in the genre, and with a European partner..... who can be most charitably refered to as 'not having the greatest track record'.

I just have a hard time seeing that as niche or underwhelming performance.


To coin a phrase, it would pretty much be a triumph. I'd be making a note here, huge success.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on January 29, 2008, 03:26:51 PM
The question right now is, what counts as niche when one product outsells the rest by a factor of ten?

I usually go by what would be considered good pre-WoW.  Pre Wow, correct me if I'm wrong here, 500k would be phenomenal.  So figure WoW expanded the base by a lot, but still 500k is more than good.  To me, below 300k and it's a disappointment.  Anything over 500 is gravy.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 29, 2008, 03:36:07 PM
Before WoW people chortled heartily at the idea of a MMOG that would break the half million. Fragmentation of the market was the trend, and "the community" was sat about asking why it was getting so warm and why are we all sitting in this handbasket.

From the prediction thread...

Quote
Warhammer Online December 2008 predictions

Angry.bob: 5 millions
Shapechanger: 3,5 millions
Datagod: 1,8 millions
Modern Angel: 1,5 millions
Darniaq: 1.5 millions
Trouble: 1,5 millions
Arthur Parker: 1 million
Falconeer: 1 million
Riggswolfe: 1 million
Evangolis: 930k
Simond: 750k
Sairon: 700k
Damijin: 650k
Soln: 500k
Comstar: 450k
Eldaec: 350k
Waylander: 350k
HaemishM: 350k
WindUpAtheist: 325k
HRose: 300k
Strazos: 236k
Unsub: 190k
Lantyssa: 175k
Stray: 150k
Xuri: 150k
Cheddar: 45k

Make of that what you will, but a range of 150k to 1.8 million (ignoring extreme crazy people) probably suggests nobody knows wtf is going to happen.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AngryGumball on January 29, 2008, 03:40:27 PM
  Anyway, my point is there is euthisactic fanbase for WAR and they "could" hit the ball out of park.

Thing is we already know what the gameplay is like, where is the mystery by now of what the gameplay is like. We have PVE quests ok....same thing done in other MMOs, we have pvp combat, ok....we know what that is like we just have to actually play to see if it works, again nothing special here.

Its just new, and its warhammer, and there are small things different. Should be no mystery on the mythical homerun that might be hit. Its just a new MMO that is not WoW, or other MMO out. I think they are hurting themselves with the factions 3 way instead of all or nothing factions, no groupings of races, groups boring 3 way, we've seen that already in another MMO.

I still do not see a reason to raise the monthly price. Anything else is a lie about raising costs. Just like UO people in charge tried to justify their raise in cost from $9.99 a month to $12.99. EA people lied about improving customer service. LIED!

I'm still excited to play, Day One! Hope to find a good group community. Its not a homerun MMO its simply new MMO with a topic I like. 3 Factions = stupid game design decision.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Modern Angel on January 29, 2008, 03:40:40 PM
Oh, I think it's going to get around a million if you ask me today. The wild card is what EA and GW consider a success. They've not exactly proven themselves to be content with respectable also ran status over the years. I also have very serious doubts about their level of commitment when and if they reach that status.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on January 29, 2008, 03:40:59 PM
Fair enough, though at 500k it would be the second most successful full price MMOG ever in the western markets, and a 100% increase on Mythic's last product, with a publisher who has seen nothing but epic fail in the genre, and with a European partner..... who can be most charitably refered to as 'not having the greatest track record'.

I just have a hard time seeing that as niche or underwhelming performance.


To coin a phrase, it would pretty much be a triumph. I'd be writing a note here, big success.


Agree. There is good, successful number of subscribers, and then there is WOW sub numbers.

And I just cannot see a Warhammer game appealing to every soccer mom, office boss, gamer and girlfriend alike, like WoW does.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on January 29, 2008, 03:43:21 PM
There is a HUGE market for realm pvp.  I will consider anything less than a million for WAR an epic fail.  Hell, there are over 560k beta apps alone. 

560k beta apps = "Hey, it's free in beta. Why not sign up?" There isn't a snowball's chance in hell that they'll have a million subs.


Anyone remember the numbers for WoW?  My google-fu isn't strong enough.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on January 29, 2008, 03:43:46 PM
And a bunch of excited RTS fanbois != 10 million subscribers, either.  But both are good starting points.  At least Warhammer fans are gamers of a sort, which is better than SWG can say.  And SWG still did awesome on it intial box sales.  Anyway, my point is there is euthisactic fanbase for WAR and they "could" hit the ball out of park.   Which is different than AoC, DDO, LotRO, TR, and VG; they have/had no chance because their fanbase is either to small or mostly non-gamers.  DDO is special case, I think their fanbase was fantigued.

However, WoW fanbois were video gamers, and at the very least acquainted with the mantra of, "put in your time, then you get to pwn" that all video games follow.  WAR fanbois probably video game, but it's vastly different from the miniature game.. YOu don't control an army, a troop or even a squad. You control ONE person.. and then you have to level them up.  No "instant action" or "jump right into it" a-la Guild Wars or Miniatures.

I think that's a breaking point if the 'leveling up' is more painful than it should be.  I am also 90% certain the leveling up will be more painful than it should be and in all likelihood take longer than it does to get a char from 1-70 in WoW. That's not a good thing if they're expecting 500k+.

Also, there's still a ton of +pvp servers in WoW because all of the hardcore pve folks went there, for some reason I don't know.   My server is the only PvE realm in the top  20 worldwide, afaik (I'm not certain on all the EU PvP realms, but Alleria is my PvE server)  So, if you want PvE you still roll on a PvP server because there's no way to get into the 'leet guilds from a PvE server, and Risen is hardcore in a way that makes old school FoH look like casuals.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on January 29, 2008, 03:45:32 PM
I am going to go out on a limb and say 1.2mil+ fairly quickly. I think a LOT of people in WoW are only still playing because there really is nothing out there that to them can compare. When war comes out, I think it will be billed as "WoW but newer with better PVP". I think if the PVP mechanics are well done and CC isnt over the top, the WoW PVPers will flock to it.




Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on January 29, 2008, 03:45:58 PM
Yah I say 500k but I'm not confident.  It looks like something I'll like but I'm still cynical.   

The game *looks* like it's being run by grown ups, has good funding, competent people, experienced in the industry, no crazy drama.  As always though I'll never know til I try it hopefully in a semi-open beta or something.  NDA drop would be nice too.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on January 29, 2008, 03:46:56 PM
Also, there's still a ton of +pvp servers in WoW because all of the hardcore pve folks went there, for some reason I don't know. 

It's AFAIK another barrier to entry. Just mentioning PvP to some players shoos them away, and that's one less person who turns out to be dead weight halfway through a raid...

*Edit* Put me down for 250k. I bet it does well, but not epically.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on January 29, 2008, 03:58:33 PM
[...] Risen is hardcore in a way that makes old school FoH look like casuals.

I tough the next step after old school FoH was :

(http://img2.timeinc.net/ew/dynamic/imgs/070925/se7en_l.jpg)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 29, 2008, 04:07:42 PM
I'll go one further given their RPG division announcement, rash of store closings and four straight years of tanking stocks: if WoW flops or is too niche GW will sell itself to the highest bidder or close within four years of launch.

GW doesn't need video game money to stay afloat. They're half way through a cost reduction program that is costing them £4million a year but will save them a lot more down the road and they have a new CEO which is why their stock is low.

New CEOs don't traditionally depress share prices, and nobody ever cost reduced their way to reversing a 30% drop in sales over 3 years.

GW won't be saved or doomed by WAR (and their projections don't appear to count on any contribution from WAR), but it's going to have to think of something.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on January 29, 2008, 04:16:04 PM
I'll go one further given their RPG division announcement, rash of store closings and four straight years of tanking stocks: if WoW flops or is too niche GW will sell itself to the highest bidder or close within four years of launch.

GW doesn't need video game money to stay afloat. They're half way through a cost reduction program that is costing them £4million a year but will save them a lot more down the road and they have a new CEO which is why their stock is low.

New CEOs don't traditionally depress share prices, and nobody ever cost reduced their way to reversing a 30% drop in sales over 3 years.

GW won't be saved or doomed by WAR (and their projections don't appear to count on any contribution from WAR), but it's going to have to think of something.


I still think GW should make a MTGO equivalent for their franchises.  It's where the money hat is, I can't believe they don't want to wear it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nija on January 29, 2008, 04:37:05 PM
People always talk about WOW players like they are Warcraft fans.

Warcraft fans are RTS fans. My buddies who played War2 on Kali .. 11 years ago are still playing RTS games. They are playing Supreme Commander, DotA, and TA:Spring. They aren't playing WOW.

Warhammer fans, the dorks that they are.. Hell I don't actually KNOW any Warhammer fans. Who knows what they'll do. I'll assume that they play good strategy games. None of which have the Warhammer name on them. They probably play Civ and Warlords.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Modern Angel on January 29, 2008, 04:37:58 PM
They did make both Warhammer and 40K CCGs. Dunno if they're still afloat or not but Magic they weren't.

EDIT: Yeah, they both apparently folded. Not sure when though


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Abelian75 on January 29, 2008, 04:41:03 PM
Amusingly, and almost certainly coincidentally, the only Warhammer fan I ever really knew was also a pretty huge DAOC fan.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 29, 2008, 05:28:57 PM
Quote from: Righ
Quote from: Darniaq
Oh yea, definitely file my opinion under "lesser of two evils". I'll gladly accept ads in something like The Agency (or TF2 or CoD4) or future sci-fi stuff (TR, AO) as it makes sense in the context of the virtual world. Keep you your ads out of my fantasy though.
Is that related to immersion? Would you be okay with a fantasy/archaic setting having ads if they were thematically appropriate - for instance having a town barker calling them?
Mostly it's how the topic doesn't in any way corrolate with the world. What product and/or service could a town barker call out that wouldn't feel absolutely out of place in a fantasy-theme full-screen MMO.

Ads that bracket a game (loading screens, login/out screens), I don't have much an issue with that.

Meanwhile, in contemporary or future setting games, it works. Contemporary for obvious reasons and future because we all assume dystopian (where ads are still there just messy, ala Hellgate) or intergalactic megaconglomerate advertising anyway.

Quote from: Triforcer
There is a HUGE market for realm pvp.
This. People might invoke SB or DAoC as examples of a not huge market. But ya gotta remember that EQ1 grew mostly on PvE. That continued in the West (Lineage didn't cut it here) for a long time. And even WoW largely launched as PvE with PvP tacked on. They just had the confidence to have 50% of their servers be dedicated PvP.

They basically created the need for a lot of players, and fed it with honor points, battlegrounds, etc. In doing so, they also created a new competitive advantage for someone else.

The WAR IP is a draw, but I'm not actually sure that's going to be the primary basis of their success.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on January 29, 2008, 06:00:03 PM
Just to follow on from Darniaq - my belief about WoW's PvP is that a lot of players got through the PvE to the end-game and went "Now what?". And then they picked up PvP and liked it, but it wasn't what brought them to the game. PvP is still a niche and more likely a secondary concern for most players.

Will those players go to WAR? Perhaps, eventually, if they are willing to climb up the PvE pole again and learn a whole new game in order to be able to PvP effectively. Others will stay put in WoW and wait to hear the reviews. Plus WOTLK is likely to suck some players back to WoW from WAR. It'll be interesting to see what happens, but neither WAR nor AoC will be the WoW-killer this year.

Based on my experience of Warhammer players (the wargame), I think they'll check how the rules lay out in WAR, pick it to pieces about how it isn't really Warhammer and generally ignore it in favour of their miniatures. Which is what happened with DDO: Stormreach (in part, at least).

As for WAR charging more for the monthly fee than the industry standard - if PvP really are a dedicated niche group and the WAR PvP / RvR is really that good, then it'll work as a pricing strategy. Otherwise, yeah, problems.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: sidereal on January 29, 2008, 06:07:47 PM
PvP is still a niche and more likely a secondary concern for most players.

I can't be the first person to point this out, but I haven't read it yet so I'll just be redundant.  The WAR population will probably come from three sources:  1) WoW players who want to play a WoW PvE game, but want the endgame to be RvR instead of raiding; 2) Disgrunted ex-Shadowbane ex-DAoC players who think RvR never got a fair shake and want it to be the primary game, not just the end game; and 3) tabletop Warhammer players who have no fucking idea what PvE is and simply assume that all gaming is against some other grognard.  These people will not get along, and balancing among them will be EA Mythic's neverending onerous task.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Righ on January 29, 2008, 09:03:45 PM
True but it also smacks of a sense of desperation. Their stock has tanked for nearly four years now with no end in sight. Closing up one guy and some freelancers under the misguided notion that all of the folks who played the pen and paper game are going to flock to Warhammer or 40K to drop 300 bucks an army is absolute lunacy. This is especially true given the corporate mantra of 'no advertising, good word of mouth'.

What? I don't think that's what they are thinking of or banking on. The company has adapted and changed tack many times over the last 30 years while most of their contemporaries have failed. I doubt that they make the changes expecting to carry all the customers from one from of product to another.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on January 30, 2008, 03:32:19 AM
People always talk about WOW players like they are Warcraft fans.

Warcraft fans are RTS fans. My buddies who played War2 on Kali .. 11 years ago are still playing RTS games. They are playing Supreme Commander, DotA, and TA:Spring. They aren't playing WOW.

They're Blizzard fans. All the wonderful mouthbreathers from battle.net. Mostly (I imagine) Diablo/D2 vets.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Modern Angel on January 30, 2008, 03:59:56 AM
True but it also smacks of a sense of desperation. Their stock has tanked for nearly four years now with no end in sight. Closing up one guy and some freelancers under the misguided notion that all of the folks who played the pen and paper game are going to flock to Warhammer or 40K to drop 300 bucks an army is absolute lunacy. This is especially true given the corporate mantra of 'no advertising, good word of mouth'.

What? I don't think that's what they are thinking of or banking on. The company has adapted and changed tack many times over the last 30 years while most of their contemporaries have failed. I doubt that they make the changes expecting to carry all the customers from one from of product to another.

That was true but is not true anymore. Their market share has shrunk and when I say their stock has tanked I mean it is in the toilet, rock bottom, not paying dividends toilet. Check out GW stories in the Financial Times and check the stock listing. They're a sick, sick company.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on January 30, 2008, 05:11:48 AM
They're Blizzard fans. All the wonderful mouthbreathers from battle.net.

Yah.  Although it's well beyond that at this point from word of mouth.  So essentially the mouthbreathers and all their buddies heh.  Well and plenty of normal players as well to be fair.




Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on January 30, 2008, 05:25:39 AM
People always talk about WOW players like they are Warcraft fans.

Warcraft fans are RTS fans. My buddies who played War2 on Kali .. 11 years ago are still playing RTS games. They are playing Supreme Commander, DotA, and TA:Spring. They aren't playing WOW.

They're Blizzard fans. All the wonderful mouthbreathers from battle.net. Mostly (I imagine) Diablo/D2 vets.
Early adopters are impressed by studio resumés, design shinies and so forth. Latecomers to the party go where their friends are. I'd be willing to bet that a sizable chunk of WoW's players don't even know the game is based on an RTS series.

I'm finding it hard to imagine all the WoW playing soccer moms and middle-aged professionals that have adopted WoW as their particular brand of social crack, spamming 'Yuo gifv SoJ or I PK u kk?'


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 30, 2008, 06:12:34 AM
Just to follow on from Darniaq - my belief about WoW's PvP is that a lot of players got through the PvE to the end-game and went "Now what?". And then they picked up PvP and liked it, but it wasn't what brought them to the game. PvP is still a niche and more likely a secondary concern for most players.

See, this just isn't how it works.  Let me explain WoW pvp servers in a bit more detail:

1)  It is not FFA.  Unless you duel or Arena, you can never fight your own realm (Alliance/Horde).

2)  BGs did not exist until WoW was close to a year old.  Arenas didn't come into existence until some point after that.

3)  PvP servers comprise half of the server population (or pretty close to it, not sure on the exactly number). 

4)  On PvP servers, the capital cities and low level zones (generally, the type of zones you could level to 20-25ish in, like the Barrens for example) are one-way PvP flagged.  That means, if an enemy wanders in, they can only attack a native if the native attacks them first.

5)  ALL OTHER world zones are perma-pvp flagged both ways, with NO level restrictions.  That means I, as a level 70, could go to Thousand Needles for example and gank level 30s all day.


So, to recap, WoW pvp servers (half the game) flourished for a year before BGs in an atmosphere where 80% of the zones allowed for random 40-levels differential gankage.  DAoC didn't go this far (PvP only in the common frontier).  COH/V didn't go this far.  EQ1/2 didn't go this far.  Not counting Shadowbane, WoW is the most hardcore PvP gank MMO since UO, and millions play on the gank servers.  That's why I find this PvE propaganda about "all WoW pvpz is arena, lol WoW proves nothing about PvP" so laughable. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on January 30, 2008, 06:28:49 AM
Didn't WAR come out and say your character's gear never changes look depending what you've equiped and the only change is trophies that you can glue on any part of your body.  So end game guys all look the same except some little trinkets?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on January 30, 2008, 06:45:57 AM
So, to recap, WoW pvp servers (half the game) flourished for a year before BGs in an atmosphere where 80% of the zones allowed for random 40-levels differential gankage.  DAoC didn't go this far (PvP only in the common frontier).  COH/V didn't go this far.  EQ1/2 didn't go this far.  Not counting Shadowbane, WoW is the most hardcore PvP gank MMO since UO, and millions play on the gank servers.  That's why I find this PvE propaganda about "all WoW pvpz is arena, lol WoW proves nothing about PvP" so laughable. 
Yes but the question still remains how much of that 'unrestrained ganking' actually took place. (plus how much of it happens now) And if the deployment of BGs and changes to world PvP weren't in fact caused by people finding out they don't enjoy getting ganked by people 30 levels above them, and Blizzard moving in to maintain their subscribers.

in simpler words: if PvP servers "flourished", why the drastic change to something that supposedly worked so well?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on January 30, 2008, 06:55:05 AM
Didn't WAR come out and say your character's gear never changes look depending what you've equiped and the only change is trophies that you can glue on any part of your body.  So end game guys all look the same except some little trinkets?

No.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on January 30, 2008, 06:58:49 AM
Didn't WAR come out and say your character's gear never changes look depending what you've equiped and the only change is trophies that you can glue on any part of your body.  So end game guys all look the same except some little trinkets?

No.

Wow good cause that would suck.  At a minimum I thought they'd have armor dye and different looking gear, plus the trinket things.





Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on January 30, 2008, 07:04:59 AM
Check out the podcasts (http://www.warhammeronline.com/english/media/podcast/) and the development diaries (http://www.warhammeronline.com/english/behindTheScenes/developmentDiaries/index.php) for insights into the design choices that are being made for WAR.

The newsletter archives (http://www.warhammeronline.com/english/newsletterCentral/archives/) are also full of solid info about the game's direction.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 30, 2008, 07:05:45 AM
Yes but the question still remains how much of that 'unrestrained ganking' actually took place. (plus how much of it happens now) And if the deployment of BGs and changes to world PvP weren't in fact caused by people finding out they don't enjoy getting ganked by people 30 levels above them, and Blizzard moving in to maintain their subscribers.

in simpler words: if PvP servers "flourished", why the drastic change to something that supposedly worked so well?

Er, what drastic change?  To get to all the BGs and Arenas, you had to level to top level.  That involved dozens or hundreds of instances of ganking or getting ganked.  If what you are saying is true, why did people stick with the "world pvp" servers at all?  They could have all the arenas and BGs they wanted on a PvE server, in that respect the servers are no different.  

But, yet, somehow, people have stuck with servers where leveling their mains and alts means dozens or hundreds more deaths leveling up.  


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Soukyan on January 30, 2008, 07:20:57 AM
Well, at least one person will play Warhammer Online for the RvR. Me. That is if they don't fuck up the rest of the game. RvR is what drew me to play DAoC. I would say that 500k subscriptions is doable, with a chunk of those coming from current and former DAoC subscribers, and the rest trickling in from other MMOGs. WoW players might come, but most will drift back to WoW simply because people don't handle change well.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on January 30, 2008, 07:22:49 AM
Check out the podcasts (http://www.warhammeronline.com/english/media/podcast/) and the development diaries (http://www.warhammeronline.com/english/behindTheScenes/developmentDiaries/index.php) for insights into the design choices that are being made for WAR.

The newsletter archives (http://www.warhammeronline.com/english/newsletterCentral/archives/) are also full of solid info about the game's direction.

So every piece of gear in the game has different art associated with it and changes your character's look at every level?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cevik on January 30, 2008, 07:44:24 AM
Well, at least one person will play Warhammer Online for the RvR. Me. That is if they don't fuck up the rest of the game. RvR is what drew me to play DAoC. I would say that 500k subscriptions is doable, with a chunk of those coming from current and former DAoC subscribers, and the rest trickling in from other MMOGs. WoW players might come, but most will drift back to WoW simply because people don't handle change well.

Currently the only reason I'm playing any mmogs at all is to pass time until Warhammer comes out, and I have zero interest in anything but RvR in the game.. I don't care about the IP, I don't care about the crappy pve.. I like PvP..

Mind you I'm not in beta, so my hopes will likely be dashed when I see the game.. but anyways..


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on January 30, 2008, 07:51:47 AM
I think they've done a great job with the podcasts.   I hope to see a lot more in game vids though put out by Mythic in the coming months. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on January 30, 2008, 08:07:35 AM
[Er, what drastic change?
Was there Battlegrounds etc at launch? Or were they added later, with incentives for world PvP tuned down to make people go to fully consentual PvP places?

Quote
If what you are saying is true, why did people stick with the "world pvp" servers at all?  They could have all the arenas and BGs they wanted on a PvE server, in that respect the servers are no different.  

But, yet, somehow, people have stuck with servers where leveling their mains and alts means dozens or hundreds more deaths leveling up.
That's the thing; what am saying is, it's possible people didn't initially stick with the "world pvp" servers in large enough numbers to maintain that model unchanged. We dont have any data on churn rate to verify it one way or the other, unfortunately. But it's possible it created extra incentive for deployment of consentual PvP spots. And once these were added, you could actually question the point of distinction between "PvP" and "not PvP" servers for WoW because like you say, players can get the exact same "PvP" experience on PvE server. Hence my question if that "hardcore ganking" you talk about actually still happens on these "PvP" WoW servers, or is the designation a thing of the past that no one really gives a flip about anymore.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on January 30, 2008, 08:50:41 AM
I give myself 90-95% wiggle room!  Have you seen the WAR demo videos? There is massive intrest in Warhammer.

A bunch of excited mini painting dorks* <> 10 million subscribers.

*Let me show you my Tau. Let me show you them...
WARHAMS WARHAMS WARHAMS WARHAMS WARHAMS WARHAMS (http://drunkduck.com/grim_dorkness)

And I really don't get the free pass Warhammer is getting - I just don't see how a game which is going to cost more ever montth than WoW, failed it's beta and had to be redesigned, and now has "reskinned DAoC* as it's end game points towards success.

*A game that, lest we forget, had less subscribers at its peak than Verant-era Everquest and a worse PvE game to boot.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Righ on January 30, 2008, 09:48:11 AM
How did it fail its beta? Its still in beta, and as far as I can tell they are doing a better job of managing the beta process than almost every other MMO game to date. Perhaps some people are giving WAR a 'free pass' by your standards, but I suspect that most people here are simply more inclined to have greater expectations because the team involved with the game have done a better job than most in the past.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 30, 2008, 10:10:19 AM
Word apparently leaked about the CE before the arrival of this month's newsletter:

http://www.spelbutiken.se/php-bin/produkt.php?produkt=pc1667

EDIT: According to online currency converters, 999 Swedish Kroner equals U.S. $157  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Zetor on January 30, 2008, 10:21:37 AM
Talks about raising the monthly fee already? eh? Now I really want to play the beta to see what inspired this sudden rush of confidence, kek.
Yes but the question still remains how much of that 'unrestrained ganking' actually took place. (plus how much of it happens now) And if the deployment of BGs and changes to world PvP weren't in fact caused by people finding out they don't enjoy getting ganked by people 30 levels above them, and Blizzard moving in to maintain their subscribers.

in simpler words: if PvP servers "flourished", why the drastic change to something that supposedly worked so well?
Er, what drastic change?  To get to all the BGs and Arenas, you had to level to top level.  That involved dozens or hundreds of instances of ganking or getting ganked.  If what you are saying is true, why did people stick with the "world pvp" servers at all?  They could have all the arenas and BGs they wanted on a PvE server, in that respect the servers are no different.  

But, yet, somehow, people have stuck with servers where leveling their mains and alts means dozens or hundreds more deaths leveling up.  
I've played on a pvp server since launch, and world pvp has been dead since BGs were added, and REALLY dead since everyone finished leveling to 70 in BC. Even the most hardcore gankers spend most of their pvp time in BGs and arenas (pve servers have those too), only occasionally going to peekay some noobs in lowbie areas. According to my guildies and my alts, it's not different at all from pve servers. Heck, most of the time even-level chars from opposite factions will grind / quest beside each other peacefully (sometimes even HELPING the other out) simply because ganking usually results in a huge waste of leveling/questing time for both sides as they bring in 70s. Sometimes a pvp guild will do an organized assault on an enemy city, succeed/fail at killing the city boss and spend hours doing corpse runs.

WOW is a pve game, even though I enjoy playing anti-pk occasionally (most people who DO gank in lowbie towns are... pretty horrible :P). Now most of my guildies wish we rolled on a pve server way-back-when; and we were an (anti)PK guild in UO...


-- Z.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Soukyan on January 30, 2008, 10:35:25 AM
Actually, the monthly fee being higher than $15 was conjecture on my part earlier in this thread when we were discussing the possibilities of which MMOGs might raise the bar again. I thought that WAR would be a good candidate to do so because of the marketing behind it and because Mythic had led the way with subscription rate hikes with DAoC in the past. So unless someone has read/heard otherwise, I have no evidence that WAR will cost more than $15 per month at this juncture.

[edit] Don't know how I missed that Mark Jacobs quote, so correction, apparently they have considered it. Ah well, 17 bucks per month will still fly with people. The same thing will happen that always does. People will bitch while handing over their cash anyhow. It's just the way of the consumer and businesses tolerate it as a fact of doing business. Within reason, of course.

@cevik: I'm with you. I don't have beta access to the game and think I may be hugely disappointed in the game, not because of the IP, but because it's liable to have some huge PvE barrier to RvR entry which would make me sad and make me pine for the old days of DAoC (which was a fantastic grind, but I got to 50 early and quick with a guild of friends. That made all the difference in the RvR experience. Then ToA happened... *sigh* [/edit]


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on January 30, 2008, 10:37:56 AM

And I really don't get the free pass Warhammer is getting - I just don't see how a game which is going to cost more ever montth than WoW, failed it's beta and had to be redesigned, and now has "reskinned DAoC* as it's end game points towards success.

*A game that, lest we forget, had less subscribers at its peak than Verant-era Everquest and a worse PvE game to boot.

Verant era EQ was the big MMO of it's time.  Not sure what you're getting at there, and DAoC was a good game.  As for beta, I say good for them for doing what people always bitch about companies not doing.  Listen and change if things suck.  Delay rather than ship out unfinished crap.

DAoC WoW hybrid sounds good to me, we'll see if they can pull it off. 



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on January 31, 2008, 01:47:40 AM
Word apparently leaked about the CE before the arrival of this month's newsletter:

http://www.spelbutiken.se/php-bin/produkt.php?produkt=pc1667

EDIT: According to online currency converters, 999 Swedish Kroner equals U.S. $157  :awesome_for_real:
For the at-work massive -
Quote
Collector’s Edition content:
In-Game:
12 exclusive quest (two for each army)12 exclusive quest rewards (one for each quest)
12 exclusive character heads
Special player title
30 days of free game play
In-Box
Game on 2 DVD
Manual
Exclusive Mousepad
WAR Graphic Novel
Art Book/Atlas
Exclusive Warhammer Miniature
War is everywhere in Warhammer Online: Age of Reckoning (WAR), the new MMORPG from the creators of Dark Age of Camelot. Based on Games Workshop's popular Warhammer fantasy war game, WAR features next generation Realm vs. Realm (RvR) game play that will immerse players in a world of perpetual conflict.

Upon entering WAR, players must determine their allegiance and join an Army. Those inclined towards the side of good may fight for the Armies of Order as an obstinate Dwarf, noble High Elf, or loyal human soldier of the Empire. Those inclined towards darker deeds may side with the sinister Armies of Destruction as a savage Greenskin (Orc or Goblin), corrupt Dark Elf, or marauding human worshipper of Chaos.

RvR combat takes place on three fronts where ancient foes wage an unending war – Dwarfs vs. Greenskins, High Elf vs. Dark Elf, and Empire vs. Chaos. Players begin the game fighting their ancestral enemy, but are free to journey to other fronts to help their allies in their ongoing struggles.

The ultimate goal in RvR combat is the sacking of an enemy's capital city. To do this, an army must invade and take control of the opposition's homeland. Deciding battles take place on objective-based battlefields and in instanced scenarios - point-balanced battles that make use of NPC mercenaries known as Dogs of War.

For the first time, WAR's RvR system integrates both Player vs. Player (PvP) combat and Player vs. Environment (PvE) quests on the same map. Every aspect of the game, including PvE missions, is geared towards the greater war in some important way. However, players are not required to participate in PvP combat, and may aid in the RvR war effort and enjoy the game in its entirety via PvE content.

Drawing from a quarter century of highly detailed source material, Warhammer Online: Age of Reckoning will bring Games Workshop's fantasy world to life in a way that will allow players to create characters destined for great deeds and glory on the field of battle.
Based on Games Workshop's popular Warhammer fantasy world. Dominated by force of arms and magic, this world provides a rich setting for hundreds of thousands of players to experience the epic nature of war and the glory of battle.
Join one of six Armies and fight for the Armies of Order (Dwarf, High Elf and Empire) or the Armies of Destruction (Greenskin, Dark Elf, or Chaos). Wage war across three unique battlefronts.
Next generation Realm vs. Realm game system integrating both PvP combat and PvE quests on the same map in support of the greater war.
Engage in four levels of RvR combat:
Skirmishes: Incidental PvP combat
Battlefields: Objective-based battles in the game world
Scenarios: Instanced, point-based battles balanced with NPC Dogs of War
Campaigns: The invasion of enemy lands culminating in the assault on their capital city
Undertake a wide variety of PvE quest types related to an army's war efforts, including:
Public quests that benefit from the participation of the entire army
Conflict quests that pit players against an enemy with opposing goals
Branching quests that let you choose the outcome of the quest and your reward
Xmas quests that reward exploration with high value loot

A robust combat system introduces Player Tactics (earned powers you equip prior to battle) and Morale Skills (combat options that increase in power when the momentum of battle is in your favor).
Player models that change to reflect the relative power of a character (i.e., Orcs grow in size and Dwarfs' beards get longer). Customizable armor and a visual guild system allow a player to make their character truly unique.
Embark on an epic quest to complete the Tome of Knowledge and unlock Warhammer lore, detailed monster information, and major story plotlines.
Online play requires a subscription and Internet connection.

Hmm. Let's look at their PvP endgame:
Quote
Engage in four levels of RvR combat:
Skirmishes: Incidental PvP combat
Battlefields: Objective-based battles in the game world
Scenarios: Instanced, point-based battles balanced with NPC Dogs of War
Campaigns: The invasion of enemy lands culminating in the assault on their capital city
So...Tarren Mill/STV ganking, Halaa/Silithis/etc world-pvp stuff, Alterac Valley et al, and invading Org/Stormwind/wherever. Yep, I can certainly see why that's worth a higher monthly fee than WoW.  :uhrr:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on January 31, 2008, 07:59:16 AM
Quote
Exclusive Mousepad

Fuck. I'm sold!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hutch on January 31, 2008, 08:32:43 AM
Dev Chat Log from Warcry (http://www.warcry.com/articles/view/devchat/2886-Warhammer-Online-Dev-Chat-Log)

Sorry if this is a repost.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on January 31, 2008, 08:35:07 AM
Hmm. Let's look at their PvP endgame:
Quote
Engage in four levels of RvR combat:
Skirmishes: Incidental PvP combat
Battlefields: Objective-based battles in the game world
Scenarios: Instanced, point-based battles balanced with NPC Dogs of War
Campaigns: The invasion of enemy lands culminating in the assault on their capital city
So...Tarren Mill/STV ganking, Halaa/Silithis/etc world-pvp stuff, Alterac Valley et al, and invading Org/Stormwind/wherever. Yep, I can certainly see why that's worth a higher monthly fee than WoW.  :uhrr:

From what i understand, PvP isn't the endgame. It is the game.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on January 31, 2008, 09:11:43 AM
Not going to defend a price increase.

PvP that is integrated into the low-level game would be new indeed.  My hypothesis is that PvP games psychologically set themselves for failure.  For example  SB and Eve, you wouldn't even know the central focus of the games is PvP judging by the low-level game.  People get use to playing the game a certain way than you pull the rug out from under them.  Fury showed that you can't just through them in the deep end either.  If you are going make a mass-market PvP your going to have to teach/acclimate a lot of people to PvP.  I think the tiered approach is good but I am concerned that many WoW players are going to hide in the PvE( as they have taught to do in other games) and not experience PvP until they run out of PvE stuff to do in the 4th tier.  By that time, they'll be ill prepared for 4th tier because they never got any PvP training in the lower tiers.  If I was Mythic I'd be be running focus groups with hardcore carebears from WoW to figure out ways to entrice them to pvp early.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on January 31, 2008, 09:37:09 AM
  If I was Mythic I'd be be running focus groups with hardcore carebears from WoW to figure out ways to entrice them to pvp early.

You won't do it.  If a person is a hardcore carebear, they simply don't want and don't like PvP.  My wife is one, and my PvE Guildleader is one.  They refuse to go into BGs or do Arenas, even when pointed out how much less time it takes to get some gear that better than what they can obtain from PvE.

   My wife simply hates the pace involved in PvP (she's slow to decide on things).  There's no way to get her involved as she'll ALWAYS lose.  She has rough times taking on 2-3 mobs at once in PvE and that's 'simpler.'  She's more of a social/ co-op gamer than a killer and that's not going to change.  That's before you even get into the other stuff that turns off my GL.  The dick-waving,  the gimp of certain specs, the unpredictable nature of the opponent, the fact that as a healer he'd spend 60-70% of his time waiting on the ressurection timer.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on January 31, 2008, 09:41:52 AM
Maybe Taz was wondering how to intimate that a game's focus is PvP early, as opposed to too soon or too late.

Hardcore Carebears, by definition, don't even want to get near PvP, much less try it out.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Soukyan on January 31, 2008, 10:01:34 AM
Well, Mythic took one step towards integrating PvP into the entire game with the low level battlegrounds that they had added to DAoC. Although it did not make PvP the entire game, it made it much more readily available at a very early point for the player. It stlil allowed PvE players to completely bypass and ignore it, however. If they can manage to make PvP integral to the game in WAR, then Mythic will score a big win on the game design front. I somehow think that it will still take a seat next to PvE as there are a lot of folks who still want the easy availability of RPG quests and other trappings at their convenience and in a somewhat predictable mechanism. After all, if any major game mechanic requires PvP to advance, and there is a lack of opponents during your playtime, you lose out.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on January 31, 2008, 11:49:34 AM
Dev Chat Log from Warcry (http://www.warcry.com/articles/view/devchat/2886-Warhammer-Online-Dev-Chat-Log)

Sorry if this is a repost.
Quote
<DelmarWynn> {Arenammo}leobassist: How important the PvE content will be to the PvP/RvR content, Will the best itens, money be in the PvE, or it will only be a EXTRA to the game experience?

<[WAR]Wheeler> The best gear is gained via RvR actions, but there is a variety of ways to gather items.
<[WAR]Gersh> High end PvE content will net you some sweet loot
<[WAR]Gersh> but we're also matching those rewards in RvR as well
<[WAR]Gersh> ultimately like Brian said the very best gear will come from Capitol City events which is primarily RvR but does have some PvE components as well
<[WAR]Josh> The question's a TAD misleading, as there will be really great, high-level stuff available from both PvE AND RvR combat. You won't be able to get all of the absolutely best stuff in the game without playing through both parts of the world. With that said, the ultimate, super-awesome items will come from City Siege and capture. Just remember that invading an enemy city opens up new PvE content as well, so it really is a synergy of the two

Anyone still think this is a pure PvP game?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on January 31, 2008, 11:53:52 AM
I never did.. but that right there is going to make those 4-hour long WOW raids look like child's play in terms of logistics and catassing.  So the uber-organized with large chunks of time will be getting uber lewtz and crushing all.. leading them to more uber lewtz with which to pwn your face.

Tee Hee.

Now it remains to be seen just HOW uber those lewtz are in comparison to what your average joe, "I don't have time for an all-saturday assult on the Elf city" will have.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on January 31, 2008, 12:04:19 PM
So first you have to raid a city, then raid a dungeon?

I hope it's not instanced so we can compete against other people for those raid mobs.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on January 31, 2008, 12:15:53 PM
Dev Chat Log from Warcry (http://www.warcry.com/articles/view/devchat/2886-Warhammer-Online-Dev-Chat-Log)

Sorry if this is a repost.
Quote
<DelmarWynn> {Arenammo}leobassist: How important the PvE content will be to the PvP/RvR content, Will the best itens, money be in the PvE, or it will only be a EXTRA to the game experience?

<[WAR]Wheeler> The best gear is gained via RvR actions, but there is a variety of ways to gather items.
<[WAR]Gersh> High end PvE content will net you some sweet loot
<[WAR]Gersh> but we're also matching those rewards in RvR as well
<[WAR]Gersh> ultimately like Brian said the very best gear will come from Capitol City events which is primarily RvR but does have some PvE components as well
<[WAR]Josh> The question's a TAD misleading, as there will be really great, high-level stuff available from both PvE AND RvR combat. You won't be able to get all of the absolutely best stuff in the game without playing through both parts of the world. With that said, the ultimate, super-awesome items will come from City Siege and capture. Just remember that invading an enemy city opens up new PvE content as well, so it really is a synergy of the two

Anyone still think this is a pure PvP game?

I don't think anyone said it was, i think the point people are trying to make, is that PvP isn't a tack on after the fact. It runs all the way through the game.

Nothing he is saying is bad, they are just describing the many avenues to get "Good gear". Things are not always black and white. They are intermixing PvP, PvE and "RvR". Even the PvE helps uout the RvR....ETC...

As far as the raids, i'm sure i read they have stopping points of about 30-1 hour (depending on you) where you can pick it back up.anyway,  If you like raiding, i don't understand why Raiders complain about time required anyway, as they will be the first to tell you that they "Earned it" (as in devoted the time) when they are boasting about it, and the only reason they are boasting about it, is because they know normal people don't have that much time to devote. Right about the time the item can be bought off a vender, they will be right back to complaining that now its worthless and to easy. moral of the story, Raiders LOVE long head bashing, mind numbingly long raid areas.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on January 31, 2008, 12:47:07 PM
So first you have to raid a city, then raid a dungeon?

I hope it's not instanced so we can compete against other people for those raid mobs.
LotRO is about to do that actually with their next update, albeit on lesser scale. They put public PvEvP dungeon into their PvP zone, either of both competing sides can enter it by controlling 3 out of 5 hotspots on zone surface (hotspots are guarded by group-scale PvE mobs and players from opposing side)  The raid mobs inside dungeon are something people will likely wind up fighting over, on top of the enemy players coming in the middle of encounter to crash the party.

They aren't using green ink in the announcements, either.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on January 31, 2008, 01:35:09 PM
^ Your talking about Monster play. PvM.

And that set up makes since, and sounds fun.

But they way you describe it is like its a shared horde and alliance raid, and its not.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on January 31, 2008, 01:43:00 PM
^ Your talking about Monster play. PvM.

And that set up makes since, and sounds fun.

But they way you describe it is like its a shared horde and alliance raid, and its not.
I was referring to the part that's competing over the spawns in public dungeon. There's going to be two kinds of competition over these spawns. One is the regular "players and monsters competing to kill the mob for lewt" thing, and the other is "who the fuck tagged that spawn, it's greyed out to our group" straight from the 'good old times'.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on January 31, 2008, 02:02:43 PM
Sounds awesome to me man. (http://www.lotro.com/article/490)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 31, 2008, 02:17:42 PM
Maybe its just me, but there seems to be a lot of free-floating hostility concerning WAR.  Yes, people criticize AoC, but there it seems like people don't THINK it will succeed because of various factors:  General Funcom suckitude, bad design decisions, etc.  With WAR, it seems like the haters don't WANT it to succeed.  If the younger ganker-bunker-mentality me were to comment, I'd almost say that the vast carebear conspiracy really wants WAR to fail so they can continue to say nobody likes PvP.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lantyssa on January 31, 2008, 02:35:21 PM
My wife simply hates the pace involved in PvP (she's slow to decide on things).  There's no way to get her involved as she'll ALWAYS lose.  She has rough times taking on 2-3 mobs at once in PvE and that's 'simpler.'  She's more of a social/ co-op gamer than a killer and that's not going to change.  That's before you even get into the other stuff that turns off my GL.  The dick-waving,  the gimp of certain specs, the unpredictable nature of the opponent, the fact that as a healer he'd spend 60-70% of his time waiting on the ressurection timer.
Bingo!  I'm the same.

I have trouble concentrating on things like my health or mana if I have to focus on hitting the button for the newly refreshed power which means I'm not paying much attention to changing battlefield conditions.  Basically the UI fades from my view.  I usually cannot process it all at once.

(Somehow that did not always apply when I played a Druid in WoW.  There were a few times all hell broke lose and we recovered through my rapid shifting yet I'd get confused on what was happening while fighting small, easy groups.  I still don't understand it.)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on January 31, 2008, 02:42:08 PM
Maybe its just me, but there seems to be a lot of free-floating hostility concerning WAR.  Yes, people criticize AoC, but there it seems like people don't THINK it will succeed because of various factors:  General Funcom suckitude, bad design decisions, etc.  With WAR, it seems like the haters don't WANT it to succeed.  If the younger ganker-bunker-mentality me were to comment, I'd almost say that the vast carebear conspiracy really wants WAR to fail so they can continue to say nobody likes PvP.
Apart from the minor detail that over five million subscribers are playing on PvP servers in WoW, and the other five million are still playing on servers with BGs & arenas. (And cue "WoW pvp isn't real pvp" :grin: )


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on January 31, 2008, 02:44:30 PM
I fought that fight a page ago.  Some people have it locked in their heads that "PvP" is whatever the UO ruleset was in December 1997.  If they hold to that standard, they can continue to say "EVERYONE HATES PVP" without any cognitive dissonance. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cevik on January 31, 2008, 02:48:23 PM
Bingo!  I'm the same.

I have trouble concentrating on things like my health or mana if I have to focus on hitting the button for the newly refreshed power which means I'm not paying much attention to changing battlefield conditions.  Basically the UI fades from my view.  I usually cannot process it all at once.

(Somehow that did not always apply when I played a Druid in WoW.  There were a few times all hell broke lose and we recovered through my rapid shifting yet I'd get confused on what was happening while fighting small, easy groups.  I still don't understand it.)


That's why everyone makes mods that puts that info right in front of your character instead of on the peripheral parts of the screen, so that you have the information sorta right in your face.

But if you really want to get good at PvP, just get really really really really stoned every night before you pvp.  Like for a month just get so blitzed that you can even remember what you did the night before.  I'm talking sit down and smoke at least 3 big bowls before you even log in.  After a month, stop getting high before you play.  You'll be amazed at how much faster you are.

Not that I've tried that or anything.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 31, 2008, 02:50:53 PM
Maybe its just me, but there seems to be a lot of free-floating hostility concerning WAR.  Yes, people criticize AoC, but there it seems like people don't THINK it will succeed because of various factors:  General Funcom suckitude, bad design decisions, etc.  With WAR, it seems like the haters don't WANT it to succeed.  If the younger ganker-bunker-mentality me were to comment, I'd almost say that the vast carebear conspiracy really wants WAR to fail so they can continue to say nobody likes PvP.

I suspect with some people its associating it with SB and UO style free form or guild v guild pvp. Which RvR is nothing like.

I'm not saying it's everyone, just a lot of posts seem to imply people want to pidgeon hole this either with alterac valley on one extreme, or with SB on the other.

Quote
five million subscribers are playing on PvP servers in WoW

Yeah, well, PvP servers on WoW still don't seem to focus on PvP objectives or PvP as acheiver endgame, so I can agree that they don't seem that relevant to WAR.

I'd be interested to hear from high level WoW pvp server people, just how much main-zone pvp do you ever really see?

I can understand why people feel WoW pvp servers don't positively demonstrate a demand for pvp focussed mmogs, I just don't see why some posts seem to suggest the only alternative models in trying to build such a demand are guild wars or shadowbane.


I know some people just think daoc sucked and rvr is crap. I'm not trying to suggest those people have this point of view.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on January 31, 2008, 02:55:14 PM
Yeah, well, PvP servers on WoW still don't seem to focus on PvP objectives or PvP as acheiver endgame, so I can agree that they don't seem that relevant to WAR.
A lot of the 'normal' zones in TBC have PvP objectives & quests for them. Essentially they don't work on most servers, though, because of population imbalances.
Quote
I'd be interested to hear from high level WoW pvp server people, just how much main-zone pvp do you ever really see?
L70s riding around and ganking newbies is pretty much it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on January 31, 2008, 03:11:06 PM
My wife simply hates the pace involved in PvP (she's slow to decide on things).  There's no way to get her involved as she'll ALWAYS lose.  She has rough times taking on 2-3 mobs at once in PvE and that's 'simpler.'  She's more of a social/ co-op gamer than a killer and that's not going to change.  That's before you even get into the other stuff that turns off my GL.  The dick-waving,  the gimp of certain specs, the unpredictable nature of the opponent, the fact that as a healer he'd spend 60-70% of his time waiting on the ressurection timer.
Bingo!  I'm the same.

I have trouble concentrating on things like my health or mana if I have to focus on hitting the button for the newly refreshed power which means I'm not paying much attention to changing battlefield conditions.  Basically the UI fades from my view.  I usually cannot process it all at once.

(Somehow that did not always apply when I played a Druid in WoW.  There were a few times all hell broke lose and we recovered through my rapid shifting yet I'd get confused on what was happening while fighting small, easy groups.  I still don't understand it.)


Personally I think this is mostly because pve focussed games with pvp added on have combat abilities designed for pve.

As the opposition in pve will never do anything clever, the game designs have compensated by making your comabt process more complicated and require quicker clicking.

In a pvp focussed game there is no reason you couldn't slow combat decision making down so it doesn't feel as though it is so much about who clicks first.


This would also allow you to get cleverer about combat ability design and make the game more about picking the right strategy for what you suspectthe other guy is about to do. (a good example of this is EVE, which has all sorts of other accessibility 'challenges', but combat is not about fastest finger first)


I don't think WAR is going to do anything like this - I make the point purely on an academic level.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on January 31, 2008, 07:21:38 PM
I fought that fight a page ago.  Some people have it locked in their heads that "PvP" is whatever the UO ruleset was in December 1997.  If they hold to that standard, they can continue to say "EVERYONE HATES PVP" without any cognitive dissonance. 

As a citizen of Carebearia, I can can also make an overly general accusation that the citizens of Peeveepeeville travel the "OMG LERN2PLAY LOL TRAMMEL CRYBABY" path just as often.

I want WAR to succeed. I want AoC to succeed. However, I don't have the time to put in to get good at PvP. I'm a casual player who already crawls along at non-optimal speed playing non-optimal builds. A game that trumpets about how great its PvP is doesn't really interest me since I might try it a few times only to confirm my suspicions - that I'm not good at PvP and work only as grist for the mill. If PvP / RvR is the 'core' game, then it probably isn't for me.

We'll know after WAR and AoC launches exactly how these things play out. The RvR / PvP may not be what you want from a game while I might find the PvE exquisitely designed. The devil is in the details.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on January 31, 2008, 07:40:16 PM
I like that WAR and AoC are both big investment games trying to tackle PvP from different angles. AoC seems to be trying to offer this as the goal to hit aftering PvEing while WAR seems to be trying to offer this as an alongside activity while leveling. You're absolutely right in the details thing. The part I didn't like about leveling-up PvP in WoW was that you only gained "points" in a completely separate "XP" (Honor) track, while leaving your main XP track stalled, and therefore gaining no new abilities.

There has to be a better way. I'd prefer XP from PvP, and no, I don't give a shit that people would sploit it to hit max level. You can stall that but not stop it anyway, and it happens already. To me people are there to have the fun they were sold on as being available. If you use levels to distribute new abilities, they shouldn't be blocked from that by asinine rinse-repeat universally-dumb-AI soloable mobs.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: stray on January 31, 2008, 08:25:21 PM
All the little implementation details aside, I'm interested in AoC's pvp more than WAR because there's room there for a social metagame. It may not be Shadowbane, but at least there's something there for that. WAR, on the other hand, just like DAoC and WoW, is just very cut and dry "competition", with artificial sides, no communication, no politics, zilch. Your primary goal is more loot. Yay.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on January 31, 2008, 09:15:30 PM
WAR has to convince all the old bitter DaoC people, that mythic has learned from its mistakes.


A lot of the released info has folks going "I've heard that before!  :mob: "


Which I suppose can be said for any MMO really, but DaoC had its own little niche of people feeling betrayed and disappointed.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Zetor on February 01, 2008, 12:53:12 AM
I'd be interested to hear from high level WoW pvp server people, just how much main-zone pvp do you ever really see?
I posted this on the previous page, but pretty much zero. Sometimes you get groups of gankers rampaging through lowbie areas/towns until they're eventually stopped by the lv70 mains of the newbies they ganked.

Even-level pvp doesn't really exist while leveling up either, most horde/alliance are content to quest peacefully next to each other, since ganking / getting ganked just turns into a huge waste of leveling/questing time, especially if the incident escalates to calling in multiple 70s, etc. You get the occasional driveby gank from a 70, but by the time you're back to your corpse, they're gone.

This is on a pvp server that has slightly more horde characters, and slightly more horde activity (1:1.2 according to warcraftrealms).

Edited to add: The world pvp objectives don't see much action either. There is never any 'war' for the Auchindoun towers that become player-capturable once every 6 hours; whoever is there at the time / quicker to capture them gets them (maybe there's a skirmish, but it's always lopsided one way or the other). Halaa (the pvp-capturable city) has no persistent player defense, typically 2-3 people capture it to get the pve rewards and then leave it undefended for the other side to capture.


-- Z.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Velorath on February 01, 2008, 01:40:41 AM
WAR has to convince all the old bitter DaoC people, that mythic has learned from its mistakes.


A lot of the released info has folks going "I've heard that before!  :mob: "


Which I suppose can be said for any MMO really, but DaoC had its own little niche of people feeling betrayed and disappointed.

TOA was the only major fuckup DAOC had post-launch that really pissed people off.  There were balance issues throughout the game also, but when you have that many classes in a PVP focused game, that's always going to be the case.  Having left that game shortly after TOA released and having just resubbed with some old guildies (who also left around the same time) in this last month, I think DAOC has actually seen a lot of improvement in the last couple years.  The UI too shitty to ever be able to attract new players, but it's no surprise that they aren't going to overhaul the game to that extent with WAR on the horizon.

As far as the conversation about getting carebears into PVP goes, I think RVR in a lot of ways is actually pretty good at that, or at least it was for me.  When you get into large scale combat like that, even if you aren't a particularly skilled PVP player, you still feel like you're contributing something to your side just by being there.  It's not like an arena team or a battleground where you're taking up a slot that could be filled by someone better.  Any small amount or healing or damage you do, or even just adding an extra target that the enemy has to take down, contributes something to your side, and in DAOC's case as long as you were able to stay alive for a little while in some of the battles, you'd get some realm points out of it.  I think that's really the heart of making PVP for people who don't like PVP.  You always feel like you're adding something to your side even if you suck, and you get rewarded for participating.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AngryGumball on February 01, 2008, 02:09:33 AM
Yeah, well, PvP servers on WoW still don't seem to focus on PvP objectives or PvP as acheiver endgame, so I can agree that they don't seem that relevant to WAR.
A lot of the 'normal' zones in TBC have PvP objectives & quests for them. Essentially they don't work on most servers, though, because of population imbalances.
Quote
I'd be interested to hear from high level WoW pvp server people, just how much main-zone pvp do you ever really see?
L70s riding around and ganking newbies is pretty much it.


That comment about Level 70s riding around....

Is the same mentality as those holding to oldschool UO pvp.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Velorath on February 01, 2008, 02:28:49 AM
Yeah, well, PvP servers on WoW still don't seem to focus on PvP objectives or PvP as acheiver endgame, so I can agree that they don't seem that relevant to WAR.
A lot of the 'normal' zones in TBC have PvP objectives & quests for them. Essentially they don't work on most servers, though, because of population imbalances.

Population imbalance barely enters into it.  They don't work, because there's little incentive to actually do most of them or they just weren't well thought out.  The one in Hellfire Peninsula in fact almost actively discourages one side to try to hold any of the areas after they've captured them, because other people have to be able to actually take them back from the enemy in order to get credit for the daily quest.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on February 01, 2008, 03:29:38 AM
Ah, but that does indirectly go back to population imbalance. If you were Blizzard and wanted people to fight over the objectives all the time, what's the easiest fix?

A bigger carrot, right? Double or triple the strength of the buff, add extra rewards, etc, etc. Generally make it much more desirable for your side to hold on to the objectives, and fight to get them back when you lose them.

Trouble is that then punishes the underpopulated side even further - not only are they losing the world PvP anyway, but they're also not getting the rewards either. Therefore the objective rewards have to be perks at best...which then means there's no drive to take part in world pvp other than trading captures to finish dailies.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: K9 on February 01, 2008, 04:08:08 AM
Ah, but that does indirectly go back to population imbalance. If you were Blizzard and wanted people to fight over the objectives all the time, what's the easiest fix?

A bigger carrot, right? Double or triple the strength of the buff, add extra rewards, etc, etc. Generally make it much more desirable for your side to hold on to the objectives, and fight to get them back when you lose them.

Trouble is that then punishes the underpopulated side even further - not only are they losing the world PvP anyway, but they're also not getting the rewards either. Therefore the objective rewards have to be perks at best...which then means there's no drive to take part in world pvp other than trading captures to finish dailies.

Such is the nature and problem of PvP in a game with predetermined sides. WoW is particularly at this for reasons beyond population imbalances.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on February 01, 2008, 05:30:02 AM
WAR has to convince all the old bitter DaoC people, that mythic has learned from its mistakes.

I think this would be similar to saying Blizzard has to convince all the ex-EQ1 players that a new PvE MMORPG is worth their time. It's certainly a valid statement, but does not represent a significant percentage of the players they hope to retain (which you can kinda tell based on the newsletters and other gamer-facing marketing/PR).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Numtini on February 01, 2008, 06:39:57 AM
TOA was the only major fuckup DAOC had post-launch that really pissed people off.  There were balance issues throughout the game also, but when you have that many classes in a PVP focused game, that's always going to be the case. 

Oh TOA wasn't the only thing, it was just the most egregious and didn't just cost a few people, but coming at a very bad time gutted populations. I'm not sure any game past release has ever shot themselves in the foot quite that badly.

And on the balance, I think the class balance issues were secondary to the glacial first in first out method of tweaking them. If your "fix" didn't fix you, you knew it was going to be 18 months before you got another look. That practice has got to go.

Quote
As far as the conversation about getting carebears into PVP goes, I think RVR in a lot of ways is actually pretty good at that, or at least it was for me

I completely agree, I was very very skeptical and hadn't even planned to buy DAOC, but I was completely converted. The key is grief, not PVP. People like PVP, they like the competition, they like the comraderie of fighting alongside their friends, but don't like grief. Single best decision was no communication between realms.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on February 01, 2008, 06:54:42 AM
Personally I think this is mostly because pve focussed games with pvp added on have combat abilities designed for pve.

As the opposition in pve will never do anything clever, the game designs have compensated by making your comabt process more complicated and require quicker clicking.

In a pvp focussed game there is no reason you couldn't slow combat decision making down so it doesn't feel as though it is so much about who clicks first.


This would also allow you to get cleverer about combat ability design and make the game more about picking the right strategy for what you suspectthe other guy is about to do. (a good example of this is EVE, which has all sorts of other accessibility 'challenges', but combat is not about fastest finger first)


I don't think WAR is going to do anything like this - I make the point purely on an academic level.

Combat in EVE is very much fastest finger first and quickest reactions, at least on the small-scale.  Noticing the ships that just warped-in on you, assessing who's targeting you, can you handle it, should you warp, etc.  If you're too slow at information processing you're going to lose.    I can guarantee my wife would be too damn slow at it 10 out of 10 times.  Hell, I'M too slow at it pretty damn often, which is why I stay out of lowsec and rely on my tank to keep me alive long enough to get lost when I do go there. (easy to make decisions when your decision is always "warp out then dock/ jump to a system with a dock if you see unfriendlies")

This is why she PvE's.  She can nab mobs at her own pace, there's a 'safe' spot to stand in and just go through the motions while focused on other things. 

Also, it's a balancing act.  If you slow down things too much to compensate for the noobs/ slow players you're going to drive off the better players or folks with quicker reactions because they'll get bored.  Fights that take longer than 20-30 seconds get boring very quickly for the ADD types.   :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on February 01, 2008, 07:00:55 AM
Ah, but that does indirectly go back to population imbalance. If you were Blizzard and wanted people to fight over the objectives all the time, what's the easiest fix?

A bigger carrot, right? Double or triple the strength of the buff, add extra rewards, etc, etc. Generally make it much more desirable for your side to hold on to the objectives, and fight to get them back when you lose them.

There was a time in WoW when there was no carrot, people would fight endlessly over places like TM/SS. Raids on capitol cities would be epic, and when you saw that a place was being attacked in the defense channels you made your way there to help(as attacker or defender). Honor system, battlegrounds, and arenas destroyed this. Adding structure and a grind to pvp (re: carrot) really took the fun out of it for me, and perhaps a number of others. the attempts of the new zone objectives are really just a pale imitation that people will only pay attention to when they need something from it, ie halaa. Interestingly the only pvp reminiscent of the old ways that I experienced in TBC is on the elemental plateau.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on February 01, 2008, 07:12:24 AM
Your memory's fuzzy. TM/ SS didn't start-up until they added ranks. Or at least that's how it was on my server.  Even then TM/ SS just became 'the place to be' to grind out honor kills for rank because the zone was easily accessible to both sides. (One short flight from the major city on EK, where everyone was because that's where the 55-60 dungeons were.)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on February 01, 2008, 08:02:40 AM
Oh TOA wasn't the only thing, it was just the most egregious and didn't just cost a few people, but coming at a very bad time gutted populations. I'm not sure any game past release has ever shot themselves in the foot quite that badly.

(http://www.geekalerts.com/u/dv-tie-bobble.jpg)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on February 01, 2008, 08:08:22 AM
http://www.warhammeronline.com/english/gameInfo/gameFeatures/Scenarios101.php

examples of WAR PvP scenarios. Well not exactly anything new by the sound of it, but then maybe they found wheel to be round enough alreaedy.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on February 01, 2008, 08:53:10 AM

TOA was the only major fuckup DAOC had post-launch that really pissed people off.

I and most of the people I played DAoC with ended up leaving in disgust after finally getting sick and tired of all the BuffBots.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on February 01, 2008, 09:17:25 AM
WAR has to convince all the old bitter DaoC people, that mythic has learned from its mistakes.


A lot of the released info has folks going "I've heard that before!  :mob: "


Which I suppose can be said for any MMO really, but DaoC had its own little niche of people feeling betrayed and disappointed.

Mythic showed they could learn from their mistakes by doing things like the "Classic server" ruleset (no buffbots, no ToA), introducing secondary bufflines available to all characters (champ levels), and never releasing another ToA.

Of course, the damage was done by the time they started to fix things....


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on February 01, 2008, 10:46:24 AM

TOA was the only major fuckup DAOC had post-launch that really pissed people off.

I and most of the people I played DAoC with ended up leaving in disgust after finally getting sick and tired of all the BuffBots.

They pissed me WAY before any of that happened. Probably why I am taking a wait and see attitude this time around. Although they could always use the same bait and nerf they did with DAOC, in which case I shall be very cross.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on February 01, 2008, 10:58:51 AM
http://www.warhammeronline.com/english/gameInfo/gameFeatures/Scenarios101.php

examples of WAR PvP scenarios. Well not exactly anything new by the sound of it, but then maybe they found wheel to be round enough alreaedy.
Their generic setup is the best of breed.  It can much support any pvp scenerio.  And since it handles each the same basic way, confusion will be minimal.  It remains to seen if they have the  creativity to build a substantial variety of scenerios.

Seems wrong that the 3rd teir Scenerio allows 18-40.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Velorath on February 01, 2008, 11:26:53 AM

TOA was the only major fuckup DAOC had post-launch that really pissed people off.

I and most of the people I played DAoC with ended up leaving in disgust after finally getting sick and tired of all the BuffBots.

Did you guys mostly PVP solo or something?  In 8v8 or zerg on zerg, buffbots weren't as big a factor.  I could see being pissed off as a stealther though since you needed a buffbot to be able to compete with other stealthers.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on February 01, 2008, 11:49:18 AM
Your memory's fuzzy. TM/ SS didn't start-up until they added ranks. Or at least that's how it was on my server.  Even then TM/ SS just became 'the place to be' to grind out honor kills for rank because the zone was easily accessible to both sides. (One short flight from the major city on EK, where everyone was because that's where the 55-60 dungeons were.)

TM v SS was actually one of the hot spot fighting areas in beta. guild leader of DIE, grayrage, used to write about the battles there. I also maybe should have qualified my statements as the situation on PVP servers.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AngryGumball on February 01, 2008, 01:27:16 PM
When you say Buffbot do you mean 1 real person playing two/three/four different chars at same time, multi-boxing. Or actually having a second char follow you about being your healer/buffer.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Velorath on February 01, 2008, 01:32:26 PM
When you say Buffbot do you mean 1 real person playing two/three/four different chars at same time, multi-boxing. Or actually having a second char follow you about being your healer/buffer.

In RVR it usually meant have a second account with a cleric or whatever on it, having it buff your main character, and then leaving it at your realms border keep away from harm.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Soukyan on February 01, 2008, 01:44:57 PM
When you say Buffbot do you mean 1 real person playing two/three/four different chars at same time, multi-boxing. Or actually having a second char follow you about being your healer/buffer.

In RVR it usually meant have a second account with a cleric or whatever on it, having it buff your main character, and then leaving it at your realms border keep away from harm.

This mechanic worked against the stealthers because there was a fair bit of stealth warfare that happened on the frontiers in one-vs-one or small stealth group action. Buffbots ruined it for the stealthers who could not run two accounts. They affected other classes less, but the inclination to use them was still there. Mythic addressed buffbots by putting in distance requirements for most buff spells. So players just tagged their bots on autofollow to continue to use them. I think it became less prevalent once the distance limit was put in, but it did not end the use of them entirely. Overall, you were still better off running in a full group or two with guildmates who knew how to play their classes well.

Just got the new WAR newsletter today and took a look at the Scenarios 101 section on their site. I am pleased to see that you can participate in Tier 1 RvR from level 1. That is just plain fantastic.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on February 01, 2008, 02:13:20 PM
GW had the Ascalon Arena that was levels 1-10, but 6-7 really didn't have a chance and 1-5 were just paste with the way hp scaled.  So we'll see how it works out, I am hopeful. But if level 1s could go out to the teir 1 Scenerios and have fun in it, it would be a blow to Diku regime.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Soukyan on February 01, 2008, 02:21:33 PM
GW had the Ascalon Arena that was levels 1-10, but 6-7 really didn't have a chance and 1-5 were just paste with the way hp scaled.  So we'll see how it works out, I am hopeful. But if level 1s could go out to the teir 1 Scenerios and have fun in it, it would be a blow to Diku regime.

Well the Tier 1 range as stated is 1-12, but the description mentions that the levels are attempted to be balanced, so I don't know if they'll be able to manage making one instance with all levels 1-5 or 6, and then other instances with higher levels bunched together. My guess would be that they could take all of the highest levels until an instance is maxed out and then just move down the line via level until all instances have been filled/started, and then do it all over again for the next queue. I'm sure they could create a much more complex/elaborate/efficient queuing system, but those are just my thoughts on it. I hope levels 1s can actually enjoy some PvP, because quite honestly, I'd like to level my character doing PvP as much as possible.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Numtini on February 01, 2008, 05:09:57 PM
From the cleric/shaman perspective, DAOC was obviously designed to limit the power of buffs by making them utterly boring to use--the idea being that nobody would ever go "all the way" into a buffline because it made the character unplayable. That meant that buffbot characters had buffs that were beyond anything really expected by the design. It also mean that any "played" character of the same class was substandard. If you actually played, your buffs would be lower and you had the risk of dying to other players. I was frequently be turned down for groups in favor of bots.

It was a truly corrosive situation and Mythics reaction for years was to cover their ears and hum.

It's funny, i have a lot of good memories about DAOC but when I remember the FIFO patch cycles and buffbots, I lose a lot of enthusiasm for War. There really is a "company reputation" issue here.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: sam, an eggplant on February 01, 2008, 10:35:31 PM
Little birdie says that a new round of invites is going out now, check your spam boxes kids.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Soukyan on February 01, 2008, 10:54:50 PM
*sniff* Still no love for me.  :sad_red_panda:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Righ on February 02, 2008, 01:03:15 AM
After a month, stop getting high before you play.

Not that I've tried that or anything.

 :yahoo:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on February 02, 2008, 01:47:21 AM
I think this would be similar to saying Blizzard has to convince all the ex-EQ1 players that a new PvE MMORPG is worth their time.


More like SoE trying to convince the ex-EQ1 players EQ2 isn't as bad etc.



WAR is virtually DaoC 2, whether they (Mythic) like it or not. Hence the "I've heard that before!", since a lot of us HAVE heard all this very same shit before.


Example: One thing that really got to me in DaoC, was the 'Style Review'. DaoC has a large number of melee special attacks, and for a significant number of characters, these melee attacks were all they had ability wise outside of passive defenses and autoattack. The issue was (like everything else in DaoC) that these attacks were as unbalanced and random as you could imagine. One weapon line would have a anytime rear positional long duration stun (50 LW ftw!) and another comparable line would have a a short duration stun, at the end of a 3 style side positional change. Endurance costs, damage done, secondary effects. None of the lines were, well, in-line with each other.

So every patch us melee classes would cry all over the VN boards for fixes. Submit to our TeamLeads (another brilliant idea  :uhrr: ), work out the math (yet another thing wrong with DaoC, the actual mechanics that were complex for the sake of complexity) and generally try to get things working better, since the classes were essentially just their styled attacks.

Every patch in reply, we would get "We aren't adjusting individual styles/lines, but instead will redo them all in one go in a single style review". So we waited. And waited. Weeks to Months to Little over a year of nothing but "Wait for the Review!". Then when it *FINALLY* came time for the review, the response was "We aren't going to do a sweeping style review, but instead change individual styles a few at a time every patch cycle".


 :angryfist:




Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Koyasha on February 02, 2008, 05:06:08 AM
Something I don't like from that scenario page is the numbers-mean-control system they're using for the location captures.  It sounds like it's going to be like the system used for controlling towers in Eye of the Storm in WoW, which I don't like because it allows a numerically superior capture force to outdo a tactically superior defending force.  If you've got 3 people defending a spot and 6 people attacking it, and the 3 people are managing to hold off their attackers effectively, they can still lose if the attackers just keep coming long enough, because numbers = win in that kind of capture situation.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Numtini on February 02, 2008, 06:30:21 AM
Little birdie says that a new round of invites is going out now, check your spam boxes kids.

I got a notice that current beta testers should update their dxdiag, but I'm not actually in. Kind of mean.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on February 02, 2008, 06:44:33 AM
Little birdie says that a new round of invites is going out now, check your spam boxes kids.

I got a notice that current beta testers should update their dxdiag, but I'm not actually in. Kind of mean.

I updated mine in OCT, never got a notice about it though. I'm hopeful.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Threash on February 02, 2008, 08:35:15 AM
Little birdie says that a new round of invites is going out now, check your spam boxes kids.

I got a notice that current beta testers should update their dxdiag, but I'm not actually in. Kind of mean.

Yeah i got all excited thinking maybe my beta invite got lost in the spam folder.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on February 02, 2008, 01:41:06 PM

 :angryfist:


I played the first months of DAOC, it was not unbalance.  There was simply no concept of balance.  The weapon styles were a mess.  The weapon types even worse, they had bonus vs different type of armor but you had to choose only one type.  It was like playing rock, paper, scissor with out the option of switching your pick.  For 50 lvl, every time your rock run into a scissor you'll win!  Too bad if you run into a paper.

It was even more obvious once they started counting RvR points on their website.  The top players from gimped class had around 20k points while those for overpowered class had more that 120k points...   Even with that evidence in their face they didn't act (before I quited anyway).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on February 02, 2008, 02:09:00 PM
Probably the worst part about the whole slash/blunt/pierce armor resistant thing, was Midgard Blunt weapons did not have anything worse then 'normal'. They either had a Bonus or broke even against all armor types.


Eventually, they switched up armor resists to make more sense, but they were still limited because Midgard only had two melee damage types, while Hib and Alb had all 3.


The ever popular decision shadowblades used to have to make, Slash or Slash  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on February 02, 2008, 02:18:35 PM
Quote from: Fordel
WAR is virtually DaoC 2, whether they (Mythic) like it or not. Hence the "I've heard that before!", since a lot of us HAVE heard all this very same shit before.

Maybe. I quit DAoC before ToA, so can't really compare it. And of course, I can't say anything about the parts I can compare.

But I still wonder how much appealing or alienating the old RvR DAoC players really matters to the market they want to hit. I used the Blizzard analogy because they were trying to hit a new bigger audience and oh-by-the-way had a chance to grab the ex-EQ1 crowd. Meanwhile, SOE was specifically going after the ex-EQ1 crowd and hoped to get a new bigger audience along the way. I feel Mythic here is trying to go the Blizzard route while it's the ex-DAoC players that are trying to make it personal to them.

Could be wrong of course.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Talonus on February 03, 2008, 06:54:22 AM
It was a truly corrosive situation and Mythics reaction for years was to cover their ears and hum.

The funny part about that is the idea of buffbots was brought up even in the early beta phases. There was a realization that some people would use characters solely for buffs, but most people thought buffbots wouldn't be used that extensively because the buffs weren't that overpowering. The buffs were helpful, yes, but not worth spending the money on an additional account. Woops?

I played the first months of DAOC, it was not unbalance.  There was simply no concept of balance.

They were too busy finishing the game; balance seemed to be the least of their problems compared to the content issues. Hibernia was largely unfinished, Midgard needed polish for the higher end stuff, and Albion needed revamp for content that hadn't been touched since earlier beta phases. Hopefully Mythic won't make this particular mistake this time.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on February 03, 2008, 08:35:59 AM
While playing DAOC (until shortly after TOA), my biggest problem with Mythic was their glacial pace at fixing anything. 

Awesome WAR may be, but perfect it will not be.  It will be interesting to see how long it takes for problems to be addressed.

My second biggest problem was Mythic's communication with players.  Sure, they had Sanya and she did an absolutely terrific job, especially for someone who was being told Mythic was going to do one thing for months and then being told it was doing something altogether different instead. 

Blizzard does not have those issues.  Their new content is slow in coming, in comparision, but their changes generally trend in a positive direction, as they seem more in touch with what players really want.  When they get it wrong, they fix it.

These things are not merely a function of budget, but management.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on February 03, 2008, 02:26:22 PM
The funny part about that is the idea of buffbots was brought up even in the early beta phases. There was a realization that some people would use characters solely for buffs, but most people thought buffbots wouldn't be used that extensively because the buffs weren't that overpowering. The buffs were helpful, yes, but not worth spending the money on an additional account. Woops?


Well part of this was that the stat caps were increased shortly after release (Or very late in Beta, I can't recall which now).


Before you either got benefit from the baseline buffs, or the Spec buffs. Not both.

The constantly increasing stat cap was an ongoing issue with DaoC, probably still is to this day.

IE: Cast speed is balanced under the assumption all dex is hard capped at X. Now lets add in itemization that completely circumvents our own stat cap. What's that? Casters are launching nukes faster then the server can register them?  :ye_gods:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on February 04, 2008, 05:30:38 AM
So who has a little advice for me on class types in a  PvP / RvR game like WAR? 

Any archetypes that just flat out suck to play?  I'm leaning towards either a tank (preferably offensive) or a melee DPS.  Although I've played a healer before too and could try that again.  Initially I was going to pick a melee DPS but I'd like to play Destruction and none really jump out at me.  Not playing a female toon so Witch Hunter is out.  Marauder I'm not feeling and Choppa I still need to be sold on.  Black Orc looks perfect for a tank class but I'm worried how he'll do in PvP.

I've played a Ranger to max level in EQ.  No PvP there for me.  Basically ended up a ranged DPS class even though I enjoyed the melee more. 

Played a Champion to end game in DAoC.  Hybrid tank with debuffs.  He was fun and good at 1on1 duels or PvP but overall nothing fantastic. 

Play a Berserker to max level in EQ2.  Tank class, no PvP.  Good to very good DPS, good at melee AE.  Solid tank but geared a bit more towards offense than defense.

Played a Disciple to end game in Vanguard (shut up).  So much potential.  Monk healer type.  Fun class but shitty buffs, meh heals, meh DPS.

WoW I've tried a hunter and paladin and warrior.  None to higher than about 40.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Speedbrusher on February 04, 2008, 06:14:38 AM
Maybe a chaos Chosen would be the right class for you?

http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Chaos/Careers/Chosen.php

From the descriptions in this month's newsletter and on the armies of war page, he seems to me like a mix between a paladin and champion - perhaps even like the daoc Reaver class, (without all the life tapping).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on February 04, 2008, 07:22:24 AM
Did you guys mostly PVP solo or something?  In 8v8 or zerg on zerg, buffbots weren't as big a factor.  I could see being pissed off as a stealther though since you needed a buffbot to be able to compete with other stealthers.

I ran with some very successful 8v8 groups.  We used 2 buffbots.  Having buffs that don't drop when your buffer dies = win. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on February 04, 2008, 07:49:20 AM
When you say Buffbot do you mean 1 real person playing two/three/four different chars at same time, multi-boxing. Or actually having a second char follow you about being your healer/buffer.

In RVR it usually meant have a second account with a cleric or whatever on it, having it buff your main character, and then leaving it at your realms border keep away from harm.

This mechanic worked against the stealthers because there was a fair bit of stealth warfare that happened on the frontiers in one-vs-one or small stealth group action. Buffbots ruined it for the stealthers who could not run two accounts. They affected other classes less, but the inclination to use them was still there. Mythic addressed buffbots by putting in distance requirements for most buff spells. So players just tagged their bots on autofollow to continue to use them. I think it became less prevalent once the distance limit was put in, but it did not end the use of them entirely. Overall, you were still better off running in a full group or two with guildmates who knew how to play their classes well.

I played a Minstrel as my main so in RvR I split my time between running with a group or, if no one else was interested in RvRing at the time, soloing.  As is pointed out in the quote, it was mostly an exercise in futility trying to solo once buffbots became prevalent.  And as was pointed out in some other posts, even in group RvR the players with the outside buffs from the better specced, invulnerable bots parked at the realm gate had a big advantage over the actual played clerics/druids/shaman.  Even in PvE people started taking bots over actual played clerics/druids/shaman, which was just ridiculous.

As far as I know the only servers to impose the buff distance limit were the newer 'classic' servers, which would have required rerolling.  Fuck that.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: FatuousTwat on February 04, 2008, 11:55:11 AM
Sorry to de-rail a bit here, but I signed up for the f13 guild beta invite thing when the thread was around a few months ago, but never heard anything about it since. Did it fall through when they put the beta on hold?

Thanks.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on February 04, 2008, 12:03:06 PM
I don't think they're doing guild beta invites, yet.  Everyone I know who is in didn't get in as part of a guild, just as lucky individuals.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on February 04, 2008, 01:38:18 PM
MarkJacobs has forsaken us.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: FatuousTwat on February 04, 2008, 01:49:19 PM
Ah, ok thanks Signe. I took a break from the forums for a month or 2 and I just wanted to make sure I didn't miss anything.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: sidereal on February 04, 2008, 02:17:32 PM
MarkJacobs has forsaken us.

Our plan to get a megainvite by voting DAoC the 2nd best MMO ever (http://forums.f13.net/index.php?topic=11643.0) clearly failed.  Or maybe he's pissed he didn't get 1st  :sad_panda:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on February 04, 2008, 02:51:34 PM
MarkJacobs has forsaken us.

Our plan to get a megainvite by voting DAoC the 2nd best MMO ever (http://forums.f13.net/index.php?topic=11643.0) clearly failed.  Or maybe he's pissed he didn't get 1st  :sad_panda:

We have been pwnd by indifference!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Bungee on February 04, 2008, 03:40:04 PM
MarkJacobs has forsaken us.

Our plan to get a megainvite by voting DAoC the 2nd best MMO ever (http://forums.f13.net/index.php?topic=11643.0) clearly failed.  Or maybe he's pissed he didn't get 1st  :sad_panda:

Just flame enough about Mythic and how they are copying WoW and he'll come flying in with an outrageous reply in less time than you could say "guild beta invite pleeeeeaase".


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on February 04, 2008, 04:13:46 PM
Just flame enough about Mythic and how they are copying WoW...
On a totally unrelated note, here's January's video of the month for WAR: http://www.youtube.com/watch?v=e8T9rAlsups


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on February 04, 2008, 04:20:46 PM
Just flame enough about Mythic and how they are copying WoW...
On a totally unrelated note, here's January's video of the month for WAR: http://www.youtube.com/watch?v=e8T9rAlsups

meh.  At least it doesn't lag I guess.  That's a good start.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Numtini on February 04, 2008, 06:26:39 PM
I can't remember is there some kind of collission detection or whatever?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on February 04, 2008, 07:32:13 PM
I can't remember is there some kind of collission detection or whatever?
There's supposed to be some kind of it if i recall right.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ragnoros on February 04, 2008, 09:20:12 PM
Sorry to de-rail a bit here, but I signed up for the f13 guild beta invite thing when the thread was around a few months ago, but never heard anything about it since. Did it fall through when they put the beta on hold?

Thanks.

The first rule of F13 beta club...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on February 04, 2008, 09:21:41 PM
Just flame enough about Mythic and how they are copying WoW...
On a totally unrelated note, here's January's video of the month for WAR: http://www.youtube.com/watch?v=e8T9rAlsups

First comment on the page when I watched:

Quote from: Random Internet Warhammer fanboi
this will beat the crap out of world of warcraft because its warhammer who doesnt like warhammer and warhammer 40000 they are both awesome games and books and WoW doesnt even have a good story line this will

Ahahahahaha.   


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on February 05, 2008, 05:46:26 AM
^^^ Cant argue with that!   :ye_gods:

That vid doesnt do it for me.  It doesnt look bad, it looks like WoW.  I like how the dwarves came out though.  That Hammerer and Ironbreaker looked great.  Black Orcs look pretty sick too.  Swordmasters in dresses look stupid. 

In any event I'm trying it out no matter what heh.

 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Modern Angel on February 05, 2008, 10:05:44 AM
I'll be there to try it out too but, again, it looks so STATIC. Every single video that's remotely related to combat just looks stiff and stationary to me.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lantyssa on February 05, 2008, 11:39:48 AM
I'll be there to try it out too but, again, it looks so STATIC. Every single video that's remotely related to combat just looks stiff and stationary to me.
The camera is held still and all the characters run straight to their target then just sit there and beat on one another.  They rarely pan the camera, and not in any sweeping manner which might give one the impression of an epic battle.  Characters don't move once in combat, circle one another, or do anything interesting.  It is static, and it makes the game look very, very boring.

Also the battle music is better suited to showing scenes preparing for such, not for the battle itself.  Since they use it for the whole clip, one is left wondering when the fight is going to start even after it has.

Edit: special codes are hard


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on February 05, 2008, 01:46:47 PM
Mythic never did figure out music. That God Damn 'fight' music in DaoC could drive you mad if you didn't shut it off.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on February 05, 2008, 02:14:22 PM
Mythic never did figure out music. That God Damn 'fight' music in DaoC could drive you mad if you didn't shut it off.

Played DAoC for 5+ years.  The music got turned off on day 2. 

In other words, I agree.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on February 05, 2008, 02:24:26 PM
Mythic never did figure out music. That God Damn 'fight' music in DaoC could drive you mad if you didn't shut it off.

Played DAoC for 5+ years.  The music got turned off on day 2. 

In other words, I agree.

Hehe, that brought back some memories.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on February 05, 2008, 02:46:08 PM
I can still hear the ultra-annoying sound that spriggans made. Or another monster that used the spriggan art.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on February 05, 2008, 06:06:13 PM
I can still hear the ultra-annoying sound that spriggans made. Or another monster that used the spriggan art.


That's over 60% of the mobs in Hibernia  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on February 05, 2008, 07:31:49 PM
I can still hear the ultra-annoying sound that spriggans made. Or another monster that used the spriggan art.


That's over 60% of the mobs in Hibernia  :awesome_for_real:

Ugh.  Thanks for reminding me.

At least they weren't itemized till way after launch....


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: FatuousTwat on February 06, 2008, 10:20:32 AM
Oh man... Those fuckers were a pain. There was a dungeon (I think level 35+) that was full of them. Spent many hours with my headphones off in that one.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on February 06, 2008, 11:35:21 AM
Mythic never did figure out music. That God Damn 'fight' music in DaoC could drive you mad if you didn't shut it off.

Played DAoC for 5+ years.  The music got turned off on day 2. 

In other words, I agree.

Did anyone play with music on?

I played Wow with music off by reflexive habit carved out of playing DAOC. I think I turned on the music a year later because a friend said, "doesn't Un'goro music remind you of Jurassic Park?"  (It did indeed).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AcidCat on February 06, 2008, 01:15:49 PM
I'll be there to try it out too but, again, it looks so STATIC. Every single video that's remotely related to combat just looks stiff and stationary to me.

That is a good way to describe it. Just very mechanical and stiff. Nothing about this game's combat is even remotely fresh or exciting. I find I'm really not even interested in the game at all anymore. I hear beta is back up but I doubt I'll even bother.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on February 06, 2008, 01:41:54 PM
Oh man... Those fuckers were a pain. There was a dungeon (I think level 35+) that was full of them. Spent many hours with my headphones off in that one.


Spraggon Den!


Doesn't compare to the awesomeness of Muire Tomb. Zone in, die to red/purple con skeletons coming up through the floor and walls.  :awesome_for_real:




I let the SI ambient music run for a while, Hibs was all mellow. WoW's music gets turned on and off depending if I am watching TV/Radio etc. It doesn't make me want to kill myself the way DaoC's music did.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Bungee on February 06, 2008, 01:49:29 PM
I'll be there to try it out too but, again, it looks so STATIC. Every single video that's remotely related to combat just looks stiff and stationary to me.
The camera is held still and all the characters run straight to their target then just sit there and beat on one another.  They rarely pan the camera, and not in any sweeping manner which might give one the impression of an epic battle.  Characters don't move once in combat, circle one another, or do anything interesting.  It is static, and it makes the game look very, very boring.

Also the battle music is better suited to showing scenes preparing for such, not for the battle itself.  Since they use it for the whole clip, one is left wondering when the fight is going to start even after it has.

Edit: special codes are hard

Did anybody actually listen to the disclaimer in the beginning of the video? This isn't even intended to show anything near a "real" RvR battle, it's rather a tech-preview.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on February 06, 2008, 02:12:51 PM
It's a shitty preview. I think that's the point.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on February 06, 2008, 02:14:03 PM
Next preview,  they can have two characters furiously circle strafing and bunny hopping around each other....


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lantyssa on February 06, 2008, 02:28:38 PM
Did anybody actually listen to the disclaimer in the beginning of the video? This isn't even intended to show anything near a "real" RvR battle, it's rather a tech-preview.
Gotcha.  They have auto-attack and use a look similar to WoW.  With more brown and grey.

What 'tech' were they showing then?  I can be excited about technical aspects, too.

At this juncture I'm still not impressed.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on February 06, 2008, 03:30:50 PM
Where's the hot chicks?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on February 06, 2008, 03:32:19 PM
Where's the hot chicks?

Hush you.  You'll scare them away!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on February 06, 2008, 03:37:56 PM
Where's the hot chicks?

I thought we already established there weren't going to be any at all.  Sad, but there it is.  You'll take your manly elf with her ultra square- jaw and like it!  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nonentity on February 06, 2008, 05:31:57 PM
Where's the hot chicks?

Hush you.  You'll scare them away!

HI BOYS  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on February 06, 2008, 05:34:04 PM
 :hello_thar:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nonentity on February 06, 2008, 05:40:15 PM
:hello_thar:

 :uhrr:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on February 06, 2008, 06:24:49 PM
:ye_gods:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AngryGumball on February 06, 2008, 06:36:04 PM
:hello_thar:

ROFL!!! *approve*


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Modern Angel on February 07, 2008, 03:26:17 AM


Did anybody actually listen to the disclaimer in the beginning of the video? This isn't even intended to show anything near a "real" RvR battle, it's rather a tech-preview.

I heard it, I just didn't care. If combat is not ready then don't show it and say, "Oh, this isn't actually combat." YES IT IS. It's dudes hitting each other with swords and spells flying through the air. But it was creaky animations while people autoattacked in a perfectly stationary position.  It's combat, okay? And if you want to show something off then for fuck's sake do something better than... whatever that was supposed to be.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on February 07, 2008, 03:36:10 AM
Quote
Quote from the vid:

"It's about one minute of super-cool stuff from our game with people bashing each other. It's not video footage of an RvR fight because then they'd all be throwing spells and jumping around like lunatics.  What it is, is a minute's worth of Glory. "

I agree, it's not very glorious. It's meh.. it IS just people standing around bashing each other.  I don't get the Glory or the 'super cool stuff.'  Perhaps it's just meant to show off the models and animations, but it's not doing that very well.

The game is suffering from a lack of focused presentation of it's merits. They're scraping together crap to throw out every month just to have something out there.  Previously I was happy they were doing this, but now they seem to have gone the AoC route of "here's some random crap because we're too busy/ things are in too much flux/ too messed-up to actually do something more focused and detailed."  It isn't instilling confidence.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Zetor on February 07, 2008, 05:21:50 AM
Yup. It'd help if the last podcast wasn't full of injokes and stream-of-consciousness rambling about how the new systems are 'so cool'. Dood, I don't care what's in the CE box, I want to see the gameplay [which should be getting finalized at this point, yesssss?].


-- Z.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AcidCat on February 07, 2008, 07:47:41 AM
Yup. It'd help if the last podcast wasn't full of injokes and stream-of-consciousness rambling about how the new systems are 'so cool'. Dood, I don't care what's in the CE box, I want to see the gameplay [which should be getting finalized at this point, yesssss?].


-- Z.

They don't want to show you too much of the gameplay, then you might realize it's the same MMORPG you've played time and again. So they focus on the BUT ITZ WARHAMMER NOW WAAAARGH! angle.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on February 07, 2008, 02:57:09 PM
Yup. It'd help if the last podcast wasn't full of injokes and stream-of-consciousness rambling about how the new systems are 'so cool'. Dood, I don't care what's in the CE box, I want to see the gameplay [which should be getting finalized at this point, yesssss?].


-- Z.

They don't want to show you too much of the gameplay, then you might realize it's the same MMORPG you've played time and again. So they focus on the BUT ITZ WARHAMMER NOW WAAAARGH! angle.

?

Same is true of most games.

I played quite a bit of TF2 this year.  It's pretty much the same gameplay mechanics as the leaked Marathon beta multiplayer back in '94.  Right down to aiming at players feet with the rocket launcher to catch them with the splash damage, and fucking rocket jumping.

RTSes are pretty much the same as WC on Kali. 

Let's not even talk about chess.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: AcidCat on February 07, 2008, 03:45:52 PM
Of course you have a point. People looking for the same thing in a new package may very well be quite happy with Warhammer.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on February 07, 2008, 05:12:58 PM
I mean,  I'm not against getting rid of the worst parts of MMO combat or mixing it up a bit,  just like I'm glad that devs are switching up FPSes to cut down on awful gameplay like bunnyhopping,  or fix RTSes so it's not just memorized build queues.

Too often I see the complaint about MMO combat turn on the individual complaining wants to change it into carbon copy FPS combat, which I think defeats the whole purpose.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on February 13, 2008, 01:03:29 AM
Of course you have a point. People looking for the same thing in a new package may very well be quite happy with Warhammer.

Thing is, it isn't really the same thing. However impercepterbly, execution improves. Even if in the case of MMOGs, people keep going out of thier way to unlearn or ignore the lessons of games like DAoC, CoH, and EQ2.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: slog on February 13, 2008, 08:25:13 AM


Did anybody actually listen to the disclaimer in the beginning of the video? This isn't even intended to show anything near a "real" RvR battle, it's rather a tech-preview.

I heard it, I just didn't care. If combat is not ready then don't show it and say, "Oh, this isn't actually combat." YES IT IS. It's dudes hitting each other with swords and spells flying through the air. But it was creaky animations while people autoattacked in a perfectly stationary position.  It's combat, okay? And if you want to show something off then for fuck's sake do something better than... whatever that was supposed to be.

Taking it a step further, what does it say about their product?  Are they so desperate to show some sign of progress that they release media that's not ready for prime time?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on February 13, 2008, 08:36:27 AM
The only thing I got from that video was the sense of more-of-the-same. Heck, just for a quick i-love-MMOs thing I hacked together years ago in Final Cut I was using largely the same footage from DAoC. In fact, this video makes WAR looks like DAoC overall (flat ground textures, little foliage, over-the-top spell effects trying to be semi-realistic [unlike WoW], etc).

Which is a shame because, err, :nda:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on February 13, 2008, 09:54:54 AM
Taking it a step further, what does it say about their product?  Are they so desperate to show some sign of progress that they release media that's not ready for prime time?
Nah it seems pretty common with the MMO 'epic fights' video. Most of them have people standing still and hitting their skill hotkeys. Not sure why but it seems pretty widespread.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on February 28, 2008, 03:41:35 PM
RvR keep info:
http://www.warhammeronline.com/english/gameInfo/gameFeatures/keepsandsiege.php

If you played daoc, then you'll recognise this as NF keeps, but without towers or the supply chain system. If you didn't play daoc it is just meaningless blurb with a few screenshots.



For Guild Wars fans, sport PvP examples:
http://www.warhammeronline.com/english/gameInfo/gameFeatures/Scenarios101_2.php


Also, info on 'Reknown':
http://www.warhammeronline.com/english/behindTheScenes/developmentDiaries/RenownSystem.php

...but you don't need to read it. Reknown is Realm Points. Or if you're still playing EQ, Reknown is AA abilities earnt from RvR and Sport PvP xp.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on February 28, 2008, 05:01:03 PM
Are they still pretending this isn't DAoC 2?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on February 28, 2008, 05:23:38 PM
Are they still pretending this isn't DAoC 2?

Yes, now hush and imagine with us.  :drill:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on February 29, 2008, 07:38:53 AM
Are they still pretending this isn't DAoC 2?

PvP Instances like WoW make up for the difference.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on February 29, 2008, 07:47:28 AM
Keeps:  Copy and fucking paste.  And still with the door bashing.

Also a bit underwhelmed by the Scenerios.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on February 29, 2008, 07:55:13 AM
Keeps:  Copy and fucking paste.  And still with the door bashing.

Also a bit underwhelmed by the Scenerios.

I'm a bit underwhelmed by the keeps, I have no idea why they wouldn't implement towers (which would allow groups to support the zerg without actually running with it, and allow you to skip door bashing if it isn't your thing, and you also don't want to use a ranged weapon, heal, block reinforcements, scale the walls, or operate siege weaponry) - but they have instead stuck with the 'tag objectives' that seemed to fail in early beta, supply lines I would also miss, but the fundamental problems in WAR realm design make them irrelevant anyway.


Scenarios were exactly as I expected, but I'm interested in what you were hoping for? In practice it looks very similar to other sport pvp concepts? Do any other sport pvp games layer anything else on your basic small arena with objective based gameplay?



EDIT: Siege pads, wtf? why? What was wrong with being able to put down catapults wherever the hell you want?

This isn't daoc2, seems more like daoc0.9 in RvR terms.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on February 29, 2008, 08:36:26 AM
Some of that concept work is fantastic.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on February 29, 2008, 08:47:13 AM

Scenarios were exactly as I expected, but I'm interested in what you were hoping for? In practice it looks very similar to other sport pvp concepts? Do any other sport pvp games layer anything else on your basic small arena with objective based gameplay?
More depth.  More of an epic feel.  But we still have haven't seen the any 4th teir Scenerios yet, and it would make sense that they would place the more challenging ones there.

It still seems old that 3rd teir Scenerios includes all of the fourth teir 4th players.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on February 29, 2008, 08:47:48 AM
Keeps:  Copy and fucking paste.  And still with the door bashing.

Also a bit underwhelmed by the Scenerios.

I'm a bit underwhelmed by the keeps, I have no idea why they wouldn't implement towers (which would allow groups to support the zerg without actually running with it, and allow you to skip door bashing if it isn't your thing, and you also don't want to use a ranged weapon, heal, block reinforcements, scale the walls, or operate siege weaponry) - but they have instead stuck with the 'tag objectives' that seemed to fail in early beta, supply lines I would also miss, but the fundamental problems in WAR realm design make them irrelevant anyway.


EDIT: Siege pads, wtf? why? What was wrong with being able to put down catapults wherever the hell you want?

This isn't daoc2, seems more like daoc0.9 in RvR terms.

Me too. Long standoffs on keeps gives melee classes nothing to do.......oh they could use siege weapons   :ye_gods:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on February 29, 2008, 11:05:16 AM
[...]

As a reward for participating in RvR, characters will receive one Renown point per Renown rank reached  . These Renown points can be used to purchase special character advancement rewards from your trainer. These rewards are primarily focused on improving your character’s RvR capabilities
[...]

Examples:
 Hard as Nails I – Increases your Toughness by 3, costs 1 Renown point 
 Hard as Nails V – Increases your Toughness by 42, costs 14 Renown points 

Good to see they've learned from the past, so that after awhile those that are playing aren't so overwhelmingly more powerful then those that are joining new that the new players can never catch up... :uhrr:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on February 29, 2008, 01:02:16 PM
Ranks might be capped so it might just be a PVP level that you have to grind out.  I have no idea.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 02, 2008, 11:55:24 AM
[...]
Examples:
 Hard as Nails I – Increases your Toughness by 3, costs 1 Renown point 
 Hard as Nails V – Increases your Toughness by 42, costs 14 Renown points 

Good to see they've learned from the past, so that after awhile those that are playing aren't so overwhelmingly more powerful then those that are joining new that the new players can never catch up... :uhrr:
The advancement itself looks linear, could be worse. It's also hard to tell how much impact that has without knowing the base stats -- e.g. that 42 toughness wouldn't do much difference if toughness of character without rank whatsoever is say, 400...

edit: btw, LotRO already uses 'renown', someone better tell WAR devs so they can go back to thesaurus diving.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 02, 2008, 01:01:35 PM
I imagine it will be like daoc, where a few abilities become significant because they are more powerful than Mythi cexpect, but the rest are lost in the noise of gear stats and core abilities.

Plus, like all these games, the amount of practice and organsiation your team has had will massively outweigh +20 toughness. It always does.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on March 03, 2008, 08:04:54 AM
Sure am enjoying the beta for this. And then I wake up and realize we still haven't been invited yet.  :sad_panda: :sad_red_panda: :cry: :mob: :dead_horse: :tantrum: :cry2: :headscratch:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on March 03, 2008, 08:57:28 AM
Don't think I'd hold my breath on that, either.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on March 03, 2008, 09:29:43 AM
Apparently EA have changed their mind and are implementing stealth for certain classes after all.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on March 03, 2008, 10:21:07 AM
Apparently EA have changed their mind and are implementing stealth for certain classes after all.

I thought every class had stealth. It just wasn't turning your toon transparent.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on March 03, 2008, 10:44:56 AM
Apparently EA have changed their mind and are implementing stealth for certain classes after all.

I thought every class had stealth. It just wasn't turning your toon transparent.

That's AOC.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on March 03, 2008, 10:45:30 AM
Apparently EA have changed their mind and are implementing stealth for certain classes after all.

I thought every class had stealth. It just wasn't turning your toon transparent.

That's AOC.

Woops. My bad.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 03, 2008, 10:58:42 AM
If WAR has stealth, then I'll be playing a true stealth class... the kind that doesn't pay for a box or for the monthly fee.  Initiative is too hard to balance in games.  I really hope that they don't cave on this one.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on March 03, 2008, 11:00:00 AM
Apparently EA have changed their mind and are implementing stealth for certain classes after all.

Is that to simulate the part of the table-top game where you add a bunch of army dudes to your own side when the other guy has his back turned?  Or is Mythic just a bunch of retarded masochists?  I know, they should also give the stealth classes an attack that does enough damage to take away 95% of the target's hit points!  That'll be fun!  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 03, 2008, 11:30:56 AM
Ooooo the first chink in the "EA isn't going to rape us" Armor.  If they are going add invisibilty, it should be a power-up deep in RvR and in select scenerios.  Having classes built on asymetical abilities total fucks the balance.

Edit: With a good quote, this is worth it's own thread.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 03, 2008, 11:43:26 AM
Keep Lords. Really? That's the best mechanic you can come up with for capturing a keep? Something you already did in DAoC?

This thing better be a damn fun play experience in the first 30 minutes, because it's starting to look a lot like another game I already gave up on twice.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on March 03, 2008, 12:26:54 PM
[...]
Examples:
 Hard as Nails I – Increases your Toughness by 3, costs 1 Renown point 
 Hard as Nails V – Increases your Toughness by 42, costs 14 Renown points 

Good to see they've learned from the past, so that after awhile those that are playing aren't so overwhelmingly more powerful then those that are joining new that the new players can never catch up... :uhrr:

For serious, Mythic is really not making a single call that makes me take notice and think "wow I really respect that and think it could be damn cool".  Reskinned DAOC that pretends its learned from WoW when instead its just copying the shit I didn't really like about WoW?  No fucking thanks.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on March 03, 2008, 12:40:18 PM
Wait till the NDA is lifted.  :uhrr: :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 03, 2008, 01:00:36 PM
Wait till the NDA is lifted.   

omg, flashback. (http://forums.f13.net/index.php?board=76.0)

 :oh_i_see:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on March 03, 2008, 01:17:52 PM
omg, flashback (http://forums.f13.net/index.php?topic=8916.0)  :grin:

Anyway, from the latest newsletter:
Quote
Q: Will there be a mechanic in place to prevent other players from 'stealing' our siege weapons?

A: When you deploy a siege weapon, you are automatically the one who controls it. If another player tries to take it over they'll get a big fat "no not yours" message until you relinquish control of the weapon.
Anybody spot the minor flaw in this that will get exploited within about five seconds?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on March 03, 2008, 01:23:12 PM
omg, flashback (http://forums.f13.net/index.php?topic=8916.0)  :grin:

Anyway, from the latest newsletter:
Quote
Q: Will there be a mechanic in place to prevent other players from 'stealing' our siege weapons?

A: When you deploy a siege weapon, you are automatically the one who controls it. If another player tries to take it over they'll get a big fat "no not yours" message until you relinquish control of the weapon.
Anybody spot the minor flaw in this that will get exploited within about five seconds?

Nope.



Also, on stealth. What classes from the original game had any form of stealth?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 03, 2008, 01:58:06 PM
If WAR has stealth, then I'll be playing a true stealth class... the kind that doesn't pay for a box or for the monthly fee.  Initiative is too hard to balance in games.  I really hope that they don't cave on this one.
From what i understand they couldn't think of another way to allow melee actually get within range to smack the casters before said caster would rape the melee three different ways with range, damage and knock backs advantage. Amusingly enough they're about to increase said knock backs further at the same time, though.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 03, 2008, 02:13:45 PM
Guild Wars solved that with short range teleportation.  Preforms the same function, but doesn't give the same invulnerably or initiative advantage.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on March 03, 2008, 02:15:03 PM
Limitations on CC and dash/sprints for the melee classes seemed to work pretty well in Guild Wars as well.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on March 03, 2008, 02:19:22 PM
Guild Wars did so many things right in terms of MMO-PvP combat. I'm surprised more games haven't ripped their mechanics yet.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 03, 2008, 02:20:20 PM
Reading some more it sounds like some classes are given the stealth while others are given sprint of sorts as counter to casters. In which case not sure why they'd change their original intention and put the stealth for some classes rather than give the sprint to all, but whatever.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on March 03, 2008, 02:24:04 PM
If WAR has stealth, then I'll be playing a true stealth class... the kind that doesn't pay for a box or for the monthly fee.  Initiative is too hard to balance in games.  I really hope that they don't cave on this one.
From what i understand they couldn't think of another way to allow melee actually get within range to smack the casters before said caster would rape the melee three different ways with range, damage and knock backs advantage. Amusingly enough they're about to increase said knock backs further at the same time, though.

It's smelling like meh.
(http://www.cisclan.com/photos/1531_fail.jpg)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on March 03, 2008, 02:29:40 PM
Was a charge ability like in WoW too difficult to program?  :oh_i_see:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 03, 2008, 02:41:43 PM
omg, flashback (http://forums.f13.net/index.php?topic=8916.0)  :grin:

Anyway, from the latest newsletter:
Quote
Q: Will there be a mechanic in place to prevent other players from 'stealing' our siege weapons?

A: When you deploy a siege weapon, you are automatically the one who controls it. If another player tries to take it over they'll get a big fat "no not yours" message until you relinquish control of the weapon.
Anybody spot the minor flaw in this that will get exploited within about five seconds?

Nope.

Scroll up and read about siege pads again.


Quote from: people
stealth

Given the source of this 'rumour' appears to be half an out of context sentence on a video blog from Paul "I-know-nothing-about-mechanics" Barnett, set against Mythic laying down 'no stealth' as a rule from the start, I have my doubts about this.

What's more, the class structure doesn't really have space for stealth classes anyhow.

That said, fixing stealth in MMOGs never really seemed that difficult anyway. You do it like this (http://www.youtube.com/watch?v=29RE0blCV84&NR=1).

Quote
Was a charge ability like in WoW too difficult to program?

Or like in daoc.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on March 03, 2008, 02:49:49 PM
Limitations on CC and dash/sprints for the melee classes seemed to work pretty well in Guild Wars as well.

They worked pretty well in DAoC,  after two or three years of tuning and balancing.

Was a charge ability like in WoW too difficult to program?  :oh_i_see:

You mean the charge ability WoW stole from DAoC?



Mythic made shittons of mistakes with DAoC,  and will probably make a shitton more with this, but....  seriously,  people are beating it up for things that Mythic did at least half right the first time?  At least well enough that other games (WoW, GW, etc) liberally borrowed?



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on March 03, 2008, 03:04:43 PM
Shit, I didn't know I was in the fanboi thread -- forgive the guy who didn't play DAOC.

><


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 03, 2008, 03:27:39 PM
Given the source of this 'rumour' appears to be half an out of context sentence on a video blog from Paul "I-know-nothing-about-mechanics" Barnett, set against Mythic laying down 'no stealth' as a rule from the start, I have my doubts about this.

What's more, the class structure doesn't really have space for stealth classes anyhow.
Haven't seen the video blog; the stealth was mentioned in WAR thread over at fohguild forums (and currently it's being discussed there) ... the original mention appears to be copy & paste directly from Mythic announcement and specifically lists classes given the stealth (witch elf/witch hunter)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: fuser on March 04, 2008, 02:27:37 PM
Just wondering how many other people are updating their dxdiag.txt with any slight change to their system   :Love_Letters:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Calantus on March 04, 2008, 05:49:25 PM
Was a charge ability like in WoW too difficult to program?  :oh_i_see:

You mean the charge ability WoW stole from DAoC?

You mean the charge ability Blizzard's Diablo 2 had even before then?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on March 05, 2008, 10:37:18 AM
I hope it is DAOC v.2 - because that's what I want to play.







As long as there's no ToA expansion this time!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 05, 2008, 10:41:31 AM
Was a charge ability like in WoW too difficult to program?  :oh_i_see:

You mean the charge ability WoW stole from DAoC?

You mean the charge ability Blizzard's Diablo 2 had even before then?

You mean...

Quote
Charge

Charging is a special full-round action that allows you to move up to twice your speed and attack during the action.

Movement During a Charge


You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)

If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.

You can’t take a 5-foot step in the same round as a charge.

If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.
Attacking on a Charge

After moving, you may make a single melee attack. You get a +2 bonus on the attack roll. and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on the Strength check made to bull rush an opponent (see Bull Rush, above).

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

Lances and Charge Attacks

A lance deals double damage if employed by a mounted character in a charge.

Weapons Readied against a Charge

Spears, tridents, and certain other piercing weapons deal double damage when readied (set) and used against a charging character.

Do I win?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 05, 2008, 10:49:54 AM
I hope it is DAOC v.2 - because that's what I want to play.

As long as there's no ToA expansion this time!

What he said.

Everything that has been disappointing about WAR so far is where they've chosen not to implement daoc features and replaced them with weak sauce that bears more than a little resemblence to WoW.

It's not even as if the watering down is in features that are only relevant to hardcore players. It's looks like change for its own sake.

Oh, and GOA. Contracting Europe out to GOA again is a monumentally disappointing decision for reasons that will be obvious anyone who played EU daoc.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on March 05, 2008, 10:50:51 AM
I hope it is DAOC v.2 - because that's what I want to play.

That implies that DAoC 2.0 will improve upon DAoC 1.0.  If they were to add stealth back in, it would not be an improvement.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 05, 2008, 10:59:37 AM
If they were to add stealth back in, it would not be an improvement.

I kind of agree, but only because of the whining it causes.

Stealth and wall climbing worked pretty well in sieges, and it doesn't seem hard to improve balance through short duration stealth or stealth!=invisibility.

Also, I never really saw what the fuss was about anyway. Admittedly that might be because I was usually a cleric, and so shit loads of HP, and/or BoF, and/or cleric pets would make stealthers irrelevant to me.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on March 05, 2008, 12:18:40 PM
If they were to add stealth back in, it would not be an improvement.

I kind of agree, but only because of the whining it causes.

Stealth and wall climbing worked pretty well in sieges, and it doesn't seem hard to improve balance through short duration stealth or stealth!=invisibility.

Also, I never really saw what the fuss was about anyway. Admittedly that might be because I was usually a cleric, and so shit loads of HP, and/or BoF, and/or cleric pets would make stealthers irrelevant to me.

Whining + wasted cycles balancing something which is inherently unbalancable + lack of a reason for stealth to exist in a game about warfare + gigantic failure of EVERY FUCKING IMPLEMENTATION OF STEALTH TO DATE BY DEVELOPMENT TEAMS WHO THINK THAT STEALTH (INITIATIVE) + MASSIVE DAMAGE BURST AND/OR STUN LOCK MAKES SENSE  means that I just don't want to see stealth in MMO games until they implement a Thief-like sub-game (where the Theif is weak, but stealthy, and they make their living/progression based upon how good they are at being stealthy, rather then how well they choose victims to gank.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 05, 2008, 12:21:10 PM
Stealth exists in games because it attracts players.  More players = more $$$.  Game balance is only a concern if it drives down the bottom line.

Were it up to me, I'd remove stealth from every game with a pvp component.  Allowing players to pick and choose encounters is inherently unbalancing. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on March 05, 2008, 12:31:35 PM
Stealth exists in games because it attracts players.  More players = more $$$.  Game balance is only a concern if it drives down the bottom line.

Were it up to me, I'd remove stealth from every game with a pvp component.  Allowing players to pick and choose encounters is inherently unbalancing. 

Can you really say it's a net increase in players, though?  Sure there are some who'll play your game specifically because of stealth classes, but how many players are driven away?  Two of the four level 50 characters I had in DAoC were stealth characters (Minstral and Ranger) so I'm pretty familiar with both perspectives.  In my opinion, putting in stealth in the hope that you'll get a net increase in subscribers is not worth the balancing nightmare you'll subject yourself to.  What will end up happening is either 1) the stealthers will quit because they don't feel they're effective enough or 2) other players will quit because they feel that stealthers are too effective.  WoW gets away with Rogues because the people who would otherwise quit are too addicted to their PvE crack to actually go through with it.  Even so, people still scream bloody murder.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on March 05, 2008, 12:43:06 PM
Are there any classes or units in the original game that has "Stealth"?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 05, 2008, 12:44:22 PM
Can you really say it's a net increase in players, though?  Sure there are some who'll play your game specifically because of stealth classes, but how many players are driven away?  Two of the four level 50 characters I had in DAoC were stealth characters (Minstral and Ranger) so I'm pretty familiar with both perspectives.  In my opinion, putting in stealth in the hope that you'll get a net increase in subscribers is not worth the balancing nightmare you'll subject yourself to.  What will end up happening is either 1) the stealthers will quit because they don't feel they're effective enough or 2) other players will quit because they feel that stealthers are too effective.  WoW gets away with Rogues because the people who would otherwise quit are too addicted to their PvE crack to actually go through with it.  Even so, people still scream bloody murder.

Well... this leaves two possibilities:

a) Blizzard believed that they really could balance stealth or

b) Blizzard added stealth classes to attract players that would quickly become addicts.  

I think having stealth makes MMO's more attractive.  People like playing the sneaky assassin, especially when they can WTFPWN anyone that crosses their path.  Ultimately these games are a business and their business is to make bank.  If stealth classes attract and retain more players than they drive off, that's a coup.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on March 05, 2008, 01:00:29 PM

Quote
Warhammer Online: Age of Reckoning

The release date for this product has changed:

New Release Date: September 2, 2008

Please Note: This date is our best estimate based on the information available, and the date is subject to change at any
time. In our efforts to keep you informed, we are in constant communication with our vendors, and we are committed to
providing you with the most accurate release dates possible.


oopsie.  I don't know where the rest of the email went but it's from GameStop.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 05, 2008, 01:16:56 PM
Are there any classes or units in the original game that has "Stealth"?

In Warhammer? There were a few last I played, but it wasn't really "stealth" per se. Skaven Assasins and some other scout type classes could begin the game hidden in cover. Say a unit of Wood elf archers could start hidden in a piece of wood and wouldn't be deployed on the board until they moved or fired. The Skaven assassin Snitch could do the same thing, anywhere on the board outside of line of sight. I don't know about the RPG, but the amount of stealth characters in the tabletop game was minimal.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 05, 2008, 01:20:07 PM
wasted cycles balancing something which is inherently unbalancable

20 second duration. 40 second cooldown. No from-stealth crit strikes and no from-stealth cc-effects. But as a bonus stealth switches off your collision detection so you can get past the front line.

Possibly switching invisibility for 'you look like someone on the other team' if you want to be *really* clever about it.

OMG I R A DEZIGN GOD.

Stealth isn't stupid, limitless invisibility + crit strikes + stun strikes is stupid if a reasonable number of other classes don't have a way to deal with it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on March 05, 2008, 01:26:39 PM
Are there any classes or units in the original game that has "Stealth"?

In Warhammer? There were a few last I played, but it wasn't really "stealth" per se. Skaven Assasins and some other scout type classes could begin the game hidden in cover. Say a unit of Wood elf archers could start hidden in a piece of wood and wouldn't be deployed on the board until they moved or fired. The Skaven assassin Snitch could do the same thing, anywhere on the board outside of line of sight. I don't know about the RPG, but the amount of stealth characters in the tabletop game was minimal.

Yeah, thats why i brought it up. So, essentially, they are making this up now. What class is getting it?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 05, 2008, 01:36:44 PM
Are there any classes or units in the original game that has "Stealth"?

In Warhammer? There were a few last I played, but it wasn't really "stealth" per se. Skaven Assasins and some other scout type classes could begin the game hidden in cover. Say a unit of Wood elf archers could start hidden in a piece of wood and wouldn't be deployed on the board until they moved or fired. The Skaven assassin Snitch could do the same thing, anywhere on the board outside of line of sight. I don't know about the RPG, but the amount of stealth characters in the tabletop game was minimal.

Yeah, thats why i brought it up. So, essentially, they are making this up now. What class is getting it?

Witch elf, Witch hunter. Anything with Witches in it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 05, 2008, 02:04:06 PM
Stealth ranged class for the Alliance (er, Order)?  Brilliant.  Ask blizzard how well invisiblepyroblast mages worked in beta. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 05, 2008, 02:09:51 PM
Stealth ranged class for the Alliance (er, Order)?  Brilliant.  Ask blizzard how well invisiblepyroblast mages worked in beta. 

They are both melee classes. And archers were never really a problem in daoc, at least not after critshot got toned down.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 05, 2008, 02:18:47 PM
They are both melee classes. And archers were never really a problem in daoc, at least not after critshot got toned down.

Solo archers, yes.  They still blow in groups.  Of course it was way worse when they changed archery and 6 archers would simultaneously crit shot a single target. 

I'd still love to see stealth removed from any game.  It's not fun for anyone but the person with stealth.  Getting attacked by a stealther (especially something with stuns) is decidedly unfun. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hellinar on March 05, 2008, 02:47:06 PM
I just don't want to see stealth in MMO games until they implement a Thief-like sub-game (where the Theif is weak, but stealthy, and they make their living/progression based upon how good they are at being stealthy, rather then how well they choose victims to gank.

 Now thats a stealth class I would like to play. It still wouldn't work though unless you soft cap the max experience/loot acquisition rate of the thief. Tuning the game to what the very best player can do with 100 hours a week available is what makes all the potentially interesting classes dull.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on March 05, 2008, 03:11:25 PM
Stealth ranged class for the Alliance (er, Order)?  Brilliant.  Ask blizzard how well invisiblepyroblast mages worked in beta. 

/thirded

Shadowbane stealth sort of worked, but its really not worth the effort and balance headaches.  This is incredibly true when you are just ignoring the lore to jam stealth in.  Nothing about Witch Hunters (WHO USE GUNS!112ONEWTFUX!!) or Witch Elves has anything to do with stealth in WH lore that I'm aware of.

As I said recently in this thread, nothing I hear about this game is making me respect Mythic's direction.  It all reeks of ea-style "for teh monies" timid game design.  They haven't made a single choice that shows some type of creative courage, instead they seem content to try to create a Frankenstein's monster of "successful features" which is a recipe for fail.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on March 05, 2008, 03:23:50 PM
I'd still love to see stealth removed from any game.  It's not fun for anyone but the person with stealth.  Getting attacked by a stealther (especially something with stuns) is decidedly unfun. 

I dunno. If there are tools for detecting and beating stealth, then it can be fun to ferret out the sneakers before they get their crits in.

Stealth doesn't bother me so much. Stunlock from WoW Roges pisses me off something fierce.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Megrim on March 05, 2008, 03:35:16 PM
I still don't get why game designers insist on giving the stealthers crits and stuns. The ability to be invisible, go so someplace unseen is a huge advantage in and of itself, especially in a pvp+ game. Save the stuns and things for the frontline melee classes (it makes more sense in my mind that a guy in plate-and-mail weilding a large hammer would stun someone upon hitting, more then anything else), and leave stealth for intelligence/intelligent work.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on March 05, 2008, 03:37:51 PM
Every MMO I've played, Stealth has been simultaneously overpowered and underpowered at the same time.


If the Stealther can use stealth to his advantage, then the person on the receiving end is fucked and pissed off.
If the Stealther can not use stealth to his advantage due to early detection or 'weak' stealth, then the stealther is fucked and pissed off.


At best, everyone is pissed off half the time.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Calantus on March 05, 2008, 03:52:40 PM
Do I win?

Everybody steals from D&D so it doesn't count. It's like stealing from Tolkien.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on March 05, 2008, 03:54:08 PM
[...]
At best, everyone is pissed off half the time.

Well said, and I think this is what most of the stealth-nay-sayers are getting at - we're just tired of the noise and think that their are too many other game features that provide quite a bit more value then "everyone is pissed off half the time" that could use more lovin... if they need something to spend more time on, get the collision detection rock-solid, so that formations, flanking and battlefield maneuvering actually mean something in combat.

Yeah, that's what I want, make combat FUN, before even thinking adding intelligence/counterintelligence classes (in DAOC, the stealthers were frequently sent away from the group to try to locate the enemy, leaving them less of an opportunity to get RPs via the normal path).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 05, 2008, 04:00:11 PM
I still don't get why game designers insist on giving the stealthers crits and stuns. The ability to be invisible, go so someplace unseen is a huge advantage in and of itself, especially in a pvp+ game. Save the stuns and things for the frontline melee classes (..)
Well that's the thing, these stealthers usually *are* melee but minus heavy damage mitigation. So the idea is generally to give them stuns etc to let them deal enough damage in the beginning so they have somewhat equal odds vs heavy armoured "normal" melee in damage done/damage taken race. It has side-effect though on the long range classes that rely on range as their way to do the same (get enough damage in to stand the chance once that melee gets close) ... since in that sort of fight you have the melee class able to drop enough damage at start of fight to make it one-sided. Guess it could be countered by giving the casters higher ability to detect stealth, then it's gamble of either getting in range and killing caster fast, or getting spotted and having one's ass fried equally fast.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hellinar on March 05, 2008, 04:22:04 PM
Guess it could be countered by giving the casters higher ability to detect stealth, then it's gamble of either getting in range and killing caster fast, or getting spotted and having one's ass fried equally fast.

Trouble is, with current technology, it comes down to your RNG vs my RNG, and whoever gets the good dice wins. What's needed to make stealth work is for position to really mean something. The caster out in the open has a really low chance of getting stealthed on, but he is vulnerable to being picked off by an archer. Pull back into the shadows, and he is going to be hard to hit at range, but easy to jump. Making that work well likely requires more server power than the current MMOG could handle though.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on March 05, 2008, 04:27:32 PM
What's needed for stealth to work is for stealth to be based purely on landscape altogether. I shouldn't be able to go invisible in broad daylight. I need shadows, trees, other cover.

You don't actually need to implement abilities nor RNGs nor even skills for that. You just need to turn off the overhead name plates, allow people to take various positions (crouch, lie down, etc), remove auto-targeting key spamming (requiring mouseclick), and enforce line of sight as well as directional actions. None of that is new tech. You coulda pulled it off in UO.

That basically simultaneously gives everyone the ability to both stealth and detect, and makes stealth a player skill rather than a dice roll. You just avoid or look closely in the shadows/heavy-cover areas. Maybe (like, if you absolutely gotta), add an initiative factor to people jumping outta shadows.

The idea that stealth needs to be a skill like Fireblast or swinging a sword has always felt foreign to me outside of the context of D&D.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on March 05, 2008, 04:41:33 PM
What they really need to do is to remove the "oh so annoying" balance philosophy of "Rock, paper and scissor".  I still have nightmare from DAOC and I know most PvP mmorpg use it.  It's stupid.  How is it fun to have 95% chance of loosing to a Rogue if you are a mage?  It's even worse with stealth and speed buff since those with these abilities can evade every loss situations while those with out them are simply screwed.

MMORPG should follow Sirlin Yomi Layer design philosophy (http://www.sirlin.net/archive/yomi-layer-3-knowing-mind-of-the-opponent/ (http://www.sirlin.net/archive/yomi-layer-3-knowing-mind-of-the-opponent/)).  The actual philosophy is probably not credited to him but it's where I first learned about it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 05, 2008, 04:54:57 PM
Trouble is, with current technology, it comes down to your RNG vs my RNG, and whoever gets the good dice wins. What's needed to make stealth work is for position to really mean something.
They seem to get little better at it, including both range and position in the equation... e.g. mobs (and also players) in LotRO have reduced stealth detection if the enemy isn't in their cone of vision, and apparently also take into account if the stealthed entity is moving.

What's needed for stealth to work is for stealth to be based purely on landscape altogether. I shouldn't be able to go invisible in broad daylight. I need shadows, trees, other cover.
Problem with that, shadows trees and other junk is usually optional in the graphics settings. Even if it wasn't, there's always some asshat to develop 3rd party packet sniffer that sits next to game client and reports where all these stealthed people really are... to fight that the awareness of trees, shadows and other cover bits would need to be on server side and it's then up to server to just transmit "now you see ninja here oh wait now you see nothing" stuff. Something that AoC is about to implement, if i read it right?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: sidereal on March 05, 2008, 04:55:12 PM
(ideas)
That basically simultaneously gives everyone the ability to both stealth and detect, and makes stealth a player skill rather than a dice roll. You just avoid or look closely in the shadows/heavy-cover areas. Maybe (like, if you absolutely gotta), add an initiative factor to people jumping outta shadows.

The idea that stealth needs to be a skill like Fireblast or swinging a sword has always felt foreign to me outside of the context of D&D.

No worky.  Clientside hacks require that you filter out stealthers at the server side, not the client side.  Otherwise there'll be a hack available 48 hours after launch that makes everyone in shadows glow bright magenta.  Server-side filtering requires basing the result on information available on the server, which traditionally has been character skill rather than player skill.  There could be an improvement by taking into account the lighting and terrain, but that's been too expensive up to now to make it worthwhile.  If I was writing an MMO (and WHY AREN'T I?!) I'd do an expensive precalculation of stealthability based on shadows from static lighting and maybe 6-8 sun positions, then bake that information into the map files.  So you can quickly look up how dark an area is on the server.

Also, insert massive player-ability versus character-ability flamewar here.  One could argue that a 60th level ranger should be able to see sneaky players fairly readily, even if the player is blind as a bat.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 05, 2008, 05:10:02 PM
What they really need to do is to remove the "oh so annoying" balance philosophy of "Rock, paper and scissor".  I still have nightmare from DAOC and I know most PvP mmorpg use it.  (..)

MMORPG should follow Sirlin Yomi Layer design philosophy (http://www.sirlin.net/archive/yomi-layer-3-knowing-mind-of-the-opponent/ (http://www.sirlin.net/archive/yomi-layer-3-knowing-mind-of-the-opponent/)).  The actual philosophy is probably not credited to him but it's where I first learned about it.
If you write down the example provided in that article, it gets interesting:

* throw counter beats throw
* slow move beats throw counter
* block beats slow move
* throw beats block

... sounds familiar? Basically RPS fits very much the "yomi layers" design, it just has limited number of elements to utilize but even with these few options you can second-guess your opponent to your heart's content with it.

edit: for that matter the author adresses it here: http://www.sirlin.net/archive/rock-paper-scissors/


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on March 05, 2008, 05:14:17 PM
Yeah, RPS works just fine.. so long as it's not class-based.  Make it ability based and spread those abilities out so each class has a few then it works good.. say "class x always beats class y" and it becomes ass pretty damn quick.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on March 05, 2008, 05:18:59 PM
Quote from: tmp
Problem with that, shadows trees and other junk is usually optional in the graphics settings.

This sorta addresses both you and sidereal:

I'm not talking about stealth as a calculated skill that makes a player's avatar go invisible for some X duration in Y setting. I'm talking about just using the environment to one's advantage.

This would require that certain current settings aren't controlled by the player. Right now shadows are merely treated as a graphical accoutrement, something for higher end computers only. But occlusion itself can be purely based on world design (queue UO again where players could "hide" in trees and behind houses). And current computers can handle some amount of cast shadows depending on how the world itself is designed (I feel it's currently wrongly treated as an all or nothing thing for the most part).

My baseline here is COD4 (Crysis ideally, but we're aways away from that), environments in which players can (and do) use environment to their advantage. Smallish map FPS games with post-AoC graphics sure, but to be able to hide in grass doesn't require uber machines, and you can do it even with toned-down graphics settings. It just requires some of the stuff I talked about (no name plates, no spamming keys for auto-targeting) as well as the maps being designed for it. Doesn't take DX10 to let players crouch behind a rock. You'd also want a bit tighter control on camera manipulation (no Godeye AC2-like pull-out-to-cosmos), like maybe just an over the shoulder view that can be zoomed a bit but not insanely so (or you make that an achievable skill, like a general's scope or somesuch).

There's a lot more that'd need to be done of course. And it does invite some new types of hacks. But driving towards a different solution is still probably better than the rps paper tiger of chasing "balance" on 10 year old ideas.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Megrim on March 05, 2008, 05:20:49 PM
I still don't get why game designers insist on giving the stealthers crits and stuns. The ability to be invisible, go so someplace unseen is a huge advantage in and of itself, especially in a pvp+ game. Save the stuns and things for the frontline melee classes (..)
Well that's the thing, these stealthers usually *are* melee but minus heavy damage mitigation. So the idea is generally to give them stuns etc to let them deal enough damage in the beginning so they have somewhat equal odds vs heavy armoured "normal" melee in damage done/damage taken race. It has side-effect though on the long range classes that rely on range as their way to do the same (get enough damage in to stand the chance once that melee gets close) ... since in that sort of fight you have the melee class able to drop enough damage at start of fight to make it one-sided. Guess it could be countered by giving the casters higher ability to detect stealth, then it's gamble of either getting in range and killing caster fast, or getting spotted and having one's ass fried equally fast.

But that's the thing. In my mind (at least) this kind of linear balancing is entirely wrong. The sly stealthy class isn't supposed the be able to stand up to the heavy melee in any way shape or form. It's why it is the stealthy class and not the heavy melee class, in the first place.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 05, 2008, 05:57:20 PM
I'm not talking about stealth as a calculated skill that makes a player's avatar go invisible for some X duration in Y setting. I'm talking about just using the environment to one's advantage.
Hmm well i've included the server-controlled invisibility in that system because anything else just begs to get hacked and as such would get hacked. And that's really all that i can say in response, that it begs to be hacked like the FPS monkeys been doing since well, long time.

(personally i do like the idea, it just feels infeasible with the human douchebag factor added. Like say, the communism. Not that i like that one as i like this stealth concept)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 05, 2008, 06:07:34 PM
But that's the thing. In my mind (at least) this kind of linear balancing is entirely wrong. The sly stealthy class isn't supposed the be able to stand up to the heavy melee in any way shape or form. It's why it is the stealthy class and not the heavy melee class, in the first place.
I guess it could work in game where stealth-based characters develop through entirely different route that requires them to avoid encounters with foozles and rewards for it accordingly. Otherwise the sly stealthy class gets screwed three ways to sunday because the mobs to grind on in any basic quest are balanced towards the average power level of the heavy melee etc and thus leave the stealth character with no way to beat them. And consequently less XP, less loot, less money in the generic DIKU environment.

And i suspect it's much easier to give stealth class the stun/crit chain than it is to build complete alternative advancement path... hence we get to see the former rather than the latter.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on March 05, 2008, 06:16:55 PM
Quote from: tmp
(personally i do like the idea, it just feels infeasible with the human douchebag factor added. Like say, the communism. Not that i like that one as i like this stealth concept)

Yea, that'd happen no doubt. Client program power and all that. And even without the hacks, I still wonder if it'd solve the fundamental issue.

We just need someone with time, money, and a publisher, to take the chance :-)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: amiable on March 06, 2008, 04:13:37 AM
I thought this was a funny take on stealth balance (at least in WoW), I think it is a bit old.

http://www.youtube.com/watch?v=YJWeWMKfa3g


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Phred on March 06, 2008, 08:18:25 AM
Was a charge ability like in WoW too difficult to program?  :oh_i_see:

You mean the charge ability WoW stole from DAoC?

You mean the charge ability Blizzard's Diablo 2 had even before then?

You mean the charge ability that's bugged every second patch?



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 06, 2008, 08:48:05 AM
My baseline here is COD4 (Crysis ideally, but we're aways away from that), environments in which players can (and do) use environment to their advantage. Smallish map FPS games with post-AoC graphics sure, but to be able to hide in grass doesn't require uber machines, and you can do it even with toned-down graphics settings. It just requires some of the stuff I talked about (no name plates, no spamming keys for auto-targeting) as well as the maps being designed for it. Doesn't take DX10 to let players crouch behind a rock. You'd also want a bit tighter control on camera manipulation (no Godeye AC2-like pull-out-to-cosmos), like maybe just an over the shoulder view that can be zoomed a bit but not insanely so (or you make that an achievable skill, like a general's scope or somesuch).

Hell, for that matter, Battlefield 2 does it quite well. You just have to have enough stuff to hide in or behind to make stealthing worthwhile, and if you stick your head out at the wrong time, BLAMMO! You don't really even have to add Crysis level graphics to do it well, in fact, if you drop the graphics requirements to say BF2 levels, it can still be done attractively.

Making stealth a no-skill dice roll thing in a PVP game is only fun for the people who can use stealth. IMO, it's really not worth adding, especially in the Warhammer universe that doesn't really have a corresponding stealth class in lore anyway.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on March 06, 2008, 09:31:31 AM
Just from my DAoC experience, I've pretty much completely discounted environment based stealth.  Radar use (3rd party program that detects all visible characters) was pretty endemic,  immensely difficult to stop, and completely invalidates non-server stealth. 

Environment based stealth can be completely hosed by playing around with your graphics settings or your monitor brightness as well.

I wouldn't mind a "invisible" style stealther in War if they divorced the invisibility ability from the high alpha strike/high damage rogue archetype.  Make it a scouting character/gameplay,  where you achieve by reporting enemy units and movements.  The TF2 Spy style of stealth/infiltration would be interesting as well, though you got me how you'd implement it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 06, 2008, 09:48:06 AM
I wouldn't mind a "invisible" style stealther in War if they divorced the invisibility ability from the high alpha strike/high damage rogue archetype.  Make it a scouting character/gameplay,  where you achieve by reporting enemy units and movements.  The TF2 Spy style of stealth/infiltration would be interesting as well, though you got me how you'd implement it.

Hell, you could have certain points that have to be clicked on by a character with the "Scouting" ability. Clicking on the point (only clickable by scouts of course) would give exp/rp's/whatever unit of advancement measure. If you really wanted to make it challenging, make it so the point couldn't be tabbed onto, and that you had to be within a certain distance to be able to click on it, or even click on it and have a progress bar before you get the scouting exp.

That kind of gameplay is possible, it just requires thinking "outside the box."

As for 3rd party programs killing environment-based stealth, BF2 HAS radar built-in, and it doesn't really invalidate the use of stealth.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 06, 2008, 10:07:58 AM
As for 3rd party programs killing environment-based stealth, BF2 HAS radar built-in, and it doesn't really invalidate the use of stealth.
BF2 also allows you to shoot the brains of the other guy without having to get within melee range.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on March 06, 2008, 10:48:47 AM
You say that like it is a bad thing.

(http://www.battlefieldtwo.net/images/sniper-cna-t.jpg)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 06, 2008, 11:01:25 AM
That kind of gameplay is possible, it just requires thinking "outside the box."
The early designs for WAR seems outside, but the latest addition it's clear that they are retreating to the box.  It's very disappointing.  My guess is there are "research" costs associated with uncoventinal ideas.  As their deadline gets more tight, they are going back to already proven ideas to save on time.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 06, 2008, 11:07:38 AM
As their deadline gets more tight, they are going back to already proven ideas to save on time.

This will be their downfall.  If it's "Like WoW only different" then people will just keep playing WoW. 

The more I read, the more I'm hoping for DAoC v 1.1 (I wouldn't dare hope for v 2).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: amiable on March 06, 2008, 11:21:03 AM
Am I the only person who kind of liked the gameplay aspect WoW?  To be honest if they developed a game that was as polished as WoW, a bit better balanced, and focused on PvP instead of grindy-ass PvE, I would be happy for a long, long time.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 06, 2008, 11:36:28 AM
Am I the only person who kind of liked the gameplay aspect WoW?  To be honest if they developed a game that was as polished as WoW, a bit better balanced, and focused on PvP instead of grindy-ass PvE, I would be happy for a long, long time.

I'd be happy with that too, but let's be serious.  If Blizzard can't manage it with all of their resources and experience, then who can?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 06, 2008, 12:04:04 PM
As for 3rd party programs killing environment-based stealth, BF2 HAS radar built-in, and it doesn't really invalidate the use of stealth.
BF2 also allows you to shoot the brains of the other guy without having to get within melee range.

So would archery. Or "LIGHTNINGBOLT!LIGHTNINGBOLT!"


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 06, 2008, 03:06:24 PM
So would archery. Or "LIGHTNINGBOLT!LIGHTNINGBOLT!"
Yeah i meant that as in, the radar and such pretty much blows the stealth for anyone who can't shoot from that bush 50m away. So that it didn't mess up things in BF2 in that regard doesn't show it would be of no consequence in game where people stab one another with pointy sticks.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Njal on March 06, 2008, 03:27:15 PM
Mutters something about the NDA and something placating about stealth.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on March 06, 2008, 04:09:03 PM
I thought this was a funny take on stealth balance (at least in WoW), I think it is a bit old.

http://www.youtube.com/watch?v=YJWeWMKfa3g

Completely true.  It's so evident I can't believe designer haven't figured it out.


Am I the only person who kind of liked the gameplay aspect WoW?  To be honest if they developed a game that was as polished as WoW, a bit better balanced, and focused on PvP instead of grindy-ass PvE, I would be happy for a long, long time.

It's Mythic.  Their track record at balanced is absolutely awful.  They won't achieve better balancing than Blizzard, who's probably the best developer for balance.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on March 06, 2008, 08:33:18 PM
I wouldn't mind a "invisible" style stealther in War if they divorced the invisibility ability from the high alpha strike/high damage rogue archetype.  Make it a scouting character/gameplay,  where you achieve by reporting enemy units and movements.  The TF2 Spy style of stealth/infiltration would be interesting as well, though you got me how you'd implement it.

Hell, you could have certain points that have to be clicked on by a character with the "Scouting" ability. Clicking on the point (only clickable by scouts of course) would give exp/rp's/whatever unit of advancement measure. If you really wanted to make it challenging, make it so the point couldn't be tabbed onto, and that you had to be within a certain distance to be able to click on it, or even click on it and have a progress bar before you get the scouting exp.

That kind of gameplay is possible, it just requires thinking "outside the box."

As for 3rd party programs killing environment-based stealth, BF2 HAS radar built-in, and it doesn't really invalidate the use of stealth.

Unless BF2 radar let's you see all non-invisible characters where ever they are waaaay past clipping range, it's not the same.  There was nothing like being hidden IN a piece of geography and watching a group of enemies beeline you from out past the horizon in DAoC. 

I'd like to see stealthers with a "report enemy" ability:  target and report an enemy so they show up on your side's war map for a limited time,  and your side can then jump on him.  Reward the stealther for reporting the enemy,  and when the enemy is killed while he's reported.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 07, 2008, 08:21:13 AM
I didn't say it would be of NO consequence, just that it really wouldn't matter all that much. If you play a pure melee with no ranged weapons character in something like a fantasy, magic-heavy game like an MMO, you deserve to get ganked from stealth every time. History has shown that Ranged Combat > Melee Combat every time. The only way to balance that is to make ranged combat horribly inaccurate, which would piss off the ranged combat folks something fierce, or give the melee characters serious protection against ranged combat (armor against arrows, magic wards against magic) or give the melee characters some ability to fight back at range.

EDIT: Or make the ranged attacks have a long recycle time (reloading the bow or crossbow, regaining magic power). Mages want to be able to spam spells, so would probably hate a "balanced" game.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Threash on March 07, 2008, 08:23:31 AM
I didn't say it would be of NO consequence, just that it really wouldn't matter all that much. If you play a pure melee with no ranged weapons character in something like a fantasy, magic-heavy game like an MMO, you deserve to get ganked from stealth every time. History has shown that Ranged Combat > Melee Combat every time. The only way to balance that is to make ranged combat horribly inaccurate, which would piss off the ranged combat folks something fierce, or give the melee characters serious protection against ranged combat (armor against arrows, magic wards against magic) or give the melee characters some ability to fight back at range.

EDIT: Or make the ranged attacks have a long recycle time (reloading the bow or crossbow, regaining magic power). Mages want to be able to spam spells, so would probably hate a "balanced" game.

Thats not really how it works in wow, melee combat has always been tops.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 07, 2008, 08:39:15 AM
If you play a pure melee with no ranged weapons character in something like a fantasy, magic-heavy game like an MMO, you deserve to get ganked from stealth every time. History has shown that Ranged Combat > Melee Combat every time.
Well, so basically we move from situation where stealth melee has good chance to gank ranged casters and stand up to regular melee if they get drop on them... to situation where stealthed ranged casters gank anyone. Because that's historically accurate.

Fun? Improvement?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 07, 2008, 09:32:52 AM
If stealth isn't invisibility and is instead environmental stealth, then it becomes a matter of player skill, which if done right, is fun.

If done wrong... well, it doesn't matter what the design is if it's done wrong.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on March 07, 2008, 09:36:59 AM
Key factor to remember: Losing is always "unfun."  Just don't make it so someone is able to always (or even the majority of the time) win.

Yes, so simple yet damn near impossible.

Oh, and stealth means if I play at all it'll be as a stealth class.  I've learned my lesson about not playing the stealther in PVP, and I'm not making that mistake ever again.  Hello 10thousand stealthers.. yay!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 07, 2008, 10:05:21 AM
If stealth isn't invisibility and is instead environmental stealth, then it becomes a matter of player skill, which if done right, is fun.
If you come from position that 'melee in magic setting deserves to get [long range] ganked from stealth every time' it leaves no room for player skill.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on March 07, 2008, 10:06:00 AM
Key factor to remember: Losing is always "unfun."

I disagree.  Some of the best fights I had in DAoC ended up with me on the losing side.  They were fun fights because they were actual *fights*, not ganks.  Either side could have ended up winning up until the very end.  Almost none of those fights involved any kind of stealth.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on March 07, 2008, 10:31:28 AM
It's Mythic.  Their track record at balanced is absolutely awful.  They won't achieve better balancing than Blizzard, who's probably the best developer for balance.

qfft

Somehow in a bizzare twist this board is a Mythic fanboi zone.  I really really did want WAR to do well, I like Jacobs he always seems like a smart, nice stand up guy but once the borg got them and every new leak was about how they were more like DAOC or more like WoW I gave up hope.  Now I'm looking forward to this game's utter failure because its just like DAOC, which doesn't cut it by a mile.  If only to serve a nice dose of stfu to people like Eldaec  :-P who will undoubtedly exclaim that its because WAR isn't enough like DAOC in just the right way!  That pvp system wasn't even that good. 

*added smiley because on re-read it sounded angrier then I wanted it to*

re: Stealth

Don't do it.  Its just too hard to balance and the lore doesn't call for it in the slightest since you aren't including Skaven.  Which btw was a terrible call, Skaven are awesome.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 07, 2008, 11:05:26 AM
It's Mythic.  Their track record at balanced is absolutely awful.  They won't achieve better balancing than Blizzard, who's probably the best developer for balance.

I have to disagree.  Completely. 

Have either of you played on the classic rule set servers in the past 6 months?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on March 07, 2008, 11:07:23 AM
Is Blizzard really balanced? We're not EQ1 style PVP broken here, but c'mon now. Balance?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 07, 2008, 11:12:44 AM
Don't get me wrong, if they want to make a non-RvR game, then fair enough.

I just wish they would either make an RvR game that builds forward from Daoc and makes it more accessible, and less dependent on landing on a good server, or make something else entirely. At the moment they are doing neither.

They seem to be driving for a wishy-washy mix of Daoc WoW and GW, without moving any of the three strands forward. Daoc had far more clear steps forward from prior games than WAR has so far.



Anyway, in the end, the problems with Daoc, WoW, and GW, were not that they each lacked a weak-sauce implementation of each others mechanics.


As for WAR failing, the game is almost certain to land in the region between 200k and 1M subs, where Mythic can claim success, anyone who dislikes it can deride it as failure, and neither conclusion has any real meaning. Such is the crazy world of the current MMOG market.

Quote
It's Mythic.  Their track record at balanced is absolutely awful. 

Reasonable people can disagree on this.

I'm not saying daoc didn't have issues at times, but they were no worse than other mmogs, and better than most.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 07, 2008, 11:14:28 AM
Is Blizzard really balanced? We're not EQ1 style PVP broken here, but c'mon now. Balance?

WoW is balanced, not that it means anything, since the two sides are identical.

Starcraft is balanced, which is more impressive I guess.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on March 07, 2008, 11:21:12 AM
Oh. I interpreted balance to mean "class balance." Which made me do a giant  :awesome_for_real:

Realm balance, fair enough. Although it wasn't balanced when it came out. My fear ward on my dwarf priest made me practically unstoppable (with the exception of druids).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 07, 2008, 11:25:58 AM
WoW is balanced, not that it means anything, since the two sides are identical.

I completely misunderstood.  Good point.

Although, while the exact same classes on both sides is balance, it's really not an accomplishment to do so.  DAoC has moved toward this and the result is a game that feels a lot less interesting.  One could also argue that chess is balanced, but we all know that playing black is a very different game from playing white.  It's all in perspective. 

Now if we're going to talk about WoW and class balance... that I would take issue with.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 07, 2008, 11:28:47 AM
Oh. I interpreted balance to mean "class balance." Which made me do a giant  :awesome_for_real:

Hoax might well have meant class balance and I could be the one missing the point just as easily.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on March 07, 2008, 01:01:34 PM

re: Stealth

Don't do it.  Its just too hard to balance and the lore doesn't call for it in the slightest since you aren't including Skaven.  Which btw was a terrible call, Skaven are awesome.

I have read that Skaven are one of the races on the list for 1. expansion


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 07, 2008, 01:04:25 PM
I have read that Skaven are one of the races on the list for 1. expansion

I love it when unreleased games talk about expansion content.  It gives me great hope for their state at release.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on March 07, 2008, 01:23:36 PM
I thought this was a funny take on stealth balance (at least in WoW), I think it is a bit old.

http://www.youtube.com/watch?v=YJWeWMKfa3g

Here's where the balance talk came from, which was part of stealth classes break pvp games.  Which to me meant balance as in class balance.

The only thing Mythic has working for them on that front is they FAILED so utterly last time around that maybe they will remember to actually fucking work on it this time?  Or something?  I think the balance is going to be shit at launch personally.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on March 07, 2008, 02:08:29 PM
Thats not really how it works in wow, melee combat has always been tops.

Tell you what. 1v1 with average gear, a hunter shouldn't die to a rogue, every time. I'm not sure how always applies here.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on March 07, 2008, 02:16:09 PM
Using typical DnD inspired Diku class design:

Open/World pvp -- Range is best.

Sport pvp -- Melee is best.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Threash on March 07, 2008, 02:34:01 PM
Thats not really how it works in wow, melee combat has always been tops.

Tell you what. 1v1 with average gear, a hunter shouldn't die to a rogue, every time. I'm not sure how always applies here.

Hunters are the anti rogue class, it has to do with their skill set and not their range.  Try beating a warrior though.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 07, 2008, 02:42:08 PM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 07, 2008, 05:01:53 PM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

Exactly.  I hate the whole Rock-Paper-Scissors bit.  If everyone can kill everyone, then each encounter would be fun for BOTH players.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 07, 2008, 07:39:23 PM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.
Why not just ability to choose any class, then? Simpler and has the same effect (depending on your choice and whoever you run into you'll either rape or get raped) Not to mention giving some class-defeating abilities would be quite difficult when each class can re-configure themselves.

That is of course unless i'm misreading what you're saying, and what you're saying is actually something like "make every class able to defeat any other and then it doesn't matter which one people choose to play" (as they're then all one and the same, just with different names)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on March 07, 2008, 08:06:27 PM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

You're not going far enough.  Give every class a decent hope of winning any match up all the time.  Player skill, preparation, strategy and a hint of luck should decide the outcome of a duel.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 07, 2008, 08:29:55 PM
That is of course unless i'm misreading what you're saying, and what you're saying is actually something like "make every class able to defeat any other and then it doesn't matter which one people choose to play" (as they're then all one and the same, just with different names)

I think he's saying something more like: Give every class unique yet balanced abilities such that classes have their own flavor, but aren't fodder for other classes. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on March 07, 2008, 10:44:18 PM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

now you're talking about first person shooters.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 08, 2008, 04:25:20 AM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

now you're talking about first person shooters.

Not really.

There is no other, genre, game or sport I can think of designed to play as scissors-paper-rock, where each player is locked into one or the other for an entire match, let alone their entire playing 'career'.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on March 08, 2008, 05:59:45 AM
What I think he's talking about is something like GW - classes have a large pool of skills/abilities to choose from, but can only take a limited number out onto the field (of battle).

This model also has it's proponents and detractors - some folks just don't want to spend alot of time juggling/experimenting with power combinations, in fact, I'd say the 'mainstream' probably doesn't have a great deal of patience for this type of activity.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 08, 2008, 06:23:38 AM
What I think he's talking about is something like GW - classes have a large pool of skills/abilities to choose from, but can only take a limited number out onto the field (of battle).

This model also has it's proponents and detractors - some folks just don't want to spend alot of time juggling/experimenting with power combinations, in fact, I'd say the 'mainstream' probably doesn't have a great deal of patience for this type of activity.
The main complaint about GW model is iirc, when there's fuckton of different abilities to equip it rapidly reaches point where you lose any ability to counter the enemy's moves because you can't tell anymore what the abilty they just activated actually does.

With FPS games it's relatively simple, everyone has gun of some sort and shoots. With fighting games it's also simplified to generic abilities (blocks, throws, punches) with different animations for extra flavour.. and even with these simplifications some FPS/fighting game "classes" have easier time beating others. MMO use much wider range of abilities so giving everyone counter to everything without actually making everyone just like everyone else ... good luck with that.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Bungee on March 08, 2008, 06:26:40 AM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

Like, give the Player dozens of Tactics and Morale Abilities while only giving him enough space to have a few of them active anytime?
Sounds familiar, somehow.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lum on March 08, 2008, 07:50:42 AM
I love it when unreleased games talk about expansion content.  It gives me great hope for their state at release.

You can actually leave the green off of that. Pushing large features to an expansion far in advance may actually mean the developer has a clue about scheduling their resources instead of promising everything and the kitchen sink on day 1.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 08, 2008, 11:41:53 AM
I love it when unreleased games talk about expansion content.  It gives me great hope for their state at release.

You can actually leave the green off of that. Pushing large features to an expansion far in advance may actually mean the developer has a clue about scheduling their resources instead of promising everything and the kitchen sink on day 1.

How about focusing time and energy on making the release a success first?  Then you can promise me the moon once I've been hooked. 

I appreciate what you're saying, but many game makers can't even deliver on day one.  Who's to say that an expansion is even warranted?  Do you think Vanguard, Earth & Beyond, or Tabula Rasa should be discussing an expansion? 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 08, 2008, 12:15:15 PM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

You're not going far enough.  Give every class a decent hope of winning any match up all the time.  Player skill, preparation, strategy and a hint of luck should decide the outcome of a duel.

Speaking from a MMO company shareholder's position, umm, no.  You CANNOT make an MMO where winning and losing are mostly dependent on skill.  10% of the people win 90% of the time.

PvP balancing WoW-style promises this:

1)  If I am higher level/grind more gear at 70, I'll probably win.

2)  If I face classes X, Y, and Z, I'll probably win.

This gives the unskilled a chance to win, which they wouldn't have had previously.  This is why MMOs will never be FPSes or chess.  A gear/class balance PvP games promises all people victory at least some of the time.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on March 08, 2008, 01:53:46 PM
10% of the people win 90% of the time in MMORPG PvP too. Because of the level/gear grind needed to achieve that level of "probably winning". RPG-based PvP is only different from FPS-based in how it differentiates between the haves and have nots (heavy emphasis on time, some emphasis on skill vs the reverse in FPS games).

Consider COD4 vs WoW, where a level 10 player is up against a level 50 player.

If you want approachable PvP in an RPG, the first thing you do is remove the levels as a requirement, which, like, contradicts the premise of the experience to begin with. You never need to do that in an FPS.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Calantus on March 08, 2008, 02:01:00 PM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

You're not going far enough.  Give every class a decent hope of winning any match up all the time.  Player skill, preparation, strategy and a hint of luck should decide the outcome of a duel.

Speaking from a MMO company shareholder's position, umm, no.  You CANNOT make an MMO where winning and losing are mostly dependent on skill.  10% of the people win 90% of the time.

PvP balancing WoW-style promises this:

1)  If I am higher level/grind more gear at 70, I'll probably win.

2)  If I face classes X, Y, and Z, I'll probably win.

This gives the unskilled a chance to win, which they wouldn't have had previously.  This is why MMOs will never be FPSes or chess.  A gear/class balance PvP games promises all people victory at least some of the time.

You can win by ganging up on people regardless. This is why people zerg in BGs.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Velorath on March 08, 2008, 02:21:41 PM
10% of the people win 90% of the time in MMORPG PvP too.

Maybe if you're talking about arenas, 1 on 1, or getting ganked while you're leveling.  I've found the odds of winning to be much better than that though in some of WoW's BG's, and even RVR in DAOC.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on March 08, 2008, 11:46:00 PM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

now you're talking about first person shooters.

Not really.

There is no other, genre, game or sport I can think of designed to play as scissors-paper-rock, where each player is locked into one or the other for an entire match, let alone their entire playing 'career'.
Counterstrike as analogy.
picking mp5 vs awp users has its merits and downsides. But those with really good twitch skills just run around with AK47 short-burst killing average players on sight with no sweat. Those specialists in AWP are no slouch either, just when you think you get the jump on him, he just swings around and let off a round on your torso. Bang. Any gun can beat any gun. Even pistols or knives. But you can never carry AWP + AK47 + MP5 at the same time. But you're never locked into the role either, if you see a gun lying around during a gun fight, you can choose to drop your current weapon and pick it up. Or just buy a new one after a round ended.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 09, 2008, 01:07:53 AM
Counterstrike as analogy.
picking mp5 vs awp users has its merits and downsides. But those with really good twitch skills just run around with AK47 short-burst killing average players on sight with no sweat. Those specialists in AWP are no slouch either, just when you think you get the jump on him, he just swings around and let off a round on your torso. Bang. Any gun can beat any gun. Even pistols or knives. But you can never carry AWP + AK47 + MP5 at the same time. But you're never locked into the role either, if you see a gun lying around during a gun fight, you can choose to drop your current weapon and pick it up. Or just buy a new one after a round ended.
Translating this into MMO environment: everyone gets a single skill, ability to shoot a bow or to fire a fireball. The damage and range of these will slightly vary but for all it takes 2-3 hits to kill any enemy so the fight turns into race of who can lock on the enemy and fire their load before they do. If you removed the 'Tab key to lock on target' aspect it'd even boil down to 'twitch' skill that's selecting the enemy on screen fast enough.

Point remains though, with the skillset reduced to single ability (firing the gun) there's no reason to have "classes" since everyone's character is very similar to everyone else.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on March 09, 2008, 04:27:45 AM
Exactly why I said "consider COD4 vs WoW, where a level 10 player is up against a level 50 player. "

Some people think stats are an equalizer. They are not. All they do is bracket players a different way, requiring a different type of achievement (time). And the worse part is that there is no way to "practice" gaining more time. You either have it or you don't.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Phred on March 09, 2008, 07:39:34 AM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

now you're talking about first person shooters.

Not really.

There is no other, genre, game or sport I can think of designed to play as scissors-paper-rock, where each player is locked into one or the other for an entire match, let alone their entire playing 'career'.

Hockey; Goalie.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 09, 2008, 08:52:18 AM
Give evey class the skills needed to defeat every class and let the players choose which ones to go into battle with.

now you're talking about first person shooters.

Not really.

There is no other, genre, game or sport I can think of designed to play as scissors-paper-rock, where each player is locked into one or the other for an entire match, let alone their entire playing 'career'.

Hockey; Goalie.

A hockey golie is countering the entire opposition attack, not just opposition who play in one particular way.

A hockey goalkeeper is a cleric in mmog terms. But not a cleric who can only heal melee damage, and not a cleric who wtfpwns right wingers, but can't do anything to stop left sided players.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on March 09, 2008, 09:18:19 AM
You can actually leave the green off of that. Pushing large features to an expansion far in advance may actually mean the developer has a clue about scheduling their resources instead of promising everything and the kitchen sink on day 1.

How about focusing time and energy on making the release a success first?  Then you can promise me the moon once I've been hooked. 

I appreciate what you're saying, but many game makers can't even deliver on day one.  Who's to say that an expansion is even warranted?  Do you think Vanguard, Earth & Beyond, or Tabula Rasa should be discussing an expansion? 

I think "maybe in a future expansion" is sort of the default answer for "yeah we though that was cool too but no way to we have time to do it before release".  Or an answer a dev gives to say no in a nice way.

I agree though, focus on the release.  It makes me crazy when fans ask about stuff like housing or if they can swim underwater or if they can actually sit in chairs.  I mean yeah great if all your other systems and content are super polished awesomeness and you have some coders doing nothing fine.  Or maybe if you have unlimited time and funds to put in anything you want ok.  Beyond that though, shuttle that superfluous stuff to an expansion or patch or whatever. 



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 10, 2008, 03:38:26 PM
Why not just ability to choose any class, then? Simpler and has the same effect (depending on your choice and whoever you run into you'll either rape or get raped) Not to mention giving some class-defeating abilities would be quite difficult when each class can reconfigure themselves.
Because players like classes and, in general, make a good starting point. I wouldn't say a cleric with anti-rogue skills should rape a rogue with no anti-cleric.  It'd depend on how many and the exact nature of the skills.  But a cleric with a 3 anti-rogues should have a substantial advantage.  The outcome should a forgone conclusion unless the rogue gets help.  Of course, no one can load out enough skills to cover even half of the classes.  I don't see how that's any less fair than how rogues traditional abuse clerics.  The difference is rogue can't 100% rely on a victory.  Like poker, sometimes you run into 72 vs AA.  In the long term, it'd be self-balancing because players would tend to load the anti-'s for overpowered classes.
Like, give the Player dozens of Tactics and Morale Abilities while only giving him enough space to have a few of them active anytime?
Sounds familiar, somehow.
1) WAR isn't going to allow you to unlock everything for you class which is really more of sub class thing.
2) Having lots of skills to choose from doesn't mean anything if they are all bound to your role and not the skills needed to kill everyone else.

The main complaint about GW model is iirc, when there's fuckton of different abilities to equip it rapidly reaches point where you lose any ability to counter the enemy's moves because you can't tell anymore what the abilty they just activated actually does.
Any system that requires players to make choices about skills (like WoW or DAoC) will have a choice paralysis problem "can't try until you buy".  I admit the problem was a bit bigger in GW, but At least you didn't have the re-spec bs.  And if the total time to unlock all skills had been more reasonable, it wouldn't have be a big deal.

Nothing prevents developers from explicitly telling you who the skill counters and how. "Man I so tired of all these damn druids. I'll load up 'Wood Rot" and "Leash Law". Let's see how those jackasses like that shit."


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on March 10, 2008, 03:53:22 PM
Quote
Because players like classes

Hold up there, chief. Pls2be speaking for yourself, kthx. Some of us loathe classes, and are extremely hesitant about ever paying for another game that depends on them.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 10, 2008, 04:07:12 PM
LoL, even FPS have classes these days.  I stand be the quote. A few people swimming against stream don't bother me.  I personally would prefer them to be less rigid.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on March 10, 2008, 04:47:13 PM
We're getting into differences in PvP balancing (class to class) and RvR balancing (side to side).

DAoC had shitty class balance,  but the balance between realms was alot better (with exceptions....  Animists and Bainshees in siege the major one).

Is the goal supposed to be a differentiated realm/side with roles to fill,  like football?  Or is it a bunch of solo folks running around that happen to be on the side,  like old school FPSes?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 10, 2008, 05:02:49 PM
Is the goal supposed to be a differentiated realm/side with roles to fill,  like football?  Or is it a bunch of solo folks running around that happen to be on the side,  like old school FPSes?

Based on what they have said, I'm assuming they are primarily balancing for team vs team, and not for a bunch of soloists.

Given Mythic's history, I doubt this is the game that solo players are looking for. The two endgame systems seem to be based on daoc and GW, two of the least solo friendly dikuMMOGs in history. (daoc coiuld be PUG friendly - but solo not so much)

I mostly play Clerics. So I don't care. Forced grouping for teh win, come bring the puppet master my xp tribute you dps bitches. But I know other people here won't approve.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on March 10, 2008, 05:16:46 PM
Is the goal supposed to be a differentiated realm/side with roles to fill,  like football?  Or is it a bunch of solo folks running around that happen to be on the side,  like old school FPSes?

Based on what they have said, I'm assuming they are primarily balancing for team vs team, and not for a bunch of soloists.

Given Mythic's history, I doubt this is the game that solo players are looking for. The two endgame systems seem to be based on daoc and GW, two of the least solo friendly dikuMMOGs in history. (daoc coiuld be PUG friendly - but solo not so much)

I mostly play Clerics. So I don't care. Forced grouping for teh win, come bring the puppet master my xp tribute you dps bitches. But I know other people here won't approve.


I agree with you on this. Not only on the "this game will be group balanced" bit but on the "roll a healer and never have to worry about forced grouping" part.  :awesome_for_real:

Now.. if only healing was more than just watching bars empty then refilling them.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on March 10, 2008, 07:09:51 PM
if mythic can live up to 'no u won't be buff bitch or heal bitches' part about healing classes, i'm so hopping into it.
but i wonder about the PVE game in the midst of all this RVR thingy.

do we still grind?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Calantus on March 10, 2008, 09:16:17 PM
Long buffs are beyond retarded and MMOGs need to do away with them in favour of short and powerful buffs like Bloodlust and Icy Veins. Destroying the core of healing classes by making them DPS or be wasted so the DPS OCD mouth breathers will play them is also retarded because some people actually like to heal.

Yes I did just call you a mouth breather. :-P

EDIT: Smilie added to take away hostility of statement!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Trippy on March 10, 2008, 09:25:45 PM
10% of the people win 90% of the time in MMORPG PvP too. Because of the level/gear grind needed to achieve that level of "probably winning". RPG-based PvP is only different from FPS-based in how it differentiates between the haves and have nots (heavy emphasis on time, some emphasis on skill vs the reverse in FPS games).

Consider COD4 vs WoW, where a level 10 player is up against a level 50 player.

If you want approachable PvP in an RPG, the first thing you do is remove the levels as a requirement, which, like, contradicts the premise of the experience to begin with. You never need to do that in an FPS.

Competitive MP FPSes have an incredible emphasis on time played. In other words the more you play an FPS the better you get (imagine that).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on March 10, 2008, 10:59:50 PM
well trippy, FPS has that 'carry over skills' from one series to another, cause WSAD is standard, as well as 'right click to zoom', mouse drag cursor over target. There is a slight difference such as prone, crouch, jump, cover tactics but the basics never change. Bullets travel in a straight line and all that.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on March 11, 2008, 03:55:46 AM
Now.. if only healing was more than just watching bars empty then refilling them.

Either of you cleric types ever try the vanguard healers?  To be fair WoW Priests do a similar DPS/Heal thing but Vanguard was my first experience with a melee healer.  Looks like WAR is following suit.  It's tough to balance but it was certainly the most "fun" healer I've played. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on March 11, 2008, 04:17:03 AM
Long buffs are beyond retarded and MMOGs need to do away with them in favour of short and powerful buffs like Bloodlust and Icy Veins. Destroying the core of healing classes by making them DPS or be wasted so the DPS OCD mouth breathers will play them is also retarded because some people actually like to heal.

Yes I did just call you a mouth breather. :-P

EDIT: Smilie added to take away hostility of statement!


We've discussed, in other threads, how much reactive healing sucks. You're always behind and the first one blamed.  I'd rather see a lot of proactive healing bits like FF's "shell" and "shield" spells and other such wards.  If the healer has to monitor several short duration but powerful buffs and THEN you toss some of the "make red bar green" spells, then ok.  You've just changed the dynamic a bit made it more proactive and, provided the right type of buffs/ wards, brought the healer into the encounter a bit more than just "Oh, this one makes bars go down fast."


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Numtini on March 11, 2008, 04:40:41 AM
I rolled healers in DAOC, I could never get a group. Everyone had their own personal buffbot/healbot. I remember sitting in Avalon castle and there were like a dozen people there, 6 level 50 botclerics and 6 people levelling solo. No group for me. Healing is not a guarantee of groups in PVP games.

Mythic's fanbase has an institutional tendency towards BOTulism, so they will really have to make it absolutely impossible to bot or they'll get overrun again. My understanding is all the healers in War are supposed to be hybrids, I don't know anything about how they're handling buffs.

I liked my red mage from FFXI or my radiation defender from COX as a model for a support class. Most of my damage mitigation was from active debuffing, not healing. Those are the only two games I can think of where I cast a debuff and there was a difference you could notice in gameplay, not just when you crunched the combat logs.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on March 11, 2008, 06:36:47 AM
We've discussed, in other threads, how much reactive healing sucks. You're always behind and the first one blamed.  I'd rather see a lot of proactive healing bits like FF's "shell" and "shield" spells and other such wards.  If the healer has to monitor several short duration but powerful buffs and THEN you toss some of the "make red bar green" spells, then ok.  You've just changed the dynamic a bit made it more proactive and, provided the right type of buffs/ wards, brought the healer into the encounter a bit more than just "Oh, this one makes bars go down fast."


Guild Wars does this *extremely* well. Sometimes 'too well' from the DPS point of view  :angryfist:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 11, 2008, 06:58:06 AM
I rolled healers in DAOC, I could never get a group. Everyone had their own personal buffbot/healbot. I remember sitting in Avalon castle and there were like a dozen people there, 6 level 50 botclerics and 6 people levelling solo. No group for me. Healing is not a guarantee of groups in PVP games.

Mythic's fanbase has an institutional tendency towards BOTulism, so they will really have to make it absolutely impossible to bot or they'll get overrun again. My understanding is all the healers in War are supposed to be hybrids, I don't know anything about how they're handling buffs.

Good Clerics are always in demand for RvR.  Bots can only buff.  Active healers are badly needed for good groups.  In DAoC the one way to guarantee yourself a group every night you play is to play a healer or a cc class.  I'm not sure why you struggled.  Every server I played on for 5+ years there were always people shouting for competent healers for RvR (either 8 man or keep take groups).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 11, 2008, 07:44:57 AM
We've discussed, in other threads, how much reactive healing sucks. You're always behind and the first one blamed.  I'd rather see a lot of proactive healing bits like FF's "shell" and "shield" spells and other such wards.  If the healer has to monitor several short duration but powerful buffs and THEN you toss some of the "make red bar green" spells, then ok.  You've just changed the dynamic a bit made it more proactive and, provided the right type of buffs/ wards, brought the healer into the encounter a bit more than just "Oh, this one makes bars go down fast."


Guild Wars does this *extremely* well. Sometimes 'too well' from the DPS point of view  :angryfist:
That could be a whole thread by itself.

Also CoV corruptors are fun healers. And Smite Clerics :heartbreak:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 11, 2008, 08:02:55 AM
Nothing prevents developers from explicitly telling you who the skill counters and how. "Man I so tired of all these damn druids. I'll load up 'Wood Rot" and "Leash Law". Let's see how those jackasses like that shit."
Hmm but that doesn't really counter what i was pointing out -- a class is defined by their skillset. If you can load any set of skills for your character, it makes concept of 'anti-class' skills self-defeating. Because when that druid you face can be capable of *anything* depending on their choice of skills, and the only thing that makes them a druid' is character class icon next to their name... how do you make a skill 'anti-druid'?

Or do you mean something like regular classes, but with ability to slot a number of immunities to certain skills of other classes? That could probably be more plausible, but at the same time suspect also very prone to really mess things up and make certain combinations relatively too powerful (racial fear immunity in WoW etc for example)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 11, 2008, 09:38:15 AM
Your right, I mean class counter skills, not skill counters.  A skill that has devastating effect against intended target class/role, but substandard against everyone else.

I don't think a druid should be capable of *anything*.  I believe that a druid should have effective counters to any other class should they need/want to advantage of it.  A druids base capability as the utility healer would be set by core skills in their plant/animal themes. Additionally they'd have a set(still in the plant/animal theme) to deal with each of the other classes.  Also it wouldn't matter to me if the druid could play any role.  Plant DPS, Plant Healing, Plant CC.  Then other classes could have anti-plant skills that even more devastating but with the drawback of being more specific.  Or anti-poison which is use a counter to the poison theme of several classes(or course they may not be).

>(racial fear immunity in WoW etc for example)
I thought the problem wasn't with the skill itself, but with the fact that its so much better than the everyone else's racial?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 11, 2008, 10:03:01 AM
>(racial fear immunity in WoW etc for example)
I thought the problem wasn't with the skill itself, but with the fact that its so much better than the everyone else's racial?
Not sure, but thought the issue was it'd effectively disable the main defense ability of another class, which would make that class very easy target. So extrapolating that, being able to 'turn off' strong point(s) of other class could lead to more situations where some classes are turned into easy pickings because they rely on limited amount of offensive/defensive 'speclais' ... and so are easy to shut down by equipping single anti-skill.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 11, 2008, 11:13:56 AM

I don't see the problem.  The whole point of counters to give you a substantial advantage. Obviously, playtesting and balancing is required so that some anti`s aren't vastly more powerful than others. "easy to shut down by equipping single anti-skill" but its one less that you don't have for base skills or other anti-skills.  And if you don't run into some who uses fear, it does you little good.  It left up to the players divine what their enemies will be using and determine if any what counters to use.

In group vs group, things wouldn't shake out so simply.  The larger the groups, the more likely it would that someone has your counters and you have someone else counters loaded.  Does everyone run the after their own intended counter or focus fire on one opponent like most games? If you figure out an opponent has you counter before he does, what do you do?  How do compose your group? With lots of counters to cover all the classes or with lots of base skills so your team works efficiently?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 11, 2008, 12:45:51 PM
On the 'how to do healers well' thing. CoX rules.

GW was ok, but basically a less impressive version of CoX.



The trick is buffs and debuffs paired with heals, and making the buffs and debuffs short duration, situational, and impossible to run them all at once.

You also need to avoid the draconian limitations on stacking that daoc had.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 11, 2008, 12:48:20 PM
Limit buffs to self only and give classes debuffs.  It's no fun being a buffer... ever. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on March 11, 2008, 01:23:10 PM
Make people buy buffs. 

 :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: shiznitz on March 11, 2008, 01:32:20 PM
Limit buffs to self only and give classes debuffs.  It's no fun being a buffer... ever. 

Buffs shouild be group or AoE, not just self. Then you can spread different buffs across skills/classes.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 11, 2008, 01:33:47 PM
Buffs shouild be group or AoE, not just self. Then you can spread different buffs across skills/classes.

I disagree.  Buffs are the bane of balancing games.  If a class performs better with a buff, then allow them to cast it on themself.  Hell, I think games would be better with only debuffs.  Why?  BUFFING PEOPLE ISN'T FUN.  EVAR!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 11, 2008, 03:59:01 PM

I don't see the problem.  The whole point of counters to give you a substantial advantage. Obviously, playtesting and balancing is required so that some anti`s aren't vastly more powerful than others.
Well that's the very problem i raised and which you are not seeiing -- the complexity of balancing the (large) number of such counter-skills. I mean, the devs can rarely achieve reasonable balance for just the class skills alone. Now add the extra layer of counter-skills to that, and try to maintain balance to the whole thing, hopefully without slipping into the route of whack-a-mole sort of practice where overpowered abilites are "kept in check" by equally over the top counter-skills that become must-haves... i just can't help but be skeptical about how it'd work out in practice.

To say "it needs to be playtested and balanced" is like saying "it must be done right". Well, duh, the catch is nearly no one seems to know how to actually do it in practice. Although Blizzard's moneyhat factory comes close.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 11, 2008, 04:29:04 PM
Fine, balancing is difficult. I'll write that down in my notes.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on March 13, 2008, 09:26:08 AM
I love it when unreleased games talk about expansion content.  It gives me great hope for their state at release.

You can actually leave the green off of that. Pushing large features to an expansion far in advance may actually mean the developer has a clue about scheduling their resources instead of promising everything and the kitchen sink on day 1.

How about focusing time and energy on making the release a success first?  Then you can promise me the moon once I've been hooked. 

I appreciate what you're saying, but many game makers can't even deliver on day one.  Who's to say that an expansion is even warranted?  Do you think Vanguard, Earth & Beyond, or Tabula Rasa should be discussing an expansion? 

I think the statement that Skaven are in the first expansions was given to calm down the fanbois that bitched around that they are not in at release. Give them some hope and a carrot.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Bungee on March 13, 2008, 09:33:20 AM
I love it when unreleased games talk about expansion content.  It gives me great hope for their state at release.

You can actually leave the green off of that. Pushing large features to an expansion far in advance may actually mean the developer has a clue about scheduling their resources instead of promising everything and the kitchen sink on day 1.

How about focusing time and energy on making the release a success first?  Then you can promise me the moon once I've been hooked. 

I appreciate what you're saying, but many game makers can't even deliver on day one.  Who's to say that an expansion is even warranted?  Do you think Vanguard, Earth & Beyond, or Tabula Rasa should be discussing an expansion? 

I think the statement that Skaven are in the first expansions was given to calm down the fanbois that bitched around that they are not in at release. Give them some hope and a carrot.



That, and the fact that they WILL be in an Add-on.
The story of no one actually approving that there will be an Add-on is a totally different one.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on March 16, 2008, 04:24:52 AM
If you want approachable PvP in an RPG, the first thing you do is remove the levels as a requirement, which, like, contradicts the premise of the experience to begin with. You never need to do that in an FPS.
Competitive MP FPSes have an incredible emphasis on time played. In other words the more you play an FPS the better you get (imagine that).

Time spent in an FPS allows you to get knowledgeable and better at an FPS*. Time spent in MMOs only allow you to get more knowledgeable.

* This includes applicable carryover skills, of which there are little in MMORPGs beyond that knowledge.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 16, 2008, 07:47:04 AM
If you want approachable PvP in an RPG, the first thing you do is remove the levels as a requirement, which, like, contradicts the premise of the experience to begin with. You never need to do that in an FPS.
Competitive MP FPSes have an incredible emphasis on time played. In other words the more you play an FPS the better you get (imagine that).

Time spent in an FPS allows you to get knowledgeable and better at an FPS*. Time spent in MMOs only allow you to get more knowledgeable.

* This includes applicable carryover skills, of which there are little in MMORPGs beyond that knowledge.

This depends on the difference you see between 'skills' and 'knowledge'. And if the difference is in any way meaningful, I'd say you are flat out wrong.

If ability to assess a situation with very many variables, make the right decision, and then operate the interface as quickly as possible to implement that decision before the situation changes is solely knowledge based, then you are right. But I don't see how that is different from skill.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on March 16, 2008, 08:49:58 AM
I didn't think we were talking at that level of abstraction. I was merely referring to the differences between preparing and winning in an MMORPG PvP fight vs that of an FPS. Both are "the more you play the better you get" games, the paraphrase Trippy. But my contention is that MMORPGs skew way more heavily on knowledge being a preparation (including gear, stats, pre-work, and yes, skill etc) while FPSes are a bit more balanced between knowledge and skill in that you're not guaranteed to be steamrolled because you didn't memorize the map or didn't bring the exact right combination of weapons and stuff.

Oh, and I'm not talking at the tournament level for either. This is all still about whether I think one or the other is more approachable to a person off the street.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 07:53:18 AM
Big news afoot!  Much info revealed in Paris tomorrow!  Main site has a "coming soon" button that is covering up the letters R and E (Release date?)!  Tune in tomorrow, same Bat-time, same Bat-channel!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: amiable on March 25, 2008, 08:17:05 AM
What is this boards rules regarding releasing informaiton that has been made public but is still subject to an NDA.  I found a site where someone wrote a pretty comprehensive state of the game in violation of the NDA, but I don't want to post it here if it breaks site rules.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 08:35:59 AM
I believe the rule is that NDA breaking= bad.  Probably shouldn't do it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 25, 2008, 08:40:26 AM
I believe the rule is that NDA breaking= bad.  Probably shouldn't do it.

Can anyone recall a publicized example of someone being prosecuted for breaking an NDA?  I can't think of any. 

Seems to me that by the time the beta is underway that companies allow for some leakage.  I'm guessing that the primary reason for an NDA is to limit exposure/profiteering on privately constructed web sites. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 25, 2008, 08:56:03 AM
Can anyone recall a publicized example of someone being prosecuted for breaking an NDA?  I can't think of any. 
Well not exactly what you're asking for but WAR staff seems to actively pursue instances of NDA breaking on various forums. Including complaints made to board admins so it's not surprising if said admins choose to take the "i don't have time for this so just get this shit out of my backyard" stance.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on March 25, 2008, 10:11:22 AM
They probably wouldn't prosecute but I'm sure they'd ban those people from beta and stop talking to that website if they did nothing about it in a timely fashion.  I don't think f13 wants to alienate developers in quite that manner.  They'd much rather insult them away... although, the developers that are regulars here don't seem to intimidate easily. 

Dammit. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: amiable on March 25, 2008, 10:42:35 AM
Yeah, I don't want to step on any toes.  If you are interested just pm me and I will send you the link.  It is a closed forum, but registering is free and easy (you don't have to give real personal info, just put in a name and psswd). 



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on March 25, 2008, 11:26:21 AM
Well, the fact that the game is scheduled to be released in the next quarter and the NDA is still up isays something in itself, to a certain extent.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 12:04:10 PM
Well, the fact that the game is scheduled to be released in the next quarter and the NDA is still up isays something in itself, to a certain extent.

I don't think many MMOs have had an open beta period longer than a couple months anyway, so I'm not alarmed.  I believe Mark Jacobs said somewhere that anything less than four weeks between release and the NDA is DANGER WILL ROBINSON, more than four is good, and WoW had the record at 8ish. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 25, 2008, 12:36:47 PM
I believe Mark Jacobs said somewhere that anything less than four weeks between release and the NDA is DANGER WILL ROBINSON, more than four is good, and WoW had the record at 8ish. 

Make a well-crafted game and you don't have to worry about what people will say.  A long period of open beta with no NDA is a sign of confidence in your product. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 25, 2008, 12:56:26 PM
Reading between the lines, I don't think they are taking the Q2 thing seriously, they just don't have a new date ready to announce.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on March 25, 2008, 01:13:45 PM
http://www.warhammeralliance.com/forums/showpost.php?p=729600&postcount=165

Quote
Folks,

I've pretty much said what will be happening on the 26th and it won't be open beta. I can't imagine why anyone would think that quite frankly. Some real simple clues guys:

1) The countdown clock is on GOA's site only

2) There was a leak/multiple threads about possible contents of our CE from a European site

3) In one of the other threads, multiple posters (including a board mod) talked about the contents of the CE being revealed next week in Paris.

So, anyone really want a shot at the title and guess what they are going to be talking about?

I really wish I could say that the date of open beta was going to be talked about but that isn't the case. There will a bunch of things at the GOA event but the date of open beta will not be one of those things. And I can't tell you exactly what we are going to talk about there either for obvious reasons.

Also, as I've said before, don't preorder the CE until you are exactly sure what's the complete story on it unless you were going to order it no matter what. It's only a few more days and everything will be revealed.

Mark


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 25, 2008, 02:25:36 PM
If the world was a sane place, that countdown would be to the announcement saying EU players can rejoice that GOA have been taken off the project....

The world is not a sane place, naturally.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 25, 2008, 05:29:03 PM
Contents of the CE?

Frontpage.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 25, 2008, 05:38:34 PM
I hope I didn't just steal some super minor thunder from GOA. (http://f13.net/?itemid=726)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on March 25, 2008, 05:48:40 PM
I hope I didn't just steal some super minor thunder from GOA. (http://f13.net/?itemid=726)

I tough the first in-game items for cash or preorder were armless enough.  I should have known better.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 05:49:07 PM
I hope I didn't just steal some super minor thunder from GOA. (http://f13.net/?itemid=726)

Interesting.  LIMITED pre-order?  I better order tomorrow...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 25, 2008, 05:50:05 PM
I hope I didn't just steal some super minor thunder from GOA. (http://f13.net/?itemid=726)
Interesting.  LIMITED pre-order?  I better order tomorrow...
That's why there's a countdown. They didn't want anyone to let the "cat" out of the "bag."

Unfortunately, when Gamestop gets an email, I get an email.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 05:52:21 PM
I hope I didn't just steal some super minor thunder from GOA. (http://f13.net/?itemid=726)
Interesting.  LIMITED pre-order?  I better order tomorrow...
That's why there's a countdown. They didn't want anyone to let the "cat" out of the "bag."

Unfortunately, when Gamestop gets an email, I get an email.

Any idea of the exact time this is going down?  And do I have to go to a brick and mortar store?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 25, 2008, 05:53:36 PM
Brick and Mortar, at open, 10am. Enjoy.

I preordered mine today.  :oh_i_see:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 05:54:26 PM
Brick and Mortar, at open, 10am. Enjoy.

I preordered mine today.  :oh_i_see:

No online option?  REAGAN SMASH.   :cry: :cry:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 25, 2008, 05:55:05 PM
Brick and Mortar, at open, 10am. Enjoy.

I preordered mine today.  :oh_i_see:
No online option?  REAGAN SMASH.   :cry: :cry:
It doesn't mention you CAN'T do it online, but I can't see why they'd let you do that.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on March 25, 2008, 06:10:55 PM
Fuck it I'm getting it.  Even though I have no idea what a Grumlock and Gazbag is.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 06:13:12 PM
Fuck it I'm getting it.  Even though I have no idea what a Grumlock and Gazbag is.



NEWB!!!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 25, 2008, 06:14:28 PM
I'm surprised this isn't crossposted in that thread Mark posted in about the countdown.

I hope they enjoy the clock.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 06:15:49 PM
I'm surprised this isn't crossposted in that thread Mark posted in about the countdown.

I hope they enjoy the clock.

I tried linking to this over at Only-war, but it was immediately deleted by their head mod.  That board is tightly, tightly controlled.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on March 25, 2008, 06:17:20 PM
You're all exited about this?   :uhrr:

Exclusive quest? That's complete bullshit.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 25, 2008, 06:17:30 PM
I'm surprised this isn't crossposted in that thread Mark posted in about the countdown.

I hope they enjoy the clock.

I tried linking to this over at Only-war, but it was immediately deleted by their head mod.  That board is tightly, tightly controlled.
I love administrators and mods who don't know their place in the gaming infrastructure.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 06:20:16 PM
You're all exited about this?   :uhrr:

Exclusive quest? That's complete bullshit.

224 page hardbound book and a miniature?  I'm a suck for that sort of stuff. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 25, 2008, 06:20:49 PM
I wonder why they deleted it since they tried to leak it unsuccessfully before:

http://www.only-war.com/modules.php?name=News&file=article&sid=53

Edit: In fact, they link directly to something that has, practically, ALL of the information in it:
http://war.onlinewelten.com/uploads/News/03_08/cover_4.jpg

Edit 2: Oh man, it includes a spot in the OPEN BETA. Which begs the question, are Europeans just daft? Do they go for stuff like that? The Gamestop email didn't even mention silliness like that, and Gamestop is pretty stupid.
http://war.onlinewelten.com/uploads/News/03_08/cover_3.jpg


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 25, 2008, 06:31:22 PM
I hope I didn't just steal some super minor thunder from GOA. (http://f13.net/?itemid=726)
Quote
Bonus In-Game Item - The Librams of Insight - Special Use XP-Gain Modifier.
Hmm, another round of "is RMT eveel" in the gaming blogs everywhere.

edit: also, Warning - while you were reading 8 new replies have been posted. You may wish to review your post.

hawt topic  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on March 25, 2008, 06:44:58 PM
I didn't see a cloth or paper world map in that CE list.

Everyone knows when you are giving the players cheap, crappy and practically useless exclusive items, a world map is a must.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on March 25, 2008, 07:18:57 PM
.......sigh  :uhrr: that's alright. I'll just grind harder than you guys. I'm awaiting news on Oceanic server anyway, wouldn't want to play in a half empty server during my online hours.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on March 25, 2008, 07:23:30 PM
I'm a suck for that sort of stuff. 

Are you from Roma?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 25, 2008, 07:29:31 PM
I'm a suck for that sort of stuff. 

Are you from Roma?

Nope.  Ohio.  Things like artbooks give me a warm and fuzzy feeling about the MMO I am imagining in my mind, which cushions the blow of inevitable reality.   :oh_i_see:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on March 25, 2008, 07:41:05 PM
Whoooosh!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on March 25, 2008, 08:02:07 PM
You're all exited about this?   :uhrr:

Exclusive quest? That's complete bullshit.

There's quite a lot of goodies in there, not just in-game stuff. Lore artbooks and comic, a figurine. I'm not really into it but I can see why a lot of people would want to shell out more not just for the in-game stuff.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xerapis on March 26, 2008, 01:53:38 AM
Limited CE numbers make me stabby.  No brick-and-mortar option for me here in Kekelaland.

Ah, well.  Wasn't sure if I wanted to try it anyway.  I was accepted into beta and couldn't get their horrible client to download correctly and never ended up playing it.  Tried to go back later and was told my link was outdated and they were making a new version and I had to wait.  WTF?

So far, not impressed.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Comstar on March 26, 2008, 03:24:56 AM
Delayed again (http://www.eurogamer.net/article.php?article_id=128459)?

Quote
Electronic Arts has announced that PC MMORPG Warhammer Online: Age of Reckoning won't be released until the autumn.

so 3 months turned into 6 months before release? Glad they're waiting, but not a good sign they need more time?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on March 26, 2008, 04:12:44 AM
Definitely good if they are taking more time.  From the leaks I've come across it had been pretty meh and boring, but a lot of people seem to indicate it's definitely improving as they iterate and add shit. 

More time is never a bad thing anyway imo.

ETA:

http://www.warhammeralliance.com/forums/showthread.php?t=31118

Quote
Folks,

So, I'm going to go ahead and create a topic here in which I'll be happy to talk about the change in release day and other associated subjects. As usual, I'll ask people to be polite and I will be so in return. Below this paragraph I have included some questions I expect you'll ask with some answers in advance. Please take the time to read this Q&A before asking me a question in return. I hate to be rude but I don't want to have to answer the same question again and again. Also, please read the entire thread (or at least my responses in it) before asking a question for the same reason.

And please, if you are going to use this thread to either outrage, disappointment and/or anger (real or feigned), I ask you please to do that in another thread. This topic is for people who want to talk to me about the delay, the reasons behind it, the effect on WAR, etc. As I said in the Eurogamer thread I expect lots of visits from trolls (just as we got the last time) from other games looking for an opportunity to pile-on because of this announcement.

Mark

1) When’s the release date? We are only prepared to say that the game will launch Fall 2008. Given the highly competitive nature of the MMO industry right now, we feel it is best not to establish a set launch date at the present time.

2) Will you still be able to launch the European and North American versions of the game simultaneously? That’s always been our plan for WAR and nothing about this delay endangers that at all. Actually, it gives us a little more time to make sure that everything is ready to go at launch.

3) How’s the beta going? It’s going quite well. We’re getting tons of great feedback and overall, we are quite pleased with the game’s progress. Given the rather complicate nature of MMOs in general, and the fact that WAR is both a PvE and an RvR game, getting it right at launch is paramount to the game’s success.

4) Do you think you are going to hit this release date? About as sure as we were the last time, which means that we’ll be sure that we’ll hit the date when the game goes gold master. Our confidence only increases the longer we are in beta.

5) It seems that WAR is taking a long time to develop, is this true? Mythic began work on WAR in Fall 2005. Even with this delay, if the game launches within the new window it will be only a three-year development cycle. That is far less than most other MMORPGs ... other than Dark Age of Camelot, of course.

6) How does EA feel about this delay? They feel the same way about it that we do, sad but supportive. We all would have loved to release this game in the 2nd Quarter but it wouldn’t have been a great game at launch we know it can be. A good game absolutely, but not great. Our CEO has been a vocal proponent within EA and spokesmen outside of it of the need to improve the quality of all games, including EA. We are thrilled to be happy to help meet his trumpet call.

7) It’s going to be a pretty crowded couple of quarters in the MMORPG space, why do you think WAR is going to be able to stand out? One of the lessons from developers like BioWare and Blizzard is that you can’t rush a great game to market. By taking the necessary time to make WAR a great game, we feel it will be able to stand out in any season. We would rather release a great game in the fall then a good one any other time.

Do you see any positives in the delay of the game’s release? Yes, lots of them. Extra time for polish, more time for iteration and a chance to be one of the standout products of the biggest selling season for the industry.

9) Why did you announce the date now? We could have waited to announce a delay, and in doing so take advantage of the hype surrounding the of the Collector’s Edition to sell a ton of copies. However, that has never been the way we’ve done business and that is not about to change now. We’ve always told the community that when a delay was necessary we would tell them right away, and we’re doing just that. I wish I could say all other developers do this but the fact is that they don't. We did what's right for the game but delaying the release and what's right for the community by announcing it now.

10) Will this have any effect on any other overseas launches for WAR? This has no impact on our plans for Asia.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 26, 2008, 05:21:30 AM
Bleh.  I guess I have to order AoC now to pass the time...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on March 26, 2008, 06:20:15 AM
More time is never a bad thing anyway imo.

It is if you're paying the salaries.  Especially for a game like Vanguard, Tabula Rasa, etc. 

Time doesn't help every project.  Let's hope that Mythic has the experience to put it to good use.  6 years still wasn't enough to fix the issues with DAoC, so I'm not entirely optimistic.   


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 26, 2008, 06:38:58 AM
A thought:

doesn't this put the WAR release right around WOTLK?  That would be...bad. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: fuser on March 26, 2008, 06:48:10 AM
Sigh, my ebgames has no idea about the collectors edition.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: murdoc on March 26, 2008, 06:49:46 AM
I always thought this was coming out in the Fall. My sources were ahead of their time I guess.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on March 26, 2008, 06:59:40 AM
More time is never a bad thing anyway imo.

It is if you're paying the salaries.  Especially for a game like Vanguard, Tabula Rasa, etc. 

Time doesn't help every project.  Let's hope that Mythic has the experience to put it to good use.  6 years still wasn't enough to fix the issues with DAoC, so I'm not entirely optimistic.   

I had a lot of fun in DAoC.  Vanguard and Tabula didnt get worse with more time though, so it's not like they took too long and that's why they sucked.  It's only been in development 3 years, that's not too long at all by MMO standards.  I still say it's a good thing.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 26, 2008, 08:05:52 AM
If a three year development time really is the norm, Mythic's only real sin was implying they could do it in 1.5-2.  Which can still result in substantive harm in public perception, but its not nearly as worrisome as "omg we have a game that completely sucks, delay delay."   


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 26, 2008, 08:17:43 AM
I thought 5-year disasters was the norm.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 26, 2008, 08:44:23 AM
I thought 5-year disasters was the norm.
They kinda are. I wouldn't take the 'new' autumn date for granted although they might be tempted to ship it around holidays come hell or high water, just to get something before WoW launches next expansion..?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on March 26, 2008, 09:35:32 AM
For those (everyone) who will imply that a delay is "good".

It means the game will cost more money, so, to be successful, it will also need to be more popular. Delays rise the stakes.

It's the same situation of Mythic selling out to EA. Sure, they got money and time, but it also means that every move requires greater payback. Consider it a loan. It's not free money and great games.

The higher you fly, the harder the fall.

But the truth about people liking delays is simply that they like to still hope. If the game isn't out you can imagine it anyway you want.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Montague on March 26, 2008, 09:38:28 AM

But the truth about people liking delays is simply that they like to still hope. If the game isn't out you can imagine it anyway you want.

Much in the same vein that the most popular player on a losing football team is the backup quarterback.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 26, 2008, 10:52:33 AM
Collector's edition gives you exclusive quests, quest rewards, AND an XP-gain modifier?

Fuck that in its earhole.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on March 26, 2008, 10:57:54 AM
Collector's edition gives you exclusive quests, quest rewards, AND an XP-gain modifier?

Fuck that in its earhole.

You don't really think all that will be worth something in game do you? Most CE goodies are always marginally useful.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 26, 2008, 11:00:55 AM
XP-gain modifier will most definitely be worth something.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 26, 2008, 11:13:59 AM
XP-gain modifier will most definitely be worth something.

Er, you did see the "three uses" part, right?  Three hours of +10% xp gain isn't going to get you to level 40 even hours ahead of anyone else.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on March 26, 2008, 11:16:06 AM
XP-gain modifier will most definitely be worth something.

Its a 3 time use item, at one hour each time. Thats really not a huge advantage worth getting worked up about.

As to the delay, I think it is a very good thing. I have several friends in beta (damn them) and they all echo the same statement. The game is pretty good right now, they could launch and it would be decent. But every patch its getting much more polished and more fun. So, if Mythic can keep that up and not just muddy the game, I think its great they are delaying. Even though I want to play it right now damnit.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on March 26, 2008, 11:17:07 AM
If they need to entice people with exp bonuses, then they're saying the game isn't fun because you'll want to skip to the end as soon as possible.  Grind? In a Mythic game?  Unpossible!  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on March 26, 2008, 11:24:10 AM
For those (everyone) who will imply that a delay is "good".

It means the game will cost more money, so, to be successful, it will also need to be more popular. Delays rise the stakes.

It's the same situation of Mythic selling out to EA. Sure, they got money and time, but it also means that every move requires greater payback. Consider it a loan. It's not free money and great games.

The higher you fly, the harder the fall.

While that's true that it's more cost and risk it has nothing to do with failure rate.  Hi2U Blizzard?

But the truth about people liking delays is simply that they like to still hope. If the game isn't out you can imagine it anyway you want.

Nope.  Not sure how big you are into PC gaming but early buggy releases for the loss and such.  More time doesnt guarantee quality but if it's a choice between shipping a buggy half done product and working on it more, from a consumer perspective... work on it more.


I'd also like to rant about EBGamestop here since they want me to go to one of those shitholes to pre-register.  Fuck that motherfuckers.  I hate those places.  At least the one by me.  The people there are fucking obnoxious, at least the owner is.  The stereotypical goth/emo/gamer girl is nice to me and so is one of the other employees.  The other people that work there, especially the owner, are pricks and I dont want to give them my business. 




Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 26, 2008, 12:50:38 PM
XP-gain modifier will most definitely be worth something.

Its a 3 time use item, at one hour each time. Thats really not a huge advantage worth getting worked up about.

It's enough to piss me off, especially if I can't get the same item through a quest or other means, and it's dangerously close to "pay money for quicker leveling/more power." That there's bad mojo, IMO.

Granted, I'm pretty easy to piss off, but still.  :drill:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on March 26, 2008, 01:40:09 PM
XP-gain modifier will most definitely be worth something.

Its a 3 time use item, at one hour each time. Thats really not a huge advantage worth getting worked up about.

It's enough to piss me off, especially if I can't get the same item through a quest or other means, and it's dangerously close to "pay money for quicker leveling/more power." That there's bad mojo, IMO.

Granted, I'm pretty easy to piss off, but still.  :drill:

Then again, if you were buying the collectors edition, and something like that was not there, you would be pissed about there not being anything of "Worth" in the box. :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on March 26, 2008, 01:48:09 PM
Then again, if you were buying the collectors edition, and something like that was not there, you would be pissed about there not being anything of "Worth" in the box. :grin:

Shit. Just throw a pewter dragon holding a crystal ball in there. Every cool nerd needs a pewter dragon on their computer desk.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 26, 2008, 01:50:00 PM
Collector's edition are generally worth fuckall, IMO. I don't need a cloth map of a world I'll never visit in any way other than through a computer. Blizzard's useless pets was about as close to anything useful in-game as I ever want to see.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 26, 2008, 01:59:07 PM
Collector's edition are generally worth fuckall, IMO. I don't need a cloth map of a world I'll never visit in any way other than through a computer. Blizzard's useless pets was about as close to anything useful in-game as I ever want to see.

Generally true, but as G. Bob. said, if you were planning on picking this one up anyway there is a good chance to recoup the costs by ebaying the miniature.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on March 26, 2008, 02:13:57 PM
AoC's collector's edition map is FAUX leather!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on March 26, 2008, 02:27:56 PM
Collector's edition are generally worth fuckall, IMO.

So your angry they are putting some thing you want in a collectors edition? Seriously. That exp thing is so minor its not even worth talking about. EQ2 has the same shit.

And how do you know they are not putting those exp gain items in game? You dont. I usually enjoy your posts Haem, but in this case it feels like angst for angst sake.

For once I think I might actually spring for the CE, not for the EXP thing, but for the extra character heads, quests, and the cool books. I am excited that they actually made a CE that does have some thing more exciting than a cloth map.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 26, 2008, 03:04:57 PM
XP-gain modifier will most definitely be worth something.

Not if it's a 5 charge 10 minute duration potion, which adds 50% base xp (ignoring group bonus, camp bonus, and quest reward xp). Just for instance.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on March 26, 2008, 03:35:12 PM
I usually buy the CE because, honestly, on the off chance I stick with the game I want to be able to say that I bought the CE.  The extra ten or twenty bucks is nothing compared to the recurring cost if you keep your subscription for a year, it would at most equal a couple months.  I still have my WoW CE and I like flipping through the stuff once in a while.

Of course my SWG CE is in a landfill somewhere by now...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lt.Dan on March 26, 2008, 03:39:14 PM
If they need to entice people with exp bonuses, then they're saying the game isn't fun because you'll want to skip to the end as soon as possible.  Grind? In a Mythic game?  Unpossible!  :awesome_for_real:

I hope they have pirate trees as the first mob in the noob Albio...err human lands.  That would be awesome.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on March 26, 2008, 03:54:27 PM
If they need to entice people with exp bonuses, then they're saying the game isn't fun because you'll want to skip to the end as soon as possible.  Grind? In a Mythic game?  Unpossible!  :awesome_for_real:

I hope they have pirate trees as the first mob in the noob Albio...err human lands.  That would be awesome.

I'm holding out for spriggans and water beetles.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on March 26, 2008, 06:36:14 PM
It seems to me that Funcom and EA Mythic are having a contest to see how many times they can delay the release of their next product. Funcom has 'guaranteed' May 20 as its launch date, but we'll see...

Quote
4) Do you think you are going to hit this release date? About as sure as we were the last time, which means that we’ll be sure that we’ll hit the date when the game goes gold master. Our confidence only increases the longer we are in beta.

Comments like that require - nay, demand! - a graph.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WindupAtheist on March 26, 2008, 07:02:18 PM
I don't know why some people are set on seeing this as some sort of credible competitor to WoW.  Personally, I've heard a lot more buzz for Conan, what with its decapitations and whatnot, than I have for "humans vs orcs PVP game from not-Blizzard".


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 26, 2008, 07:07:01 PM
I don't know why some people are set on seeing this as some sort of credible competitor to WoW.  Personally, I've heard a lot more buzz for Conan, what with its decapitations and whatnot, than I have for "humans vs orcs PVP game from not-Blizzard".

They have almost 650k beta apps.  Say what you will, but for a Western MMO that has to be record.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on March 26, 2008, 09:04:50 PM
While I may be considered a Warhammer naysayer, I think it will still be more successful than Conan.

At least Warhammer may be a lightweight DAoC with worse PvP but better everything else. I don't think Conan has strong foundations and I'm also skeptical of its technical possibilities. From Mythic I know what to expect and may not be all that excited. But for Conan it's everything to demonstrate and I think there's lot of fluff.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on March 26, 2008, 09:33:02 PM
warhammer fan base will ensure the first 60k copies willl sell at 79.90 that's roughly $4.8 mil revenue.
That's not bad already. They can pay all the pizza bills and soda pops for a few decades.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 26, 2008, 09:42:52 PM
Got my little piece of paper that I'm supposed to keep until October today.

Seriously, a piece of paper. Why couldn't they at least box that?

So what do I do, I scan it, and put it in a folder called "WAR BETA SHIT - DONT DELETE UNTIL OCTOBER"


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on March 26, 2008, 11:42:30 PM
So anyone wanna place their bets on factions imbalance ?  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on March 27, 2008, 05:33:04 AM
I don't know why some people are set on seeing this as some sort of credible competitor to WoW.  Personally, I've heard a lot more buzz for Conan, what with its decapitations and whatnot, than I have for "humans vs orcs PVP game from not-Blizzard".

I don't know how well it'll compete with WoW, but I think it'll do well.  I don't get wonderful vibes from AoC.  It's all about the vibes, man.  I bet it eats my registry.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 27, 2008, 06:04:06 AM
So anyone wanna place their bets on factions imbalance ?  :grin:

Oh, most definitely.  65-35 order on core ruleset servers, and 55-45 order on open rvr (with one or two exceptions when the community declares X server the "destruction" server). 

Its simple math- one pretty race (dark elves) v. two pretty races (elves and humans). 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Numtini on March 27, 2008, 06:14:43 AM
I thought War would do amazingly well, but I'm starting to think it's going to be Conan that is the next generation hit. That won't be WOW numbers for either one, but I'm thinking EQ/FFXI numbers.

I really don't know why it is that Conan has captured so many people's imaginations, but it seems to have.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: shiznitz on March 27, 2008, 06:49:04 AM
Conan will be a disaster (< 100k subs) for some as-of-now unknown reason. You cannot take the Funcom out of Funcom. I hope I am wrong.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on March 27, 2008, 06:56:11 AM
Put me in the Conan will be a disaster column, WAR will at least be a playable, successful game.  All Conan has is poorly animated decapitations, that's it, it will get old fast.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 27, 2008, 06:58:06 AM
Funcom will sell 700 or 800k boxes and have 90 or 100k subscribers a year from now.  I think WAR will have 200k after a year and will keep growing. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on March 27, 2008, 07:12:06 AM
Put me in the Conan will be a disaster column, WAR will at least be a playable, successful game.  All Conan has is poorly animated decapitations, that's it, it will get old fast.

There are quite a few more endearing features to that game than simply nipples and decapitations.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Numtini on March 27, 2008, 07:18:05 AM
Funcom will sell 700 or 800k boxes and have 90 or 100k subscribers a year from now.  I think WAR will have 200k after a year and will keep growing. 

I can easily see that happening. I'm not in Conan so I have no idea how stable it is. They managed to recover with AO to some extent, but I was in the beta for Shadowlands and it was far from a model release. Stable enough, but very unfinished.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on March 27, 2008, 07:38:38 AM
Put me in the Conan will be a disaster column, WAR will at least be a playable, successful game.  All Conan has is poorly animated decapitations, that's it, it will get old fast.

There are quite a few more endearing features to that game than simply nipples and decapitations.

Isn't the US version free of the evil nipples?  Those could corrupt our youth, unlike decapitations.  :awesome_for_real:

I don't think Conan will move beyond niche game.  It'll end up between 200k and 100k subs if they have a relatively smooth launch.

WAR will probably end up a success by pre-WoW measurements.  It'll initially well exceed DAoC's peak but if the :nda: I've heard is true, I don't think it'll keep more than 300k subs once the shiny wears off.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on March 27, 2008, 07:41:22 AM
Yeah, I think the US doesn't get nipples and Germany doesn't get decapitations.  Of course, the UK gets everything because they're 'ard, they are.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 27, 2008, 08:25:27 AM
Isn't the US version free of the evil nipples?  Those could corrupt our youth, unlike decapitations.  :awesome_for_real:
There was something posted about how the current rating in US was given to version with nipples in full view, and so they're apparently not forced to hide them.

Conan is likely to draw the qql2play UO/Darkfall crowd though dunno in what numbers. WAR... honestly no idea, is there any people who play WoW because "it's really Warhammer"? Or who don't play WoW because "it's not really Warhammer"?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 27, 2008, 08:29:05 AM
is there any people who play WoW because "it's really Warhammer"? Or who don't play WoW because "it's not really Warhammer"?

Only people more hardcore than Jain Zar.

I never, ever, ever want to meet these people. Luckily there's probably only 8 of them.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 27, 2008, 08:43:01 AM
Put me in the Conan will be a disaster column, WAR will at least be a playable, successful game.  All Conan has is poorly animated decapitations, that's it, it will get old fast.

There are quite a few more endearing features to that game than simply nipples and decapitations.

Isn't the US version free of the evil nipples?  Those could corrupt our youth, unlike decapitations.  :awesome_for_real:

I don't think Conan will move beyond niche game.  It'll end up between 200k and 100k subs if they have a relatively smooth launch.

WAR will probably end up a success by pre-WoW measurements.  It'll initially well exceed DAoC's peak but if the :nda: I've heard is true, I don't think it'll keep more than 300k subs once the shiny wears off.

Word out of yesterday's WAR Paris event is that the part of the Chaos capital city dedicated to Slaanesh (pleasure god/goddess) has phallic buildings and other suggestive imagery!  Let the arms race begin!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on March 27, 2008, 09:01:19 AM

Word out of yesterday's WAR Paris event is that the part of the Chaos capital city dedicated to Slaanesh (pleasure god/goddess) has phallic buildings and other suggestive imagery!  Let the arms race begin!


Witch Elves :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on March 27, 2008, 09:10:57 AM
I dont know how much time you guys spend on various mmog forums, or in game in the *shudder* general chat channels. But there is a lot of talk about "waiting for Warhammer". I am pretty sure we will see the population of all 3 EQ2 PVP server drop to about 10%, and yeah, thats not saying much, except the one PVP server is tied for top two most populated servers in EQ2, also, I think a lot of the "we want world pvp" people from WoW will pick it up.

I think we are going to see a lot more people getting warhammer at release than anyone thinks. I bet its going to sell out big time. Now, the only thing I see wrong is if they push back release date to November+ then they are going to be competing with WotLK, which would be bad for them.

Conan I think will sell well at first, and drop of pretty fast. As said above, Funcom is Funcom, they will find a way to fuck it up.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 27, 2008, 09:24:39 AM
Collector's edition are generally worth fuckall, IMO.

So your angry they are putting some thing you want in a collectors edition? Seriously.

No, I'm angry they are putting it in something you have to pay more for without explaining whether the same item will be available in-game. And I'm angry that in a game that is most likely going to have levels and an exp. grind and competitive PVP, someone who spends $20 or $30 more than I would is going to get a slight leg up on me. If it was a pure PVE game, who gives a shit? But it isn't, it's a PVP game. That makes all the difference.

Read now from the Laws of Haemish: The 11 Rule: In a PVP-centric game, if there is a level 11, level 10 will not be enough.

Quote
And how do you know they are not putting those exp gain items in game? You dont. I usually enjoy your posts Haem, but in this case it feels like angst for angst sake.

Hey, I didn't blog about it. I'm only moderatly angsted up.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on March 27, 2008, 09:38:56 AM
I dont know how much time you guys spend on various mmog forums, or in game in the *shudder* general chat channels. But there is a lot of talk about "waiting for Warhammer".
At the time there was a whole lot of "waiting for Dark & Light".

And "waiting for Vanguard".

Mythic will surely do better than that. It remains to be seen how much better. 200-300k would severely disappoint EA.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on March 27, 2008, 09:51:53 AM
I completely see HaemishM's angle. Then again, i also understand the marketing behind it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on March 27, 2008, 10:04:52 AM
I see his angle, but I still think its getting worked up over some thing so minor. Its not worth the blood pressure increase the huge red text implied. Spend an extra hour or two at work and buy the CE, or spend an extra hour or two playing the game, they equal time spent for progress.

I do understand that it could well be the first step down a very slippery slope though.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 27, 2008, 10:17:11 AM

Hey, I didn't blog about it.

burn!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on March 27, 2008, 11:15:45 AM

Word out of yesterday's WAR Paris event is that the part of the Chaos capital city dedicated to Slaanesh (pleasure god/goddess) has phallic buildings and other suggestive imagery!  Let the arms race begin!


Witch Elves :grin:
Silvermoon/Blood Elves.  :oh_i_see:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on March 27, 2008, 11:40:15 AM
I see his angle, but I still think its getting worked up over some thing so minor. Its not worth the blood pressure increase the huge red text implied.

Big red text is fun. Also, not really that worked up over it, just think it's colossally stupid. Maybe eye-rolling worked up with a good FOR FUCK'S SAKE thrown in. You'd think the guys who skullfucked Black Snow Entertainment over RMT wouldn't put something like that in their new game. But I suppose it's now EA policy to start charging for shit that makes you better in game. See Battlefield: Bad Company allowing you to purchase weapons that cannot otherwise be obtained in the game.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on March 27, 2008, 04:49:12 PM

Edit 2: Oh man, it includes a spot in the OPEN BETA. Which begs the question, are Europeans just daft? Do they go for stuff like that? The Gamestop email didn't even mention silliness like that, and Gamestop is pretty stupid.
http://war.onlinewelten.com/uploads/News/03_08/cover_3.jpg

There won't be an open beta in the usual sense where anyone who fancies downloading the client will be able to give it a razz. The 'open' refers to the fact that that particular phase of beta won't be under NDA. You'll still need an invite to take part.

Haemish: I guarantee that anyone who buys the CE specifically for the +XP item will be entirely missing the point. The CE is 7lbs of beautiful stuff and hardbound gorgeousness, 3 hours worth of marginally increased PvE experience is not the main event.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Montague on March 27, 2008, 04:52:10 PM

Edit 2: Oh man, it includes a spot in the OPEN BETA. Which begs the question, are Europeans just daft? Do they go for stuff like that? The Gamestop email didn't even mention silliness like that, and Gamestop is pretty stupid.
http://war.onlinewelten.com/uploads/News/03_08/cover_3.jpg

There won't be an open beta in the usual sense where anyone who fancies downloading the client will be able to give it a razz. The 'open' refers to the fact that that particular phase of beta won't be under NDA. You'll still need an invite to take part.

Haemish: I guarantee that anyone who buys the CE specifically for the +XP item will be entirely missing the point. The CE is 7lbs of beautiful stuff and hardbound gorgeousness, 3 hours worth of marginally increased PvE experience is not the main event.

SHILL!!!

hehe

Hey Iain tell them to get cracking on the KOTBS info, will ya? I need something concrete to bitch about.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on March 27, 2008, 04:59:53 PM

SHILL!!!

I've avoided this thread like the plague for precisely that reason (plus some other very valid reasons). However I'm just back from the Paris event, I have a bad case of 'convention feet' and I'm recovering with tea from the flight from hell so my defences are low.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on March 27, 2008, 05:03:47 PM
Preordered the CE for Righ but I'll just get the regular one if I decide to play.  I preordered the regular AoC, too.  Only one copy, though.  For a laugh. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Montague on March 27, 2008, 05:04:26 PM

SHILL!!!

I've avoided this thread like the plague for precisely that reason (plus some other very valid reasons). However I'm just back from the Paris event, I have a bad case of 'convention feet' and I'm recovering with tea from the flight from hell so my defences are low.

Nah, that was in jest. If you start opening your posts with "Folks," then we'll start to worry.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on March 27, 2008, 05:34:19 PM
Call me a purist but the way I see it :

Haemish: I guarantee that anyone who buys the CE specifically for the +XP item will be entirely missing the point. The CE is 7lbs of beautiful stuff and hardbound gorgeousness, 3 hours worth of marginally increased PvE experience is not the main event.
(http://img180.imageshack.us/img180/3095/86545241kg3.png)
                                     JAY
                         Eww! You eat the cock?!?

                                     GUY
                         Yeah. If it'll get me a few hundred
                         miles across country. I'll take a
                         shot in the mouth.

                                     JAY
                         Yeah, but we ain't gay.

                                     GUY
                         Well, neither am I. But have you
                         seen the price of bus tickets lately?
                         Shit--I don't wanna cough up two
                         hundred bucks just to get to Chicago.

                                     JAY
                         Well, I don't wanna cough up some
                         dude's sperm!

                                     GUY
                         Don't be so suburban--this is the
                         new millennium. Gay, straight--it's
                         all the same now. There're no more
                         lines.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 27, 2008, 05:40:32 PM
Interview (well, paraphrasing of an interview) about the delay with Mark Jacobs over at only-war.  http://www.only-war.com/modules.php?name=News&file=article&sid=59

Clever EA, having a guy with an actual soul front WAR  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on March 27, 2008, 06:28:03 PM
Interview (well, paraphrasing of an interview) about the delay with Mark Jacobs over at only-war.  http://www.only-war.com/modules.php?name=News&file=article&sid=59

Clever EA, having a guy with an actual soul front WAR  :awesome_for_real:

You are confusing soul with "talks a good game".

For me (who is more interested in AoC, honestly), the issue is none of what was discussed in that interview so much as if the release dates are set in mud, why the hell does EA Mythic keep gold plating them and holding them up to the world? It's moving into joke territory at this point. "We'll release when it's ready polished" is a nice catch phrase, but it means little when it's used to deflect comment about yet another dropped release date. If EA Mythic aren't absolutely 100% certain about when WAR is going to be ready to launch, they need to shut up about release dates entirely. Saying that most MMOs take around 4 years to develop isn't a particularly good defence either - if that's the case, why keep announcing dates for WAR that try to shortcut that? Just say that WAR will definitely launch in 2010 and if it happens to be ready before then, great, make your big announcement.

The issue is managing player expectations. Continually indicating release dates that you then defer doesn't do a particular good job of that.

As for the interview, my eyes practically rolled out of my head at this bit:

Quote
Beyond all of the marketting, the interviews, the Press Releases and Press Events, beyond all of the podcasts and beyond even this article of this interview with the one and only Mark Jacobs...all anyone involved really wants is a great Warhammer MMORPG that does the IP justice, does the company justice, and does the genre justice.

Well, duh. Good luck in finding a game designer who wants his MMO to flop, to screw the IP, to destroy his company and to be the laughing stock of the industry. They may end up there (hi Brad McQuaid!) but they certainly don't intend for it to happen.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on March 27, 2008, 06:28:51 PM
Call me a purist but the way I see it :

Haemish: I guarantee that anyone who buys the CE specifically for the +XP item will be entirely missing the point. The CE is 7lbs of beautiful stuff and hardbound gorgeousness, 3 hours worth of marginally increased PvE experience is not the main event.
(http://img180.imageshack.us/img180/3095/86545241kg3.png)


http://youtube.com/watch?v=YujSd3HhLvo


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 27, 2008, 06:44:38 PM
Interview (well, paraphrasing of an interview) about the delay with Mark Jacobs over at only-war.  http://www.only-war.com/modules.php?name=News&file=article&sid=59

Clever EA, having a guy with an actual soul front WAR  :awesome_for_real:

You are confusing soul with "talks a good game".

For me (who is more interested in AoC, honestly), the issue is none of what was discussed in that interview so much as if the release dates are set in mud, why the hell does EA Mythic keep gold plating them and holding them up to the world? It's moving into joke territory at this point. "We'll release when it's ready polished" is a nice catch phrase, but it means little when it's used to deflect comment about yet another dropped release date. If EA Mythic aren't absolutely 100% certain about when WAR is going to be ready to launch, they need to shut up about release dates entirely. Saying that most MMOs take around 4 years to develop isn't a particularly good defence either - if that's the case, why keep announcing dates for WAR that try to shortcut that? Just say that WAR will definitely launch in 2010 and if it happens to be ready before then, great, make your big announcement.

The issue is managing player expectations. Continually indicating release dates that you then defer doesn't do a particular good job of that.

As for the interview, my eyes practically rolled out of my head at this bit:

Quote
Beyond all of the marketting, the interviews, the Press Releases and Press Events, beyond all of the podcasts and beyond even this article of this interview with the one and only Mark Jacobs...all anyone involved really wants is a great Warhammer MMORPG that does the IP justice, does the company justice, and does the genre justice.

Well, duh. Good luck in finding a game designer who wants his MMO to flop, to screw the IP, to destroy his company and to be the laughing stock of the industry. They may end up there (hi Brad McQuaid!) but they certainly don't intend for it to happen.

Well, people in this community far wiser than me (Lum, etc.) know this Mr. Jacobs and have said repeatedly that he's a pretty good guy.  That's good enough for me, even if I would laugh at the same words coming out of an_ea_suit_00.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on March 27, 2008, 08:02:19 PM
Mark Jacobs, in interviews, is pure redundancy and demagogy.

You can't find anything he says that's informative in a decent way. Of course what he says isn't all that wrong. Because he carefully avoids to say something at all.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on March 27, 2008, 08:17:15 PM
I dont know how much time you guys spend on various mmog forums, or in game in the *shudder* general chat channels. But there is a lot of talk about "waiting for Warhammer".
At the time there was a whole lot of "waiting for Dark & Light".

And "waiting for Vanguard".

Mythic will surely do better than that. It remains to be seen how much better. 200-300k would severely disappoint EA.

The amount of penetration WAR has in non-dedicated MMO players market is much, much greater than anything since SWG or WoW.  The store I go to to play MtG occassionally,  they all know that WAR is in the works and might be interested in trying it.  These people aren't even aware that there was a Vanguard, TR, Dark & Light, EvE, etc. 

Conan has some buzz, too, but not nearly as much in the "generic dork" segment of the population.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on March 28, 2008, 10:06:36 AM
I always enjoy a little bit of anecdotal evidence over "X game will suck because I feel like it will."

The rest of this has already been done; most of us played Fanguard.




Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on March 28, 2008, 11:35:11 AM
Lots of info in these two long preview events done by IGN and Gamespy editors. It sounds really cool, but as always, needs to be done right.

http://pc.gamespy.com/pc/warhammer-online/862691p1.html

http://pc.ign.com/articles/862/862680p1.html

Good stuff.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 28, 2008, 12:01:17 PM
Lots of info in these two long preview events done by IGN and Gamespy editors. It sounds really cool, but as always, needs to be done right.

http://pc.gamespy.com/pc/warhammer-online/862691p1.html

http://pc.ign.com/articles/862/862680p1.html

Good stuff.

I agree, but stuff like this

Quote
Each will also have a built-in mini-game. Dark Elf rams, for example, will use a golf-style swing-meter and players who use Orc catapults will need to input the proper velocity and angle against prevailing winds to have their rocks land in the proper place.

just screams feature creep.  I've ocassionally gotten a very mild "crack-fueled design doc version of Horizons" vibe from WAR, but here's hoping they keep the goals realistic. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on March 28, 2008, 12:55:29 PM
I agree, but stuff like this

Quote
Each will also have a built-in mini-game. Dark Elf rams, for example, will use a golf-style swing-meter and players who use Orc catapults will need to input the proper velocity and angle against prevailing winds to have their rocks land in the proper place.

just screams feature creep.  I've ocassionally gotten a very mild "crack-fueled design doc version of Horizons" vibe from WAR, but here's hoping they keep the goals realistic. 

Sounds like siege engines are boring enough that they have to tack mini-games on to try and make it more interesting.

Just to jerk a knee. I could be mistaken.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on March 28, 2008, 01:04:52 PM
The countering empire side write-up says that the devs are only thinking about doing that.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 28, 2008, 01:24:35 PM
Sounds like siege engines are boring enough that they have to tack mini-games on to try and make it more interesting.

Just to jerk a knee. I could be mistaken.
Sounds quite sensible though. Just having a 'siege machine' foozle that sits there until long enough time passes for the system to decide it broke through wall or whatever... that's not really much fun in itself. If the operator of machine is given something to do to determine the performance instead, then if nothing else it gives extra field to show off for these players who want "skill" mean something, in addition to plain dice rolls.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on March 28, 2008, 01:53:29 PM
Sounds like siege engines are boring enough that they have to tack mini-games on to try and make it more interesting.

Just to jerk a knee. I could be mistaken.
Sounds quite sensible though. Just having a 'siege machine' foozle that sits there until long enough time passes for the system to decide it broke through wall or whatever... that's not really much fun in itself. If the operator of machine is given something to do to determine the performance instead, then if nothing else it gives extra field to show off for these players who want "skill" mean something, in addition to plain dice rolls.

I'm reminded of those mini-games in platformers where you rapidly spam the "A" button to complete some task, like moving a log or whatever.

Hopefully, if they do this, they'll find a fun way to do it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on March 28, 2008, 02:00:00 PM
I'm reminded of those mini-games in platformers where you rapidly spam the "A" button to complete some task, like moving a log or whatever.

Hopefully, if they do this, they'll find a fun way to do it.
Well they mention golf game mechanics and the worms/scorched earth aiming system both of which are kind of fun. Remains to be seen of course...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on March 28, 2008, 02:03:58 PM
http://www.only-war.com/phpBB2/viewtopic.php?t=22206

A good sign, I suppose.  If they strick to the 60k NA/55k Europe limit, I'm betting they will sell them all out pretty quick.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on March 28, 2008, 03:24:04 PM
http://www.only-war.com/phpBB2/viewtopic.php?t=22206

A good sign, I suppose.  If they strick to the 60k NA/55k Europe limit, I'm betting they will sell them all out pretty quick.
It was also the number 1 selling item on Amazon.de about two hours after it was officially announced.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 29, 2008, 07:42:40 AM
I'm not sure massive early sales are such a great thing, at least in the EU region.

Based on the abject performance of GOA hosting DAoC, I don't see how they hope to deliver something an order of magnitude bigger.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Baldrake on March 29, 2008, 07:51:15 AM
I'm reminded of those mini-games in platformers where you rapidly spam the "A" button to complete some task, like moving a log or whatever.

Hopefully, if they do this, they'll find a fun way to do it.
Well they mention golf game mechanics and the worms/scorched earth aiming system both of which are kind of fun. Remains to be seen of course...
I was about to type something positive, about how introducing skill into this sort of task makes a lot of sense. I enjoyed hacking in Neocron, for example.

But then I remembered that as a casual player (all I ever have time for), I will never, ever have the opportunity to man a catapult.

Sigh.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on March 29, 2008, 08:12:13 AM
I'm not sure massive early sales are such a great thing, at least in the EU region.

Based on the abject performance of GOA hosting DAoC, I don't see how they hope to deliver something an order of magnitude bigger.
We had the most successful EU based MMO operation ever with the sole exception of WoW. Our fantastic performance in Europe was a major factor in Mythic choosing to work with us again for WAR.

You can keep saying it was terrible if you like and you clearly will but repeating it at every opportunity won't make it true.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on March 29, 2008, 09:11:41 AM
I'm not sure massive early sales are such a great thing, at least in the EU region.

Based on the abject performance of GOA hosting DAoC, I don't see how they hope to deliver something an order of magnitude bigger.
We had the most successful EU based MMO operation ever with the sole exception of WoW. Our fantastic performance in Europe was a major factor in Mythic choosing to work with us again for WAR.

You can keep saying it was terrible if you like and you clearly will but repeating it at every opportunity won't make it true.
DAoC NA never had the service complaints that DAoC EU,  that's as apples to apples comparison as you can get.
Since you guys are in denial about how crappy the service for GOA was, it doesn't leave much hope for WAR EU to be better. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 29, 2008, 09:23:06 AM
I'm not sure massive early sales are such a great thing, at least in the EU region.

Based on the abject performance of GOA hosting DAoC, I don't see how they hope to deliver something an order of magnitude bigger.
We had the most successful EU based MMO operation ever with the sole exception of WoW. Our fantastic performance in Europe was a major factor in Mythic choosing to work with us again for WAR.

You can keep saying it was terrible if you like and you clearly will but repeating it at every opportunity won't make it true.

In terms of sales numbers that may or may not be true. I don't care and it isn't what I meant.

In terms of patches running three to five months late, the inability of GOAs network architecture to support more than 40 players in one place, the inability of GOA to provide *any* ingame support (seriously, get stuck in the geometry, you had quit out and send a fucking email), the inability of GOA to prevent people stealing their admin passwords and spawning npcs in emain (ok, not often), the inability of GOA to provide a web prescence that wasn't an unusable piece of flash-only crap, the inability of GOA to provide the promised community XML output something like 70% of the time (somehow was never a problem for Mythic), and the inability of GOA to provide players with simple security tools like the ability to change your fricking password (until the day GOA decided that they had to arbitarily change everyone's password, because, err, totally secure, honest, we're just doing this for shits and giggles).... in terms of all of that, and the 101 other things I'm sure I could think of given time... GOAs involvement is not something anyone who played DAoC is glad about. Sorry. But that is how it is.

I know the above is nothing you personally were involved in because I appreciate that you clearly weren't with GOA at the time. You know how I know that? You can speak English.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on March 29, 2008, 09:51:17 AM

DAoC NA never had the service complaints that DAoC EU,  that's as apples to apples comparison as you can get.
Since you guys are in denial about how crappy the service for GOA was, it doesn't leave much hope for WAR EU to be better. 

We aren't in denial. If we were running another MMO we would do it differently to how we did DAoC - and in fact we are running WAR differently to how we ran DAoC. Regardless of all of that however we did have a massive success with DAoC and we continue to have better retention numbers than many other operators even today.

Most of the issues with DAoC revolved around the limitations that we were forced to work within - contractual ones, legal ones and technical ones mostly. For WAR, we don't have any of those limitations - we have a stronger agreement with EA Mythic, we have moved our offices to a foreign country to be able to provide the service that we couldn't offer for DAoC due to the labour restrictions in place in France.


Eldaec:
Sadly most of that still isn't true. Here's the thing, back in the day I was the CS manager for the English DAoC servers. I joined Goa in early 2004 and took over as the lead GM in 2005. We sorted nearly every single support request within an hour. If it needed further investigation it would be done within a max of 24 hours. We had GMs on servers, you could PM them if you had an emergency and they would help you live in game within minutes. I know because I was one of those GMs. When I used to see reports of our bad service on forums I'd follow it up because if my team weren't doing their jobs then I wanted to know about it. Almost every single case turned out not be valid - either it had been embellished and inflated well beyond the actual truth or it was simply invented completely. In all my years on DAoC Europe I only found a half dozen or so cases where someone really had slipped through the cracks.

The patch delays, different ingame support modes etc were entirely down to the limitations of our licence and as such we had to work with what we had. The rest is frankly bollocks. Someone got hold of an admin password because one of our (now ex) staff members was careless and broke some of our security rules. We changed all the passwords because it wasn't initially clear what had happened and our first priority was to make sure that player accounts were secure. You can try and turn that into a negative against us if you like but frankly I don't see how we did wrong there. That happened once so when you say 'ok not often' you mean it happened precisely once and we locked everything the fuck down as a result to keep everything secure.

Our servers were always stronger than most MMO operators and we had industry leading server uptime, even if you discount the scheduled downtime that some operators use, our servers are still up more often and for longer than almost anyone elses.

This isn't 7 years ago anymore. We and EA Mythic have both learned a lot about working in partnership on an MMO. All of that experience and the (sometimes painful) lessons that we learned are going into WAR from the very minute the ink was dry on the contract.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on March 29, 2008, 12:57:13 PM
we continue to have better retention numbers than many other operators even today.
If you can say that, then you can say everything.

You can't lose more subscribers than what DAoC lost. It's either that, or service being shut down. You have an average of 3k players logged in.

If you say that DAoC did slightly marginally better than US, ok. True. But it's again not your merit.

Quote
we have moved our offices to a foreign country to be able to provide the service that we couldn't offer for DAoC due to the labour restrictions in place in France.
Outsourcing for the win. I'm sure players will be pleased to hear this. "Labor restrictions" maybe meaning people had to be treated as people instead of beasts? Did you hire korean farmers to do online support?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on March 29, 2008, 01:16:16 PM
Outsourcing for the win. I'm sure players will be pleased to hear this. "Labor restrictions" maybe meaning people had to be treated as people instead of beasts? Did you hire korean farmers to do online support?


I didn't say outsourcing. I said we moved. We bought an office and moved a lot of personnel to a foreign country so that we could do WAR. It's all still inhouse, many of us sold our houses and relocated to Ireland just so that we could do WAR properly. I think that players should be very reassured by that sort of thing, if that doesn't show our dedication to the game then I don't know what does.

Also you're very clearly not understanding what I mean when I talk about labour restrictions. In France, because of the rather strong employee protection laws, it's practically impossible to have people working overnight and at weekends. We moved to Ireland where wages are higher than in France to get around that. Less of the ignorant assumptions please.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: NiX on March 29, 2008, 01:22:55 PM
:uhrr:
Iain beat me to the reply. You seriously need to work on that reading comprehension. You've been here long enough and slapped around by a good number of people to learn that flailing wildly like an epileptic mongoose doesn't make your point valid.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on March 29, 2008, 02:59:27 PM
Having an intermediate between you and Mythic gave you the feeling of being a second class players, compared to NA players. How could a european player discuss about a new class balance mess patch, if you are always a patch behind? Sure it's not GOA's fault for the delay of patches, but the feeling was there.

On the other side I can remember of a highly active GM on our German server. He even organised events and once we even (as Midgard) could raid the Albion and Hibernian epic raid dungeon (Caer Sidi and ....hmm forgot the name of the other).



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 29, 2008, 03:06:33 PM
I'm not really sure what Hrose is getting at. But this is often the way in any thread about daoc.


Iain, well, I hope you are right.

Personally I think your retention on EU daoc says more about the quality of daoc itself, and how well it matches what the EU MMOG players go for, than it says about goa customer satisfaction. Even if we won't agree how good EU daoc CS and server performance actually was, I've never played a MMOG from Europe before where there was such a strong (or any) perception of EU players getting a 2nd class service the way there was across daoc. Obviously, I don't believe it was all our imagination. It is interesting you refer to contractual problems limiting you, since at the time the mantra was 'GOA have contractual access to all the tools Mythic do - so things will improve any day now'. I can appreciate that contractual access and practical access are not the same, but players will wonder, if GOA and Mythic couldn't figure out practical and contractual access to tools last time, why should I have any faith this time. Yes, we've heard how people are working together, and trying hard; but I'm pretty sure people were trying hard last time.

Anyway props for responding.


Both DAoC and especially WAR should be a much bigger success in Europe than in the US, because the game design (and in the case of WAR, the IP as well) is perfect for the European market.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 29, 2008, 03:16:33 PM
Sure it's not GOA's fault for the delay of patches, but the feeling was there.

I have no idea whose fault it was, and don't care.

Whether it was Mythic not being able to work with GOA, or GOA not being able to work with Mythic, the end result is the same. And you can't remove Mythic since they design the game.


However, it was pointed out a few times that the non-GOA, non-Mythic implementations of DAoC didn't seem to have the same extreme patch delay problem...

Quote
highly active GM on our German server.

And to be fair, the French and German live event GMs were highly thought of on all the community forums.

Unfortunately the English server GM couldn't speak English well at all. Which spoiled the effect somewhat. 'Events' would consist of NPCs speaking gibberish, and people would just randomly click on the [gibberish in brackets] in the hope of spawning the next bout of randomness. It was funny the first time.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on March 29, 2008, 03:38:46 PM

And to be fair, the French and German live event GMs were highly thought of on all the community forums.

Unfortunately the English server GM couldn't speak English well at all. Which spoiled the effect somewhat. 'Events' would consist of NPCs speaking gibberish, and people would just randomly click on the [gibberish in brackets] in the hope of spawning the next bout of randomness. It was funny the first time.

Erm the English GM was me. I'm a native English speaker. Other English GMs were Dutch, American and Danish - all of whom spoke excellent English - and two French guys, both of whom also spoke very good English. I have no idea what you're talking about there, I scripted a good number of the events that we ran and I proofread the dialogue for the events that I didn't script myself (our storyline team were all French and had different levels of fluency in English).

Also as regards your earlier point about 'GOA [for DAoC] have contractual access to all the tools Mythic do'; that was never the case and I'm pretty sure that we never said that, I can't and won't go into specifics but our licence for DAoC had sharply defined limits on both sides. In fact one of the major things underpinning our new arrangement with EA Mythic for WAR is that both parties are sharing our tools and resources in a way that wasn't possible for DAoC. It's such a big change from the arrangement we had with DAoC that it's been widely held up as the main reason why EU WAR is going to be practically the same experience as US WAR - the only visible differences for players will be the choice of languages and the name on the credit card bill.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 29, 2008, 04:33:57 PM
Was it you from the start? Because if so... crikey, you had a funny way with words.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on March 30, 2008, 02:30:12 AM
We had the most successful EU based MMO operation ever with the sole exception of WoW.
I love the use of "EU" rather than "Europe" - it rather neatly excludes Iceland from the comparison.  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xuri on March 30, 2008, 03:47:15 AM
Europe no longer exist, other than in the history-books. I, for one, welcome our new EU Overlords.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on March 30, 2008, 05:31:59 AM
Think of the cod!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on March 30, 2008, 01:43:54 PM
We had the most successful EU based MMO operation ever with the sole exception of WoW.
I love the use of "EU" rather than "Europe" - it rather neatly excludes Iceland from the comparison.  :grin:

C'mon, EU is used as an abbreviation for Europe not the EU itself. Getting yourself into the "minority bashing" position doesn't suit you well.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on March 30, 2008, 01:48:35 PM
We had the most successful EU based MMO operation ever with the sole exception of WoW.
I love the use of "EU" rather than "Europe" - it rather neatly excludes Iceland from the comparison.  :grin:
C'mon, EU is used as an abbreviation for Europe not the EU itself. Getting yourself into the "minority bashing" position doesn't suit you well.

Don't say that to Tebonas next time someone refers to arbitary central European countries as 'Germany'.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on March 30, 2008, 03:54:28 PM
Getting yourself into the "minority bashing" position doesn't suit you well.
What?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Calantus on March 30, 2008, 03:55:01 PM
There's only a dozen or so countries worth remembering in Europe, if you fall outside of that list you get what you're given.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on March 30, 2008, 04:56:41 PM
A dozen? I thought there were only 3 and the rest were slavic.

Yeesh, times change.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on March 30, 2008, 09:35:33 PM

Both DAoC and especially WAR should be a much bigger success in Europe than in the US, because the game design (and in the case of WAR, the IP as well) is perfect for the European market.


IIRC, Warhammer 40K is more popular in Europe than the US. If you live in Europe (which is 100% homogenous) you get to see castles and old buildings every day, so playing that kind of environment is less interesting than playing in sci-fi inspired powerarmour on alien worlds.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Calantus on March 30, 2008, 10:03:42 PM
A dozen? I thought there were only 3 and the rest were slavic.

Yeesh, times change.

I guess for Americans the number might be smaller since you guys don't understand geography.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on March 31, 2008, 04:15:53 AM
That's because we're taught that there are really only about six or seven countries:

USA, Europe, Australia, Japan, Asia, and Everything Else.

 :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Tebonas on March 31, 2008, 04:57:30 AM
Don't say that to Tebonas next time someone refers to arbitary central European countries as 'Germany'.

I taught you well, my work here is done!  :awesome_for_real:

Europe being different than EU is less and less true these days. Hell, with all the wannabe future members only Switzerland is holding out on the awesomeness that is the allsuffocating EU bureaucracy.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on March 31, 2008, 09:30:24 AM
Man, you guys are feisty today.

Damn I hope Mythic can pull this off. I am sooo ready for a good PVP MMOG.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on April 01, 2008, 02:48:30 PM
Getting yourself into the "minority bashing" position doesn't suit you well.
What?

For poor Iceland on the edge of Europe, almost unrecognized.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on April 01, 2008, 02:50:32 PM
Don't say that to Tebonas next time someone refers to arbitary central European countries as 'Germany'.

I taught you well, my work here is done!  :awesome_for_real:

Europe being different than EU is less and less true these days. Hell, with all the wannabe future members only Switzerland is holding out on the awesomeness that is the allsuffocating EU bureaucracy.

Regulation of sizes and diametres a banana should have is an absolute must to regulate. :ye_gods:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 01, 2008, 04:59:48 PM
That's because we're taught that there are really only about six or seven countries:

USA, Europe, Australia, Japan, Asia, and Everything Else.

 :awesome_for_real:

You forgot Texas.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Righ on April 01, 2008, 05:29:14 PM
I thought that The World According To Dubya was The USA, Traitorous Blue States, California, Coalition of the Willing, Axis of Evil, God's Oilfields and Send Aid Here For Votes.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 01, 2008, 05:37:17 PM
(http://images1.wikia.nocookie.net/uncyclopedia/images/thumb/b/b7/Jesusland6.gif/300px-Jesusland6.gif)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 01, 2008, 05:47:29 PM
Must politics infect even a WAR thread?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 01, 2008, 05:49:06 PM
Righ started it! /whine


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 02, 2008, 10:36:44 AM
Getting yourself into the "minority bashing" position doesn't suit you well.
What?

For poor Iceland on the edge of Europe, almost unrecognized.
Actually, my point was excluding Iceland means that Iain doesn't have to recognise CCP.  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 02, 2008, 10:41:01 AM
Getting yourself into the "minority bashing" position doesn't suit you well.
What?

For poor Iceland on the edge of Europe, almost unrecognized.
Actually, my point was excluding Iceland means that Iain doesn't have to recognise CCP.  :grin:

Never explain...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lum on April 02, 2008, 10:51:27 AM
Let me tank for Iain for a second since I can actually comment with some authority.

DAOC EU never had the CS tools that DAOC US had. Part of it was due to contractual issues (everything gets more complicated with lawyers involved and when it crosses international borders it increases exponentially) and part of it was because US Mythic's CS tools team (aka, at the time, Me) didn't develop them with an eye to localization for other territories. When developing tools, you either do it RIGHT or you do it NOW and in the crucible of an exponentially growing live game, I pretty much always chose the latter. (Which I'm told made me quite unpopular with the folks who had to replace me/puzzle through the wacky code hacks I left behind...) This was something we struggled with consistently over a period of years. Goa's support issues that Iain alluded to didn't help, but a ton of the problems were simply that Goa ran earlier versions of the game servers (because localization difficulties introduced delays) and that made it pretty difficult to code for. Add to that the simple difficulty that the EU servers were located in France and, well, I wasn't.

Part of the very, very early discusssion for Warhammer (which was near the tail end of my tenure at Mythic) involved fixing those issues. A key part of that was that EU and US server versions wouldn't diverge, but remain constant, which should help a lot with that. These talks were in the VERY early stages when I was around, so I don't know all the details, but it is something they're thinking about pretty strongly, I know.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on April 02, 2008, 03:38:17 PM
Getting yourself into the "minority bashing" position doesn't suit you well.
What?

For poor Iceland on the edge of Europe, almost unrecognized.
Actually, my point was excluding Iceland means that Iain doesn't have to recognise CCP.  :grin:

Never explain...

Thinking of Iceland and getting back to the thread, Mythic and DAoC, the Edda was a major theme for Midgard realm. And the roots of the Edda goes back to Iceland.
But yes, reducing Iceland to CCP is a given here.  :-)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 02, 2008, 04:05:14 PM
Reading the recent outflow of WAR info from the Paris event (and viewing the videos) drove home a feature of WAR that hasn't been discussed that much and which I think is pretty revolutionary (for casters, see below)-

Action Points.  The short explanation is that EVERYONE's abilities (melee and ranged) rely on a WoW rogue energy bar.  It regenerates pretty fast, judging from videos.  As a caster in WoW (nonraider, occassionally 5-man PUGS) I always felt constrained by mana.  The AP system allows casters to get through a fight just as easily as a meleer can.  I don't know what special problems that brings to the table in terms of tamping down ranged DPS, but overall I think its a nice touch and allows a caster to feel powerful all of the time. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: nurtsi on April 03, 2008, 01:57:57 AM
One thing that confuses me about the game is that the races in the game are divided into pairs. Elves vs Dark Elves, Dwarfs & Greenskins, Empire + Chaos. So if I pick a greenskin, can I ever play against the elves for example? Can chaos attack the dwarf capital? I'm guessing you can't get chaos vs greenskins fights either? Does anybody know the system works?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on April 03, 2008, 03:10:55 AM
Two sides with three battlefronts. You can travel between any of the three battlefronts as you wish so a Dwarf can fight in the Empire or on Ulthuann as they prefer. Members of the same realm can't fight against each other so no Chaos v Greenskin matchups but anyone from one side can fight against anyone from the other side.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 03, 2008, 03:27:35 AM
One thing that confuses me about the game is that the races in the game are divided into pairs. Elves vs Dark Elves, Dwarfs & Greenskins, Empire + Chaos. So if I pick a greenskin, can I ever play against the elves for example? Can chaos attack the dwarf capital? I'm guessing you can't get chaos vs greenskins fights either? Does anybody know the system works?

The pairing thing is only about flavour for the three zones, it doesn't appear to impact mechanics.

It isn't HElves vs DElves, it's [chaos, orcs, delves] vs [human, dwarf, helves] in the elf themed zone, the human themed zone, and the orc/dwarf themed zone.

As an orc, in each zone you'll be grouping alongside the same mix of orc, chaos and delf. Your guild will also be a mix of chaos, orc, and delf (dirty arr-peers excepted).


I seem to remember reading they'd put in specific mechanics to encourage you to spend time equally in the elf, human, and orc/dwarf themed zones.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 03, 2008, 04:32:45 AM
The pairing thing is only about flavour for the three zones, it doesn't appear to impact mechanics.

It isn't Night Elves vs Orcs, it's [Tauren, orcs/trolls,  blood elves/Forsaken] vs [human, dwarf/gnome, night elves/draenei] in the elf themed zone, the human themed zone, and the orc/dwarf themed zone.

As an orc, in each zone you'll be grouping alongside the same mix of orc, troll, tauren, Forsaken, and belf. Your guild will also be a mix of forsaken, orc, troll, tauren. and belf (dirty arr-peers excepted).
:awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 03, 2008, 06:16:40 AM
(http://www.penny-arcade.com/images/2006/20060410.jpg)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 03, 2008, 06:36:14 AM
What is it with people missing the point of Simond's posts in this thread?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 03, 2008, 07:00:12 AM
So does the table top game have races which are far more popular than the others?  I'm curious about how they will handle population imbalances if it winds up that four in five people play as either chaos or greenskins.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 03, 2008, 07:13:15 AM
I've decided that the first fantasy MMO that comes out without elves will earn my lifetime loyalty.  I'm sick of elves.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 03, 2008, 07:27:42 AM
So does the table top game have races which are far more popular than the others?  I'm curious about how they will handle population imbalances if it winds up that four in five people play as either chaos or greenskins.

That's highly unlikely.  If I had to guess, pop breakdown would be as follows:

1.  Dark Elves
2.  Humans
3.  High Elves
4.  Chaos
5.  Greenskins
6.  Dwarves

If anything, Chaos will have the pop problem because Order has two "pretty" races, and they only have one. 

EDIT:  But the pop. imbalance problem is my greatest worry about this game.  At least in DAoC, three realms made it easier for the weaklings to gang up and fight the strong one (aka Albion).  What's to stop 90% of the servers from devolving into a 70-30 curbstomping where the three weak capital cities are getting sacked every week? 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tasmia on April 03, 2008, 07:30:52 AM
I've decided that the first fantasy MMO that comes out without elves will earn my lifetime loyalty.  I'm sick of elves.

Asheron's Call (http://en.wikipedia.org/wiki/Asheron's_Call)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 03, 2008, 07:34:22 AM
I should have said "next" instead of "first".

FWIW I played AC for a long time.  Eventually I got sick of buffing myself 2 out of every 10 minutes and went back to DAoC.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 03, 2008, 07:53:41 AM
Conan then I guess?

I take it potbs doesn't count?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 03, 2008, 07:57:23 AM
Conan then I guess?

I take it potbs doesn't count?

Fantasy was the operative term (i.e. swords and sorcery).  So PotBS wouldn't fit.  AoC may be my only hope.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on April 03, 2008, 08:04:44 AM
What is it with people missing the point of Simond's posts in this thread?

Lousy english skills, combined with lousy comprehension skills  :-)

Does EVE have more subs then DAoC at its prime?

Edit: MMORPGchart.com states

DAoC: 250k active subs
EVE: 225k active subs

Figures appear to be world-wide not Europe only though.

EVE constant grows, while DAoC's climax was 2004-2005 (actual 50k)

Big chance that EVE is going to pass DAoC in the near future.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 03, 2008, 08:07:27 AM
Does EVE have more subs then DAoC at its prime?

BRING OUT THE PIE CHART!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Rondaror on April 03, 2008, 08:13:10 AM
Does EVE have more subs then DAoC at its prime?

BRING OUT THE PIE CHART!

Didn't want to do that.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Riggswolfe on April 03, 2008, 08:42:30 AM
That's highly unlikely.  If I had to guess, pop breakdown would be as follows:

1.  Dark Elves
2.  Humans
3.  High Elves
4.  Chaos
5.  Greenskins
6.  Dwarves

This depends on how many TT players this brings in. If it brings in TT guys you're going to see a ton of Greenskins and Dark Elves. I'd put Greenskins on the top of the list as they used to be the most heavily played group I saw.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on April 03, 2008, 08:47:43 AM
There is an actual race called greenskins? Or is that some clever nickname?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on April 03, 2008, 08:48:41 AM
Nickname for Orcs.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on April 03, 2008, 08:59:12 AM
Umbrella term that describes Orcs, Goblins, Snotlings and related creatures. Not all of whom are actually green.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on April 03, 2008, 09:05:56 AM
Ah ok. I thought maybe there was a football team somewhere that thought it was an appropriate nickname  :oh_i_see:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on April 03, 2008, 09:16:09 AM
That's highly unlikely.  If I had to guess, pop breakdown would be as follows:

1.  Dark Elves
2.  Humans
3.  High Elves
4.  Chaos
5.  Greenskins
6.  Dwarves

If anything, Chaos will have the pop problem because Order has two "pretty" races, and they only have one. 


I dont know about this. I am of two minds. One that says you are correct, going off of WoWs population numbers. But, a lot of PVPers are going to flock to this game, and we all know how a lot of those guys can be "I aM 3V1l!1!!!!". I think there is a chance that we will see Chaos on top, by a huge margin.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 03, 2008, 10:06:01 AM
Yes, I expect to see Chaos/ Evil dominate the server pop. Greenskins in particular, because "only fags play elves!"

 :awesome_for_real:

Hell, LOtD was one of the FEW dedicated PVP guilds to go "good" as Alliance for WoW, and they said "never, ever again" recently.  You can expect the "evil r00lz" machismo factor to remain in full-force across all the hardcore PVPers for WAR.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on April 03, 2008, 11:28:52 AM
There will be one server where all the 'hardcore' designate as "TEH SERVAR" to play on and that one server will have a Chaos population advantage.

Every other server will be full of Humans and HighElves, with DarkElves behind those two. It's been shown again and again, the bulk of a MMO's player base prefers to be Human or Near Human, and they also prefer to be the 'good guys'. For every person who wants to be a Chaos CrabMonster, there will be four who want to be a Warrior Priest of Sigmar, cleansing the chaotic taint from the land.


Basically, it's going to be very quiet and lonely in the Dwarf/Orc area's  :cry:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 03, 2008, 11:33:40 AM
Basically, it's going to be very quiet and lonely in the Dwarf/Orc area's  :cry:

Depending on how the game flushes out, it could turn out to be lonely everywhere. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Arrrgh on April 03, 2008, 11:45:40 AM
Basically, it's going to be very quiet and lonely in the Dwarf/Orc area's  :cry:

Depending on how the game flushes out, it could turn out to be lonely everywhere. 

Well, there are dwarf RP guilds.

http://www.delving.com/

Not sure if there are orc RP guilds. Don't recall running into any.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on April 03, 2008, 11:57:29 AM
I want to go dwarf so I can resurrect the proud Shattersack clan.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 03, 2008, 02:12:49 PM
Yes, I expect to see Chaos/ Evil dominate the server pop. Greenskins in particular, because "only fags play elves!"

 :awesome_for_real:
I think it was actually leaked as problem in their current beta. I.e. the population was heavily skewed towards the "evil" due to evil = cool mindset.

So yup, sounds about right.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on April 03, 2008, 02:48:10 PM


Not sure if there are orc RP guilds. Don't recall running into any.



Shadowclan Orcs where one of the first big race RP guilds.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Calantus on April 03, 2008, 02:51:49 PM
How could you forget the Shadowclan. They are THE RP PVP guild.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Montague on April 03, 2008, 02:59:56 PM
There will be one server where all the 'hardcore' designate as "TEH SERVAR" to play on and that one server will have a Chaos population advantage.

Every other server will be full of Humans and HighElves, with DarkElves behind those two. It's been shown again and again, the bulk of a MMO's player base prefers to be Human or Near Human, and they also prefer to be the 'good guys'. For every person who wants to be a Chaos CrabMonster, there will be four who want to be a Warrior Priest of Sigmar, cleansing the chaotic taint from the land.


Basically, it's going to be very quiet and lonely in the Dwarf/Orc area's  :cry:

Agreed, but I wonder how much the WoW dynamic will play into this. A lot of the players who prefer to play good guys (myself included) are now fully aware of what happens when the side you pick is full of keyboard-turning 9 year olds. Be interesting to see if the tide reverses and Order becomes the underdog faction.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Cadaverine on April 03, 2008, 03:27:20 PM
Eh, I played Hibernia in DAoC, so god knows, I'll be playing a Dwarf.  Sadly, Dwarf Witch Hunter is not an option.  Probably too  :drill:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 03, 2008, 05:44:58 PM
There will be one server where all the 'hardcore' designate as "TEH SERVAR" to play on and that one server will have a Chaos population advantage.

Every other server will be full of Humans and HighElves, with DarkElves behind those two. It's been shown again and again, the bulk of a MMO's player base prefers to be Human or Near Human, and they also prefer to be the 'good guys'. For every person who wants to be a Chaos CrabMonster, there will be four who want to be a Warrior Priest of Sigmar, cleansing the chaotic taint from the land.

Except that this has been marketed as a pvp-centric game.  I don't expect many, if any, PVE-4-lyfe types to do more than give WAR a casual check-out.  tmp mentioned that the beta already seems to be suffering from this problem.. just like WoW did in beta.  Back in 2003 people said it'd even out in release, and we know how that turned-out.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on April 03, 2008, 06:38:10 PM


Basically, it's going to be very quiet and lonely in the Dwarf/Orc area's  :cry:

all they gotta do is buff the orcs/dwarf. You seem to be forgetting the minmaxers who love nothing more than a 5% less chance to be stunned and somewat unique racials that is only useful in PVP most of the time.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Threash on April 03, 2008, 08:22:32 PM
Anyone who doesnt think the side with the good elves is going to have a huge population advantage is pretty deluded.  Greenskins? are you kidding? it doesn't matter what the "hardcore pvpers" pick, that only means that side will have the better pvpers.  The only thing that might keep populations relatively balanced is dark elves, but i doubt evil elves will have anywhere near the appeal as high elves.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on April 03, 2008, 10:35:56 PM
Agreed, but I wonder how much the WoW dynamic will play into this. A lot of the players who prefer to play good guys (myself included) are now fully aware of what happens when the side you pick is full of keyboard-turning 9 year olds. Be interesting to see if the tide reverses and Order becomes the underdog faction.


Probably not much at all in the end. People will roll chaos to be on the 'mature' side of the fence, only to discover Barrens chat is live and well. So not only are they still stuck with retards, they are some ugly crab monster stuck with retards. Ugly Crab monster, stuck with retards, stuck in a fucked up swamp where trees have eyeballs and noses and stupid shit like that.

"BLOODZ 4 TEH BLODDZ GAWDZ!!!!!11!"



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: amiable on April 04, 2008, 04:19:58 AM

Probably not much at all in the end. People will roll chaos to be on the 'mature' side of the fence, only to discover Barrens chat is live and well. So not only are they still stuck with retards, they are some ugly crab monster stuck with retards. Ugly Crab monster, stuck with retards, stuck in a fucked up swamp where trees have eyeballs and noses and stupid shit like that.

"BLOODZ 4 TEH BLODDZ GAWDZ!!!!!11!"



Yeah...  I forsee that if Mythic doesn't take pop imbalance seriously they are setting themselves up for some pretty Epic fail.  Especially since the game revolves around sacking your opponents cities.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 04, 2008, 05:14:16 AM
Anyone who doesnt think the side with the good elves is going to have a huge population advantage is pretty deluded.  Greenskins? are you kidding? it doesn't matter what the "hardcore pvpers" pick, that only means that side will have the better pvpers.  The only thing that might keep populations relatively balanced is dark elves, but i doubt evil elves will have anywhere near the appeal as high elves.
This isn't WoW, I didn't even know there were good elves in Warhammer until I read a FAQ.  Whenever I hear people talk about Warhammer I hear greenskins, chaos, witches, empire.  People have already alluded to the fact that evil is more popular in the beta.

From what I've read a serious population imbalance in this game could really screw it up.  As mentioned DAoC had three sides so the two could always gang up on one but that won't be an option in Warhammer.  Even if they buff the weaker side there are other mechanics that will screw things up like how the cities gain levels based on how many people are questing which will make the city much harder to take.  People will also flock to whatever side they think will win because they want to be on the side destroying enemy cities, not defending.

And in WoW it wasn't just that the horde was ugly, their cities, quests and zones sucked by comparison too.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 04, 2008, 05:54:38 AM
it doesn't matter what the "hardcore pvpers" pick, that only means that side will have the better pvpers.
Well, when the game is focused on world PvP it *may* matter which side have better PvPers. Just a tiny bit.  :oh_i_see:

edit:
Quote
but i doubt evil elves will have anywhere near the appeal as high elves.
high elf: http://mythicmktg.fileburst.net/war/us/home/images/armiesofWAR/highelves/SMas02.jpg
dark elf: http://mythicmktg.fileburst.net/war/us/home/images/armiesofWAR/darkelves/socc_07.jpg


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 04, 2008, 06:53:03 AM
it doesn't matter what the "hardcore pvpers" pick, that only means that side will have the better pvpers.
Well, when the game is focused on world PvP it *may* matter which side have better PvPers. Just a tiny bit.  :oh_i_see:
There's a WoW comic somewhere that says something like "If you're fighting a zerg and you take away the AFKers, the people who run in the wrong direction or get lost, and the people who just plain suck at PvP...you'll still be outnumbered"


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 04, 2008, 06:59:12 AM
it doesn't matter what the "hardcore pvpers" pick, that only means that side will have the better pvpers.
Well, when the game is focused on world PvP it *may* matter which side have better PvPers. Just a tiny bit.  :oh_i_see:
There's a WoW comic somewhere that says something like "If you're fighting a zerg and you take away the AFKers, the people who run in the wrong direction or get lost, and the people who just plain suck at PvP...you'll still be outnumbered"

That was "The Noob".

(http://www.thenoobcomic.com/headquarters/comics/00296.jpg)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 04, 2008, 07:24:31 AM
There's a WoW comic somewhere that says something like "If you're fighting a zerg and you take away the AFKers, the people who run in the wrong direction or get lost, and the people who just plain suck at PvP...you'll still be outnumbered"
That's noob comic like pointed out... and the problem here would be, there's no zerg to rely on when fights are performed in limited population environment. There you just get one side repeatedly curb stomping the other... and that in turn has certain impact on population numbers.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Raging Turtle on April 04, 2008, 07:35:17 AM
it doesn't matter what the "hardcore pvpers" pick, that only means that side will have the better pvpers.
Well, when the game is focused on world PvP it *may* matter which side have better PvPers. Just a tiny bit.  :oh_i_see:

edit:
Quote
but i doubt evil elves will have anywhere near the appeal as high elves.
high elf: http://mythicmktg.fileburst.net/war/us/home/images/armiesofWAR/highelves/SMas02.jpg
dark elf: http://mythicmktg.fileburst.net/war/us/home/images/armiesofWAR/darkelves/socc_07.jpg

Boobies will always triumph over good. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on April 04, 2008, 10:42:01 AM
Quote
As mentioned DAoC had three sides so the two could always gang up on one but that won't be an option in Warhammer.

The two weaker realms ganging up on the strong one rarely happened in DaoC.

What usually happened was the weakest realm got shit stomped by the other two realms, mostly for their amusement. For every time you did get the two smaller realms to tag team the big one, you had the two larger realms walking all over the small one, like three times as often.



As to people jumping ship, the only people who really change to the 'winning' side (be it for pop or class/race imbalance) are the 'hardcore' or 'want to be hardcore' folk. Most everyone else stays put, the level/gear grind combined with the 'all of my friends are here' effect ensures that.



If nothing else you have to take into account the Paladin/Ranger effect. No matter how shitty the 'paladin' or 'ranger' class for a mmo can be, there WILL be 5 billion of them around.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 04, 2008, 11:32:22 AM
Another point in favor of the "Order will have greater pop" argument is that in this game, Chaos is really, really evil.  I read about quests where you put innocent peasants to the torch, and other stuff like that.  Whereas in WoW, the Horde and Alliance aren't portrayed as any better/worse than each other.

I don't know about ya'll, but I could never finish (or really even begin) to play an evil group in BG2.  Everytime I got to the first choice with options like "A. free the enslaved children/B.  sell them to fetishist trolls" I chickened out and selected the good options.  It will be hard for people to wrap their head around playing a truly bad realm.

EDIT:

Apparently Mythic has a solution- http://www.only-war.com/phpBB2/viewtopic.php?t=22424

Queuing, ahoy!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on April 04, 2008, 12:22:16 PM

Boobies will always triumph. 

Fixed.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 04, 2008, 12:23:49 PM

Apparently Mythic has a solution- http://www.only-war.com/phpBB2/viewtopic.php?t=22424

Queuing, ahoy!
God damn I hate sig images.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 04, 2008, 12:30:20 PM
Another point in favor of the "Order will have greater pop" argument is that in this game, Chaos is really, really evil.  I read about quests where you put innocent peasants to the torch, and other stuff like that.  Whereas in WoW, the Horde and Alliance aren't portrayed as any better/worse than each other.

I gather Order is also portrayed as evil.

Which (unlike the 2 realm nonsense) does at least match the lore.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 04, 2008, 12:36:26 PM
Another point in favor of the "Order will have greater pop" argument is that in this game, Chaos is really, really evil.  I read about quests where you put innocent peasants to the torch, and other stuff like that.  Whereas in WoW, the Horde and Alliance aren't portrayed as any better/worse than each other.

I gather Order is also portrayed as evil.

Which (unlike the 2 realm nonsense) does at least match the lore.

I'm not up on Warhammer lore beyond what I've seen in WAR.  Are the alliances portrayed not accurate?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 04, 2008, 12:37:18 PM
Apparently Mythic has a solution- http://www.only-war.com/phpBB2/viewtopic.php?t=22424

Queuing, ahoy!

I *think* DAoC had the same.

It wasn't an issue because the queue is a backstop way beyond expected numbers per server. The 'server full' message was practically never reached.


Mark has gone on record saying that he believes server sizes shouldn't rise much above 2k concurrent for this sort of game, or the server community starts to break down. EVE disagrees, but EVE disagrees with everything. Anyway so a 5k overall cap suggests it is just the hard stop to prevent DDOS.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 04, 2008, 12:40:37 PM
Another point in favor of the "Order will have greater pop" argument is that in this game, Chaos is really, really evil.  I read about quests where you put innocent peasants to the torch, and other stuff like that.  Whereas in WoW, the Horde and Alliance aren't portrayed as any better/worse than each other.

I gather Order is also portrayed as evil.

Which (unlike the 2 realm nonsense) does at least match the lore.

I'm not up on Warhammer lore beyond what I've seen in WAR.  Are the alliances portrayed not accurate?

Portraying any alliance that lasts more than 20 minutes isn't accurate. Green-Chaos is espeicially hard to swallow.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 04, 2008, 12:50:57 PM
Orcs are more int'rested in gettin' inta big scraps an' bashin' pinkies wiv dere choppas dan dey are in makin' friends like some sorta wussy elf.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 04, 2008, 01:14:30 PM
Another point in favor of the "Order will have greater pop" argument is that in this game, Chaos is really, really evil.  I read about quests where you put innocent peasants to the torch, and other stuff like that.  Whereas in WoW, the Horde and Alliance aren't portrayed as any better/worse than each other.

I don't know about ya'll, but I could never finish (or really even begin) to play an evil group in BG2.  Everytime I got to the first choice with options like "A. free the enslaved children/B.  sell them to fetishist trolls" I chickened out and selected the good options.  It will be hard for people to wrap their head around playing a truly bad realm.


Well from what I understand the chaos faction in WAR is going to be solely followers of Tzeentch who from reading is the 'least evil' of the 4; Slaanesh, Khorne, and Nurgle being the other options. Though I think having Slaanesh as a faction would appeal to a certain demographic  :pedobear:

http://en.wikipedia.org/wiki/Chaos_(Warhammer)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on April 04, 2008, 01:20:46 PM
Tzeentch? Blearg. There will be no reason to scream Blood for the Blood for the Blood God. Tzeentch is a magicky pussy.

Also, there ARE no 'good' races in Warhammer, only really shitty authoritarian regimes that think they are better than everyone else.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 04, 2008, 01:27:40 PM
In this context I think Tzeentch has been chosen in his capacity as the god of PG13 idolatry and the god of having-a-reasonable-mix-of-melee-and-magic-minions-who-are-also-broadly-humanoid.

That may be my useful cynicism kicking in ofc.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Megrim on April 04, 2008, 02:54:48 PM
Tzeentch? Blearg. There will be no reason to scream Blood for the Blood for the Blood God. Tzeentch is a magicky pussy.

Also, there ARE no 'good' races in Warhammer, only really shitty authoritarian regimes that think they are better than everyone else.

pfft, sure he is. Until you cut open your skull and start scooping out and eating your own brain to make the voices stop. Or to start them up again, since you're never quite sure.

Khorne my arse.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Calantus on April 04, 2008, 07:37:40 PM
In this context I think Tzeentch has been chosen in his capacity as the god of PG13 idolatry and the god of having-a-reasonable-mix-of-melee-and-magic-minions-who-are-also-broadly-humanoid.

That may be my useful cynicism kicking in ofc.

That was my thought exactly. Slaanesh you can't touch in a PG13 game. Nurgle is too disgusting. And Khorne doesn't DO magic. I am a bit disappointed though, I'd have hoped one of the classes was a Khorne berzerker.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on April 04, 2008, 08:46:38 PM
In this context I think Tzeentch has been chosen in his capacity as the god of PG13 idolatry and the god of having-a-reasonable-mix-of-melee-and-magic-minions-who-are-also-broadly-humanoid.

That may be my useful cynicism kicking in ofc.

That was my thought exactly. Slaanesh you can't touch in a PG13 game. Nurgle is too disgusting. And Khorne doesn't DO magic. I am a bit disappointed though, I'd have hoped one of the classes was a Khorne berzerker.

Khorne will be part of key content in the next paid expansion, mark my words.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on April 05, 2008, 12:27:41 AM
Oh u mean when the cries for the 'buff warriors plz' get loud enough?  :grin:

I don't know how the class balance is gonna be in pvp, but hearing squishie mages being forced to melee before actually able to cast an offensive spells on their enemy is just a little hard to believe. Are there even 'deadzones' for the rangers?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 05, 2008, 03:03:52 AM
I *think* DAoC had the same.

It wasn't an issue because the queue is a backstop way beyond expected numbers per server. The 'server full' message was practically never reached.


Mark has gone on record saying that he believes server sizes shouldn't rise much above 2k concurrent for this sort of game, or the server community starts to break down. EVE disagrees, but EVE disagrees with everything. Anyway so a 5k overall cap suggests it is just the hard stop to prevent DDOS.
See, I'm not reading that as "If server pops go over X thousand, we'll start capping them", but "If O:C balance skews too far in one direction, we'll cap the higher side" which is an entirely different kettle of fish.

Hell, my low-pop WoW server would have queues right now if Blizzard did that...because it's a TBC expansion server, therefore half the server is blood elves. (the pop breakdown is something like 50% blood elves (of which half are paladins), 5% undead rogues/warlocks, 5% tauren druids, 5% other Horde, 20% draenei (of which half are shaman), 5% pink-haired pigtailed gnome rogues/warlocks, 5% NE hunters, 5% other alliance).

Another article from Eurogamer: http://www.eurogamer.net/article.php?article_id=129923

Quote
Looked at from one angle, Warhammer Online: Age of Reckoning is a game with everything going for it. It has a licence perfectly suited to a massively multiplayer RPG with the kind of classical high fantasy setting that has been the basis of virtually every successful MMO to date, from Ultima to Lord of the Rings. It has an experienced developer in the form of Mythic, creators of Dark Age of Camelot, and the bottomless resources of Mythic's new owners EA (although GOA will publish and operate the game in Europe). It has another few months in development to ensure it's as good as it can be. It has a wide-open path to the mainstream, conveniently bulldozed by genre phenomenon World of Warcraft. It has simple, familiar basics backed up by a truckload of big and rather brilliant ideas.

Look at it another way, and WAR - to use the preferred and pointed acronym - is a game with a mountain to climb. It has a fantasy setting trampled into cliché by over a decade of identikit MMOs. It has a developer encumbered with expectations and preconceptions in a field where no team has ever hit big twice, backed by a publisher so uncertain of MMOs that it has outsourced the European release. It has suffered yet another damaging delay that has angered fans and thrown it into the merciless path of WOW expansion Wrath of the Lich King. It's doomed to live in the shadow of Blizzard's juggernaut, a game with which it shares all too many similarities. Its big ideas aren't immediately apparent because the basics of the game are so conventional.

Both viewpoints are equally valid, and you could go mad trying to reconcile them. Mythic, to its credit, isn't bothering. It's just getting its head down and doing its best to sharpen the one sword it has that isn't double-edged: those big ideas.

The stuff later in the article about conquering cities is why side balance is critical - end up with a server like the launch PvE servers for WoW (>2:1 A:H) or the more biased PvP servers (>2:1 H:A), and the lower pop side is living in shantytowns permanently, while the higher pop side is bored because they've "beaten" the game.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 05, 2008, 05:54:00 AM
I've decided that the first fantasy MMO that comes out without elves will earn my lifetime loyalty.  I'm sick of elves.

Asheron's Call (http://en.wikipedia.org/wiki/Asheron's_Call)


Something to consider: far less than half of all listed MMORPGs (http://en.wikipedia.org/wiki/List_of_massively_multiplayer_online_role-playing_games) feature Elves.

It's only the "successful" ones that have them  :drill:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Numtini on April 05, 2008, 07:54:32 AM
On the whole realm populations, it probably doesn't fit with the lore in War (I don't know), but when you have 6 or 8 races, the answer is easy. Make some realms neutral and shift them as needed between the two or three sides.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Calantus on April 05, 2008, 08:37:34 AM
It wouldn't really fit the lore. But then the sides don't fit lore so whatever. The tabletop game doesn't really care about alignment though because it's better if everyone can fight or align with anybody so there's that precedent.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 05, 2008, 08:47:10 AM
On the whole realm populations, it probably doesn't fit with the lore in War (I don't know), but when you have 6 or 8 races, the answer is easy. Make some realms neutral and shift them as needed between the two or three sides.

That would fit the lore fine. Much better than the current arrangement.

But it would never work because you'd be randomly breaking up guilds.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Koyasha on April 05, 2008, 08:58:55 AM
The other problem is that they're balancing by 'side' rather than race, so if you remove a race from one side, you've probably also removed a key class that they need in order to be a balanced whole.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 05, 2008, 09:06:14 AM
However, they could have simply made it normals vs green vs chaos.

One thing daoc and wow have taught us is that three realms will naturally balance population better than two (and no, I'm not suggesting daoc population balance was perfect, I am saying it was better than wow population balance, despite hibernia being much uglier than horde).

Heck, they could probably have pushed it out to hippies (welf/helf) vs techies (dwarf/human) vs green (orc/goblin) vs chaos (chaos/delf).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 05, 2008, 02:11:59 PM
The other problem is that they're balancing by 'side' rather than race, so if you remove a race from one side, you've probably also removed a key class that they need in order to be a balanced whole.

From whats be reviled it seems that each race's classes fall into 4 major categories, Being Heavy Melee, Light Melee, Combat Healer, and Wizard. I think in one of the videos you can even see a chart detailing just this.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 05, 2008, 02:35:57 PM
The other problem is that they're balancing by 'side' rather than race, so if you remove a race from one side, you've probably also removed a key class that they need in order to be a balanced whole.

From whats be reviled it seems that each race's classes fall into 4 major categories, Being Heavy Melee, Light Melee, Combat Healer, and Wizard. I think in one of the videos you can even see a chart detailing just this.

And as we all know, all Heavy Tanks or all healers are always equal under all circumstances.

Given 'Healer' in WAR stretches from the Paladin archetype, through smite cleric, and on to buff/debuff pure support guy, I wouldn't expect anything too different to what you've seen in other mmogs.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Baldrake on April 05, 2008, 03:09:11 PM
I know they had them in DAoC, but I never really got the concept of light melee. Less DPS than a mage, too little armour to tank. Can someone explain to me where they fit in?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Megrim on April 05, 2008, 03:59:34 PM
I know they had them in DAoC, but I never really got the concept of light melee. Less DPS than a mage, too little armour to tank. Can someone explain to me where they fit in?

Free xp.

Seriously though, i never played DaoC, so i have no idea.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: rk47 on April 05, 2008, 04:56:48 PM
you're talking about Rogues archetypes? The ones that goes in, burst dps then hopefully don't get hit?
It's probably one of those 'shock troops' gameplay where the tank actually rush in PVP, gets everyone attention and then that's when the 'Light melee' guy with either speed/stealth makes his entry. Mages can't do this cause people can see him from far away.

It's a nice addition really, there's always light melee types in every game, usually represented by dagger wielding classes that doesn't wear heavy armour. Think about it, wearing heavy armour slows you down.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on April 05, 2008, 05:05:58 PM
Light melee had it rough.  Almost last choice for group.  Only stealther were weaker in a group.  Still, it was better to have one tank and one light melee than 2 tank.  They were good puller habitually.  A couple of them were completely useless at release, I don't know if they ever got a real fix.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Megrim on April 05, 2008, 05:20:42 PM
Something i just though of; if they have collision detection in, a light melee type might have some abilities so slip past blockers or something, allowing them easier access to the back lines.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: caladein on April 05, 2008, 06:18:51 PM
Something i just though of; if they have collision detection in, a light melee type might have some abilities so slip past blockers or something, allowing them easier access to the back lines.

(http://images.wikia.com/wowwiki/images/a/a2/Shadowstep.jpg)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on April 05, 2008, 11:17:17 PM
Light Melee, At least in DaoC were like WoW fury warriors that couldn't respec to prot or arms. Depending on what patch version of DaoC you were playing, they were either wet noodles, or had absolutely massive DPS.

They only really existed because DaoC classes were so rigid and narrow in their definition and so much of a class was tied into it's base stat points (as  in X class gets 2 AP per strength point vs 1 or 3 etc..).


PvP, they were the main power behind the train. The 2h Heavies provided the spike to push something over, but the Light's were the sustained steady to keep the target pressured. The only exception to this was the pre-nerf LeftAxe era, where someone at Mythic failed at math *spectacularly* and randomly doubled the damage done by all LeftAxe styles, so Zerkers did sustained and spike. You could also make a case for the Savage class being a 'light tank', but it's well beyond anything the true light tanks could do.

PvE, they were just some random damage at best, afk in the PBAE group at worst. Mythic never really gave a shit about PvE balance, which was fine since no one playing DaoC did either.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Baldrake on April 06, 2008, 06:11:00 AM
PvP, they were the main power behind the train. The 2h Heavies provided the spike to push something over, but the Light's were the sustained steady to keep the target pressured.
Thanks for this. Although tbh, I haven't a clue what it means. Guess I didn't play enough DAoC.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 06, 2008, 06:51:19 AM
PvP, they were the main power behind the train. The 2h Heavies provided the spike to push something over, but the Light's were the sustained steady to keep the target pressured.
Thanks for this. Although tbh, I haven't a clue what it means. Guess I didn't play enough DAoC.

The train is the group, probably using /assist /stick to stay together and on target.

The 'spike' he's referring to is front loaded 'free' first swing damage a slow swinging heavy tank gets in almost any diku.

The sustained damage is just a light tanks uber dps.


The spike is important because it is the only way a heavy can compete on dps....

example:

Heavy Tank
100 dps
5 second swing

0 sec: 500 damage
5 sec : 1000 damage
10 sec : 1500 damage

Light Rogue
150 dps
2 sec swing

0 sec : 300 damage
2 sec : 600 damage
4 sec : 900 damage


The slow swinging heavy damage gets a damage head start, because the first swing in a diku battle is 'free'. The cost of the swing has been paid outside of the battle, that cost was 5 seconds of not swinging before the battle.

However in a fight that takes more than a few hits, the light rogue quickly outdamages the heavy tank.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: palmer_eldritch on April 06, 2008, 06:51:39 AM
I know they had them in DAoC, but I never really got the concept of light melee. Less DPS than a mage, too little armour to tank. Can someone explain to me where they fit in?

I like light melee characters, simply because I like the idea of being a DPSer but doing it by hitting things with a sword instead of standing at the back in a robe casting lightshows. The traditional mage/cleric/tank formula misses something that some people like in fantasy games, namely the idea of actually killing something with your sword (as the tanks usually don't do much damage).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Baldrake on April 06, 2008, 08:28:48 AM
Very interesting. So in DAoC, do light melee actually do comparable DPS to mages?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 06, 2008, 09:07:08 AM
erm.. I've always understood "Spike" damage in PVP as "the hit that kills the target."   Steady, even dps 'to put the pressure on'' means keep the healer focused and trying to keep-up with that damage, but then you hit a Spike.. -that heavy, infrequent hit - right after a heal (or just before a heal lands) and you kill the target because the healing wasn't accounting for it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 06, 2008, 10:10:41 AM
In DAoC we always considered light tanks as pressure/interrupt tanks.  In the TOA era they could spike damage using weapon uses combined with abilities like Banespike.  Mostly, they used a combination of fast attacks, charge, and rear snares to keep a caster/healer interrupted so that the rest of the team could drop a secondary target. 

The whole theory behind a light tank should be that you give up armor for mobility and higher sustained dps.  It doesn't always work out that way in practice.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 06, 2008, 10:45:46 AM
The whole theory behind a light tank should be that you give up armor for mobility and higher sustained dps.  It doesn't always work out that way in practice.

This.

Light tanks in DAoC had higher DPS, movement abilities like charge (speed boost plus immunity to CC), interrupt abiliities through the Banelord ML lline, and various snares to stop enemies from kiting them.

Heavy tanks except for Heroes weren't particularly used too much, 'cept for a token stunner to go on the tank train and stun someone so he couldn't get away.




Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 06, 2008, 11:53:56 AM
Very interesting. So in DAoC, do light melee actually do comparable DPS to mages?

It depended on the situation.

If you left a mage alone in daoc he would lay waste to everyone. But in practice, a gnat farting within 100 yards of a wizard would lock them into interrupt hell.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on April 06, 2008, 12:53:01 PM
PvP, they were the main power behind the train. The 2h Heavies provided the spike to push something over, but the Light's were the sustained steady to keep the target pressured.
Thanks for this. Although tbh, I haven't a clue what it means. Guess I didn't play enough DAoC.


Yea sorry, I forget not everyone played DaoC for half a decade sometimes  :-). Eldaec and Merusk elaborated on what I was trying to say.



Mages in DaoC were the Paragons of 'Glass Cannons'. When they COULD cast, they could very nearly kill anything in 2-4 nukes and these nukes were all buffed/hasted to sub second cast times. Absolutely massive and ridiculous damage.

 (the exception to this was when magical resists stacked additively, so with maximum buffs and gear, resists were literally in the 95% range. MageWizard casts fireball and hits you for 50 (950 damage resisted), this was eventually changed, of course there was also the few casting classes that could debuff for their own damage type, which resulted in Negative resists for a damage bonus... this too was eventually fixed)

Of course the issue was casting itself. Take WoW's casting system, but replace the 'pushback' mechanic on the cast bar with total interruption and a 2 second delay on recasting attempts.

You begin casting Fireball
Level 4 lynx pet misses you
You are interupted
You can cast again in 2 seconds
You can cast again in 1 second
You begin casting Root
Level 4 lynx pet misses you
You are interupted
You can cast again in 2 seconds
You can cast again in 1 second
You melee level 4 lynx pet for 150 damage
Lynx dies
You begin casting Fireball
RandomRanger shoots you and hits your blade turn spell
You are interupted
You can cast again in 2 seconds
You can cast again in 1 second
etc...


Combine that with the fact CC in DaoC was both very powerful and long duration, but also very unforgiving once it was broken and the fact casters had all of four Hit Points most of the time. It made for a extremely frustrating play experience, for everyone involved. Another classic DaoC mechanics example, where your best case scenario is 50% of everyone involved is pissed rightly off.



So while if you were to put a Mage against a Light Tank in a ideal situation, the Mage would out DPS the Light Tank drastically. The ideal situation never existed in reality. Being able to DPS while still moving, being hit and Shrugging off CC, generally far outweighed the potential damage a caster could bring.

Of course there were always exceptions, specific RA talents allowed casters to actually cast and specific group compositions built around certain casting concepts. Most notoriously was the PBAE group, both in PvE and PvP. The general premise was some casters had Area Effect damage spells that centered on the caster itself. These were 'balanced' around the fact they had no range and put the caster into harms way by making them hit for absolutely stupendous amounts of damage in that area. Even relative to normal caster ranged nukes, PBAE's were *huge* amounts of damage. So when you stacked enough PBAE casters into one small area, it didn't matter if one or two got interrupted, anything in that area for longer then say, 1.5 seconds, was dead.

Did I mention PBAE spells did not obey LoS rules? Or the vertical axis? (though they have fixed most of those issues I believe with present day DaoC).

Best I could find after a entire 2 minutes of looking  :-P : http://www.youtube.com/watch?v=haO3aaTCHlA to demonstrate the PBAE process.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 06, 2008, 01:53:33 PM
PvP, they were the main power behind the train. The 2h Heavies provided the spike to push something over, but the Light's were the sustained steady to keep the target pressured.
Thanks for this. Although tbh, I haven't a clue what it means. Guess I didn't play enough DAoC.


Yea sorry, I forget not everyone played DaoC for half a decade sometimes  :-). Eldaec and Merusk elaborated on what I was trying to say.



Mages in DaoC were the Paragons of 'Glass Cannons'. When they COULD cast, they could very nearly kill anything in 2-4 nukes and these nukes were all buffed/hasted to sub second cast times. Absolutely massive and ridiculous damage.

 (the exception to this was when magical resists stacked additively, so with maximum buffs and gear, resists were literally in the 95% range. MageWizard casts fireball and hits you for 50 (950 damage resisted), this was eventually changed, of course there was also the few casting classes that could debuff for their own damage type, which resulted in Negative resists for a damage bonus... this too was eventually fixed)

Of course the issue was casting itself. Take WoW's casting system, but replace the 'pushback' mechanic on the cast bar with total interruption and a 2 second delay on recasting attempts.

You begin casting Fireball
Level 4 lynx pet misses you
You are interupted
You can cast again in 2 seconds
You can cast again in 1 second
You begin casting Root
Level 4 lynx pet misses you
You are interupted
You can cast again in 2 seconds
You can cast again in 1 second
You melee level 4 lynx pet for 150 damage
Lynx dies
You begin casting Fireball
RandomRanger shoots you and hits your blade turn spell
You are interupted
You can cast again in 2 seconds
You can cast again in 1 second
etc...


Combine that with the fact CC in DaoC was both very powerful and long duration, but also very unforgiving once it was broken and the fact casters had all of four Hit Points most of the time. It made for a extremely frustrating play experience, for everyone involved. Another classic DaoC mechanics example, where your best case scenario is 50% of everyone involved is pissed rightly off.



So while if you were to put a Mage against a Light Tank in a ideal situation, the Mage would out DPS the Light Tank drastically. The ideal situation never existed in reality. Being able to DPS while still moving, being hit and Shrugging off CC, generally far outweighed the potential damage a caster could bring.

Of course there were always exceptions, specific RA talents allowed casters to actually cast and specific group compositions built around certain casting concepts. Most notoriously was the PBAE group, both in PvE and PvP. The general premise was some casters had Area Effect damage spells that centered on the caster itself. These were 'balanced' around the fact they had no range and put the caster into harms way by making them hit for absolutely stupendous amounts of damage in that area. Even relative to normal caster ranged nukes, PBAE's were *huge* amounts of damage. So when you stacked enough PBAE casters into one small area, it didn't matter if one or two got interrupted, anything in that area for longer then say, 1.5 seconds, was dead.

Did I mention PBAE spells did not obey LoS rules? Or the vertical axis? (though they have fixed most of those issues I believe with present day DaoC).

Best I could find after a entire 2 minutes of looking  :-P : http://www.youtube.com/watch?v=haO3aaTCHlA to demonstrate the PBAE process.

Yah,  that's the general situation for the typical open field PUGer type.  He was dumb enough to stand still and let the pet get distance on him.  Smart tactics playing a caster could mean a huge increase in effectiveness.  Most casters learned to "pre-kite" and have a huge amount of distance awareness. 

A good caster spent more time sprinting away and circling things than actually casting.  I used to get a couple levels of that "sprint longer" RA as one of my first buys on all my casters.  :|


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on April 06, 2008, 02:02:45 PM
All of my characters ended up with rank 2 or 3 of that RA eventually. If you had Rank 3 or higher, you could perma sprint and regen endurance while using only Endurance Chant 3 (which you could get off an Alch potion, no bard/shaman/paladin required )

I really could spend all day talking about DaoC Mechanics and how bizarre, unnecessary and broken most of them were (are?  :oh_i_see: )


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 06, 2008, 02:14:38 PM
I really could spend all day talking about DaoC Mechanics and how bizarre, unnecessary and broken most of them were (are?  :oh_i_see: )

DAoC for all of its faults managed to accomplish two things. 

1) They had a counter to every ability (eventually).

2) They managed to balance a bajillion classes for group vs group and realm vs realm combat.  If you had a skilled 8-man, the realm balance in 8v8 combat was as close to balanced as possible with there being so many different class/ability combinations.

They got my cash for two accounts for over 5 years.  I doubt another MMO will be able to do that. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 06, 2008, 02:21:06 PM
I really could spend all day talking about DaoC Mechanics and how bizarre, unnecessary and broken most of them were (are?  :oh_i_see: )

DAoC for all of its faults managed to accomplish two things. 

1) They had a counter to every ability (eventually).

2) They managed to balance a bajillion classes for group vs group and realm vs realm combat.  If you had a skilled 8-man, the realm balance in 8v8 combat was as close to balanced as possible with there being so many different class/ability combinations.

They got my cash for two accounts for over 5 years.  I doubt another MMO will be able to do that. 

As Nebu said.

The major DAoC problem was the huge layers of complexity and the learning curve.  You could expect to RvR with a class for months before gaining basic competency with it in most situations and figuring out the strengths/weaknesses of opposing classes.

The social grind to get in with the good players was pretty fucked too,  but that's common to alot of other competitive games.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Llava on April 06, 2008, 09:54:02 PM
Did they ever fix the scaling with Ripper (level 50 Critical Strike style) or does it still do less damage than Leaper?

The game was just too complicated.  The virtues of DAoC you mentioned before left out the single most important virtue it had, though:

1) PvP mattered.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on April 06, 2008, 11:15:54 PM
I would change that 1 point to

PVP : Mattered 'enough'


The key to DaoC's RvR success was, at the end of the day, you could walk away from it and go wrack spriggans without to much woe. You never 'lost' everything. It wasn't like EVE where you could have months of play time be nullified by 'losing'. Or WoW where your playtime is nothing more then a mini game whose only existence is to grind out gear.

You lose a few keeps that night? Odds are, you'd have them back by the next night. Your realm lost its relics? Those will be back in a couple of weeks (unless your in the shitty shit super underpopulated realm  :cry:). Even if you did lose a bunch of keeps and relics, the bonuses they gave to your enemies weren't insurmountable. They made a difference, enough to want them for yourself, but not so much that you would toss your arms in the air and go "this is impossible, fuck this!". Losing that night meant only meant you'd get them back tomorrow night.

Everything is Temporarily Permanent. It allowed players to change the world, without really changing shit. So you simultaneously had people investing themselves into their Realm and Team, wanting for the world, all the while the world itself was always destined to revert to normalcy, without any artificial resets like the end of a WoW-BG, or any of the devastating losses of EVE/SB.


That kind of balance has yet to be matched by any MMO, or even attempted. For a lot of people (myself included), it really is the ideal playground. I suppose this is the base hope for WAR for me. That it *will* essentially be DaoC, but minus all the shitty DaoC mechanics.  :oh_i_see:



PS. While on that tangent, there is something to be said for DaoC's Clear and Concrete divisions of PvE and PvP. None of this flagging shit, or having Max level enemies in your level 15 zone killing your quest NPCs. This giant fortress with the hundreds of elite guards and the giant doors? This is the line, cross it, and people will probably kill you! Don't want to die? Don't cross it!

"Somebody died in a RvR zone  :ye_gods: "


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Llava on April 07, 2008, 12:50:55 AM
I meant "PvP mattered" as opposed to "PvP doesn't matter (http://www.worldofwarcraft.com)", but you are right to point out the difference between that and "PvP matters too much (http://www.shadowbane.com)".

Though I wouldn't say it was a matter of weeks for relics to change hands.  At least, not my server.  Usually it was a couple months.  Hell, once we (Hibernia) lost all of our relics we decided to force the battle into Midgard's frontier (leaving ours intentionally empty and undefended, because it really didn't matter), and we waged a non-stop war on Midgard for the entire month of December.  We destroyed their will to defend, tired them out, drained their gold, and took back our relics.  For the next 5 or so months we were at the top of the server.

That whole month was some of the best MMO gaming I've ever had.  That felt like WAR.  Moar plz.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 07, 2008, 04:55:34 AM
The potential problem with the core WAR PvP mechanic is that if capital cities are worth fighting for, then whoever loses (/is the underpopulated side on any particular server) may very well just do the "Sod this for a game of soldiers, I'm logging for the night" thing. Imagine getting kicked out into a shantytown six nights out of seven and not being able to bank, train, turn in quests, whatever.

If, however, capital cities are not worth fighting for, then why suffer through hours of (essentially) Alterac Valley, hope that all the other PUGs running all the other pvp instances also mostly win, and then run a PvE raid against the King/Emperor/Grand High Foozle for something that essentially doesn't matter?

It's a fairly narrow path to walk, IMO.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 07, 2008, 05:21:01 AM
The potential problem with the core WAR PvP mechanic is that if capital cities are worth fighting for, then whoever loses (/is the underpopulated side on any particular server) may very well just do the "Sod this for a game of soldiers, I'm logging for the night" thing. Imagine getting kicked out into a shantytown six nights out of seven and not being able to bank, train, turn in quests, whatever.

If, however, capital cities are not worth fighting for, then why suffer through hours of (essentially) Alterac Valley, hope that all the other PUGs running all the other pvp instances also mostly win, and then run a PvE raid against the King/Emperor/Grand High Foozle for something that essentially doesn't matter?

It's a fairly narrow path to walk, IMO.

I'm fairly certain that in the major beta revamp that happened in October, the influence of BGs on zone capture was drastically reduced.  A majority of a zone's "Victory Points" (to flip it, and move on to the next conflict zone) now come from open world RvR. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on April 07, 2008, 06:52:43 AM
To me the PVP in DAOC didn't seem to matter all that much. I was part of the 5 guild group that was the first to take and keep all of the relics on the Merlin server. Sure we got some extra abilities, but by in large no one really cared. Most PVP back then was also based around smaller RvR zones, and portal keep camping the other side to farm RP's.  People did care about certain spawns in the PVP zones because they were good for leveling so they'd fight over them, and then initially people cared enough about the Darkness Falls dungeon to fight for access to that.

We came back a few years later on a classic server and I got to experience the new frontiers version of RvR.  I still came way relatively unimpressed. While original RVR zones were too compressed, NF's problem was that it was too big. You'd run all over the place and end up in a 30 second fight where you pwned the other group, or they pwned your group.........rinse....repeat.  The game had also devolved from an actual Realm coordinated form of RvR to the "8 Man" mentality, where you had a bunch of 8 man's running around killing people but not really doing much for the realm. Lastly you had all these realm ranks to get for special abilities, and if you didn't get them you were way behind on the power curve.

Keeps and Towers were neat to capture, but it got sort of boring cap'ing your keep each day only to log in the next day and find it taken over. It got to the point to where you needed to cap the remote keeps and towers that weren't always in the main PVP areas if you wanted to hold onto one long term.

Fast forward to WHO's videos and other info they've released to the public, and you'll find that their keep battle system sounds exactly like DAOC New Frontiers. I can't speculate the size of the RVR zones, but if they are too small then there will be portal camping and if they are too large it will hinder regular realm coordination.

Lets hope they come out with a good system, and they learn from the mistakes of the past. If the PVP is virtually meaningless then people will get bored with it and leave (i.e. DAOC's shrinking population), but at the same time the "defeated" need to have a way to rebuild to fight another day or you end up with a Shadowbane scenario of dying servers.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: DarkSign on April 07, 2008, 08:01:00 AM
Lets hope they come out with a good system, and they learn from the mistakes of the past. If the PVP is virtually meaningless then people will get bored with it and leave (i.e. DAOC's shrinking population), but at the same time the "defeated" need to have a way to rebuild to fight another day or you end up with a Shadowbane scenario of dying servers.

This is pretty dead on. That's why I think that if city-building is based on resources that were fought over the PvP would actually mean something. Not only for building more cities, but so that players or groups of players can amass hordes of resources (water, wood, metal, oil etc) and make that part of the economy.

RF online had something kind of similar and SB itself had always planned on such a system but came out with a really weak version way too late...but no one's actually done it right.

But this is only one level of interaction. There are other changes that could be scripted to occur...such as NPC reactions to a conquering or saving army. Or a change in the laws of an NPC town (go from free and easy to very restrictive (items that are contraband and punishable by death, illegal to sell certain crafted items etc).





Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: murdoc on April 07, 2008, 08:28:15 AM
DAoC PVP was some of the most fun I've had online (read into THAT as you may). The small group of us that formed a guild STILL talk about shit we did in DAoC PVP back in the first two years it came out.

We were part of the first relic raid on our server. Because we were a small guild, we were sent to harass Hibernian reinforcements as they exited the frontier gates and headed towards their relic keep. While were are doing that, the two big guilds on the server were busy clearing guards and heading up to the gates. When they finally get there, there's a not much chatter and they have a massive wipe. It turns out that they brought all the materials for a ram, except for a sewing kit. The lack of a sewing kit prevented us from grabbing the first relic on our server.

Our server was one of the only ones where Midgard ruled. Most of the pvp action was in our frontier because we owned the relics a lot of time and the Albion/Hibernians deserted their zones to wreck havoc on us and our economy. I don't know how much gold I spent on repairing doors :(

Good times. Too bad the grind killed it for me. That's what worries me about WAR, even more than balanced sides, what is the grind going to be like? I can't spend hours playing just so I can maybe remain competitive in PVP.

So yeah, that's my DAoC story. I have lots. And then ToA came out.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on April 07, 2008, 09:14:30 AM
DAoC PVP was some of the most fun I've had online (read into THAT as you may).
<snip>
Good times. Too bad the grind killed it for me. That's what worries me about WAR, even more than balanced sides, what is the grind going to be like? I can't spend hours playing just so I can maybe remain competitive in PVP.

So yeah, that's my DAoC story. I have lots. And then ToA came out.

Agree completely.  Flawed as DAOC was, it was a lot of fun pre-ToA.  The pvp, not the pve, which was grindy and mostly unfun.  (The only fun I had in pve was the few months I joined the Shadowclan guild).

Old frontier was more fun than new - new was just too big.

I hope that WAR balances making pvp matter and doesn't make pvp matter too much.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 07, 2008, 09:33:26 AM
On my server (Palomides) it usually went #1. Midgard, #2. Albion and #3. Hibernia a distant third. The one time we managed to get our relics back and nab one from the Middies, the server crashed before we capped it. Much wailing and drama ensued. (We were eventually given the relic, and pretty much Alb and Mid agreed it was the "fair" thing to do.)

Other than that, it was zerging in Emain Macha, flipping keeps back and forth, and me sneaking into the Mid frontier to gank greys with my Ranger.

DAOC's RvR was fun enough for it's time, but could have been improved in so many ways.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 07, 2008, 09:59:48 AM
We were part of the first relic raid on our server. Because we were a small guild, we were sent to harass Hibernian reinforcements as they exited the frontier gates and headed towards their relic keep. While were are doing that, the two big guilds on the server were busy clearing guards and heading up to the gates. When they finally get there, there's a not much chatter and they have a massive wipe. It turns out that they brought all the materials for a ram, except for a sewing kit. The lack of a sewing kit prevented us from grabbing the first relic on our server.

This is what's missing from the PvP in any of the other MMOs I've played*.  All the others keep going for small, meaningless 'battleground' type PvP that just bores the hell out of me after a couple of weeks.  For all the flaws in DAoC (and there were a lot), the original RvR game they had is easily the most fun I've had PvPing in an MMO.

*Eve does have similar strategic and tactical gameplay added to their PvP, but the actual fights amount to watching a bunch of little squares float around the screen.  The whole game feels too much like Spreadsheets In Space for me.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on April 07, 2008, 10:07:27 AM
Did they ever fix the scaling with Ripper (level 50 Critical Strike style) or does it still do less damage than Leaper?

The game was just too complicated.  The virtues of DAoC you mentioned before left out the single most important virtue it had, though:

1) PvP mattered.

Man, the more I read shit like this the more I start wanting WAR to fucking burn and die.  Just to spite you people.  Just, no, you are wrong.  Pvp mattered more in fucking SWG@release and AC1:DT then it ever did in DAOC.  Fuck me.  PvP was the only thing that didn't suck 100% fucking crusty nutsack maybe is what you were trying to say?

The problem with this game is that people at Mythic believe that you all are right and DAOC was really a great pvp, no wait R V R  :awesome_for_real: system (3 years after relase or whatever) and that remaking it reskinned with Gamesworkshop's IP and 10 poorly learned lessons from WoW = Juggernaut Bitch!

Which is going to be failure.  If AoC can not be broken (highly unlikely I'm sad to say) it will curbstomp WAR 6months after both have released.  Pvpers are fickle and will change games to play the best pvp available regardless of the shiney or the IP.  Also too many of Gamesworkshop's customers have played WoW, they waited too fucking long to get a MMO out the door.  If Blizzard beats them to the punch before they make a WH40k MMO I'm going to fucking laugh long and hard.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 07, 2008, 11:10:32 AM
Pvpers are fickle and will change games to play the best pvp available regardless of the shiney or the IP. 

Sorry, no.  The majority of PvP'ers will not go to the "best game" rather they will flock to the game that allows them to pwn with impunity.  The gear differential in WoW for example has allowed many of this audience to stay just because they will always have a fresh crop of newbies to slaughter. 

A small percentage of PvP'ers will flock to the best game for the balance and challenge.  That I can agree with.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on April 07, 2008, 12:00:39 PM
DAoC PVP was some of the most fun I've had online (read into THAT as you may).
<snip>
Good times. Too bad the grind killed it for me. That's what worries me about WAR, even more than balanced sides, what is the grind going to be like? I can't spend hours playing just so I can maybe remain competitive in PVP.

So yeah, that's my DAoC story. I have lots. And then ToA came out.

Agree completely.  Flawed as DAOC was, it was a lot of fun pre-ToA.  The pvp, not the pve, which was grindy and mostly unfun.  (The only fun I had in pve was the few months I joined the Shadowclan guild).

Old frontier was more fun than new - new was just too big.

I hope that WAR balances making pvp matter and doesn't make pvp matter too much.



Same for me.  DAoC at the beginning was awesome.  Flawed certainly; it was unfinished, PvE was crap, and motherfucking Stungard was retardedly unbalanced... however, a ton of fun none the less.  My guild took the first keep from Midgard and it was damn exciting and rewarding just for bragging rights.  In the end the grind killed it for me as well.  That and having to "roll" with certain people to be competitive against the other realms zerg.

More and better PvE along with solid balance in RvR and the addition of Scenarios and taking Cap cities sounds great to me on paper.

I've pre-ordered the CE.  I will be playing, will likely get to cap level unless it's simply horrible.  So we'll see what happens.  I cant seem to settle on a class or even archetype yet.  Tank?  Melee DPS?  Ranged DPS?  Healer?  Very torn. 



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on April 07, 2008, 12:16:55 PM
Hey!  I thought you fell in a hole!  I put you in my dead pool!

Dammit.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 07, 2008, 03:05:23 PM
If AoC can not be broken (highly unlikely I'm sad to say) it will curbstomp WAR 6months after both have released.

AoC loses for a few reasons, not the least of which are the systems upon which it will never be played. If WAR loses, it'll be to WoW's third expansion.

And that's just based on a pure front-door comparison. Getting to the game play level itself, that's for when the NDAs drop, which given the state of both games is likely when they launch  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on April 07, 2008, 03:10:28 PM
It's possible that the Drinking Cape will be the only thing saving AoC.  I mean, who doesn't want a Drinking Cape?  No one, that's who!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 07, 2008, 04:19:21 PM
It's possible that the Drinking Cape will be the only thing saving AoC.  I mean, who doesn't want a Drinking Cape?  No one, that's who!

Agreed.  And it would smash WoW if you could wear a Drinking Cape AND a unicorn helmet at the same time.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on April 07, 2008, 04:57:58 PM
What's the story with AoC now, when is that due out and is there any open beta I can try it out in?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 07, 2008, 05:13:05 PM
What's the story with AoC now, when is that due out and is there any open beta I can try it out in?

Out May 20th.  NDA still in effect, beta not open.  Everyone has stealth and PvP servers are FFA.  After much thought,  I've decided I'm going to buy it instead of 50,000 shares of Haitian penny stock. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on April 07, 2008, 05:39:34 PM
What's the story with AoC now, when is that due out and is there any open beta I can try it out in?

I keep waiting for the NDA to drop and open beta to start. However, I'm sure this will happen in May when I'm out of the country.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 07, 2008, 06:44:32 PM
If I were a betting man, I'd say AoC never enters open beta. It's too close to May for it to really provide them any sort of information they don't already know at this point imho.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 07, 2008, 06:48:17 PM
AoC loses for a few reasons, not the least of which are the systems upon which it will never be played. If WAR loses, it'll be to WoW's third expansion.

Wuz the rumors on the system requirements for WAR? Anybody know?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 07, 2008, 07:02:33 PM
I found this rumor (http://www.warhammeralliance.com/forums/showthread.php?t=21991) most plausible based on the screenshots they've shown of their intended graphics. Guy claims some expertise. I have no idea nor any way to really substantiate his claims.

So basically, there's really no purpose to this post :wink:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Llava on April 08, 2008, 01:57:05 AM
Did they ever fix the scaling with Ripper (level 50 Critical Strike style) or does it still do less damage than Leaper?

The game was just too complicated.  The virtues of DAoC you mentioned before left out the single most important virtue it had, though:

1) PvP mattered.

Man, the more I read shit like this the more I start wanting WAR to fucking burn and die.  Just to spite you people.  Just, no, you are wrong.  Pvp mattered more in fucking SWG@release and AC1:DT then it ever did in DAOC.  Fuck me.  PvP was the only thing that didn't suck 100% fucking crusty nutsack maybe is what you were trying to say?

A big part of the PvP in DAoC mattering was outside of game mechanics- depending on your specific server, a lot of them were small enough that you could really build a community where all the regulars knew all the other regulars, and that relationship fostered a LOT of competition.  Who knows if they'll stick with smaller server sizes or not.  Probably not, because nobody else does that and there are disadvantages- LFG!!!! LFG!!!!! LFG!!!!!!

But a big part of it was that you didn't just kill a faceless Mid.  That was Alviss.  Or Hjos.  Or Leylie.  Or any number of dozens of people I could name from Midgard alone with whom I had a competitive relationship.  Give me that and something persistent to fight for and I will fight hard.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 08, 2008, 02:24:45 AM
Did they ever fix the scaling with Ripper (level 50 Critical Strike style) or does it still do less damage than Leaper?

The game was just too complicated.  The virtues of DAoC you mentioned before left out the single most important virtue it had, though:

1) PvP mattered.

Man, the more I read shit like this the more I start wanting WAR to fucking burn and die.  Just to spite you people.  Just, no, you are wrong.  Pvp mattered more in fucking SWG@release and AC1:DT then it ever did in DAOC.  Fuck me.  PvP was the only thing that didn't suck 100% fucking crusty nutsack maybe is what you were trying to say?

A big part of the PvP in DAoC mattering was outside of game mechanics- depending on your specific server, a lot of them were small enough that you could really build a community where all the regulars knew all the other regulars, and that relationship fostered a LOT of competition.  Who knows if they'll stick with smaller server sizes or not.  Probably not, because nobody else does that and there are disadvantages- LFG!!!! LFG!!!!! LFG!!!!!!

But a big part of it was that you didn't just kill a faceless Mid.  That was Alviss.  Or Hjos.  Or Leylie.  Or any number of dozens of people I could name from Midgard alone with whom I had a competitive relationship.  Give me that and something persistent to fight for and I will fight hard.
This also happened on Vallon Zek, therefore EQ was also a good PvP game.  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Koyasha on April 08, 2008, 02:59:02 AM
Used to happen in WoW too, before world PvP went the way of the dodo and battlegroups killed recognition in battlegrounds.  When it was just your server fighting on battlegrounds, both sides' regulars became well known to each other, and I can remember a good number of people from back then that I regularly went up against in battlegrounds.  I think it did add something, and I do hope that sort of thing happens again in WAR or Age of Conan.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: murdoc on April 08, 2008, 06:26:38 AM
You definitely got to know the PVP community on your server in DAoC and would recognize guild crests from opposing factions fairly easily. I can name one other guild we've fought against with any regularity in WoW and only because one of their members is a goddamn idiot on the forums.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Llava on April 08, 2008, 09:05:18 AM
This also happened on Vallon Zek, therefore EQ was also a good PvP game.  :grin:

I would go far enough to say that any game that makes you care about PvP offers a superior PvP experience to any game that doesn't make you care.

DAoC made me care.  WoW didn't.  CoH didn't.  Hell, even Guild Wars didn't.  It was fun by itself, but I think we can all agree it lacked any significance.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 08, 2008, 09:08:48 AM
To that end, though, it becomes personal preference.  I couldn't get into GW enough to care about the PVP.. fuck I didn't make it to the level cap.  I didn't care about DAoC either, and found SB "meh" worthy at best and EVEs puts me to sleep because it's all determined up-front or makes me feel bad about ganking folks 10:1.  However, I enjoy WOW's pvp a lot.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on April 08, 2008, 09:26:36 AM
All this talk about DAoC's RVR makes me want to try that game again. Goddamn you. Goddamn you all to hell.

I won't do it. I cannot take that grind yet again.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on April 08, 2008, 09:49:06 AM
Never mind the grind, you probably wouldn't get past how clunky the interface feels compared to modern MMOs. There is this 'lag' to everything in DaoC, movement, abilities, even stopping. Without a /face macro, you might as well be trying to run on ice.




Quote
But a big part of it was that you didn't just kill a faceless Mid.  That was Alviss.  Or Hjos.  Or Leylie.  Or any number of dozens of people I could name from Midgard alone with whom I had a competitive relationship.  Give me that and something persistent to fight for and I will fight hard.



One of the simplest things games can do to promote this kind of intimacy with their enemies is kill spam. I never knew how much I would missed it till WoW didn't have it. Seeing things like:

RandomNoob1 was killed by InfamousRogue

Made me go "ahh hah! That asshole is back at it again."

Things like guilds being able to claim keeps/towers, having the guild banner fly on all the guards/flags in the keep. Even being able to colour coordinate your armor with dye's and all the extra emblem slots on shields and cloaks, gave a greater sense of your enemies being a specific foe, while also giving people the illusion of ownership. More then once did my guild specifically go after a harder to capture keep, bypassing the easier ones, simply because the hard one was owned by a 'rival' guild.


With WoW, there could be a 40vs40 battle happening in a zone, and I Wouldn't know of it unless someone accidentally killed a NPC.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on April 08, 2008, 10:02:37 AM
All this talk about DAoC's RVR makes me want to try that game again. Goddamn you. Goddamn you all to hell.

I won't do it. I cannot take that grind yet again.

Quick!  Hug a kitten!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 08, 2008, 10:11:22 AM
RandomNoob1 was killed by InfamousRogue

Wow. I forgot about killspam.  :geezer:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on April 08, 2008, 11:27:11 AM
All this talk about DAoC's RVR makes me want to try that game again. Goddamn you. Goddamn you all to hell.

I won't do it. I cannot take that grind yet again.

Quick!  Hug a kitten!

... to death.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 08, 2008, 11:48:41 AM
DAoC is done.  It's sad to say, but the game really is done.  There are a few hardcore folks hanging onto it for dear life, but when I went back to it recently it was obvious that it was never going to be what I remembered it to be.  Even with a steady group of 8 dedicated players, we all got bored in about 2 months. 

That should help you out, Haem.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 08, 2008, 01:25:24 PM
PvP that matters.

What does that mean? I have a feeling it means someone else is not enjoying the game. Correct me if i am wrong/jaded here.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 08, 2008, 01:35:46 PM
PvP that matters.

What does that mean? I have a feeling it means someone else is not enjoying the game. Correct me if i am wrong/jaded here.

I think it means that pvp has a effect on the "World" you are playing in, a meaningful objective that you side can rally around. I'm not so sure it is about always winning. Makes me think about something however, I know WAR has been covering attacking keeps, cities etc... but is there or will there be any benefit to defending?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xuri on April 08, 2008, 02:09:51 PM
DAoC is done.  It's sad to say, but the game really is done.  There are a few hardcore folks hanging onto it for dear life, but when I went back to it recently it was obvious that it was never going to be what I remembered it to be.
Are they ever?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Koyasha on April 08, 2008, 02:16:52 PM
If there's no benefit for defending - and not only for successfully defending, but for simply standing and fighting to the last - I imagine defense is going to be highly unpopular.  Defense is very open-ended, which means in these games, defend until the enemy gets bored of attacking.  There are no supply lines to cut off or any of the other potential tactical methods to stop an offensive, so the only way to successfully defend is to fight until the enemy is no longer interested in attacking for now.  Without some really great rewards for it, people aren't going to do it that often.  That, at least, is what I've seen in all the PvP games that don't have item loss or some other way to prevent attackers from going at it until they're bored or they win.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 08, 2008, 02:21:20 PM
The benefit to defending is not having your city razed to the ground and living out of a shanty-town until it's rebuilt.
This is the oft-mentioned flipside to "PvP that matters" - for it to matter in the sense people keep talking about, someone has to lose and have the loss significantly impact on their gameplay. Lose enough times (by, say, being on the outnumbered/underpowered/whatever team on a server) and why bother logging back on?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Dash on April 08, 2008, 02:25:13 PM
Yeah the city levels up and unlocks encounters for your realm.  If it gets sacked you lose ... something.  I dont know if you lose everything or a portion or what.  But I dont see that as a benefit so much as trying to avoid a punishment.  Ideally they will be able to track and give you something for actively defending the city against invasion.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on April 08, 2008, 02:28:13 PM
No game will ever matter.  This is a futile path to go down. All it does is encourage overly punitive game mechanics.  People looking for meaninful activities should look to real life.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 08, 2008, 03:13:52 PM
DAoC is done.  It's sad to say, but the game really is done.  There are a few hardcore folks hanging onto it for dear life, but when I went back to it recently it was obvious that it was never going to be what I remembered it to be.
Are they ever?

EQ2 was MUCH better going back a year or two later than it was at release. So, yeah... there are times when going back is a better experience. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Koyasha on April 08, 2008, 03:32:26 PM
No game will ever matter.  This is a futile path to go down. All it does is encourage overly punitive game mechanics.  People looking for meaninful activities should look to real life.
There are no 'meaningful' activities beyond ones own definition, so this line of argument has no purpose other than the dismissal of someone's choice of what matters.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on April 08, 2008, 04:01:51 PM
No game will ever matter.  This is a futile path to go down. All it does is encourage overly punitive game mechanics.  People looking for meaninful activities should look to real life.
There are no 'meaningful' activities beyond ones own definition, so this line of argument has no purpose other than the dismissal of someone's choice of what matters.
I am dismissing people who want punitive pvp and hide behind meaningful/matters language instead coming out saying what they want.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 08, 2008, 06:27:48 PM
No game will ever matter.  This is a futile path to go down. All it does is encourage overly punitive game mechanics.  People looking for meaninful activities should look to real life.
There are no 'meaningful' activities beyond ones own definition, so this line of argument has no purpose other than the dismissal of someone's choice of what matters.
I am dismissing people who want punitive pvp and hide behind meaningful/matters language instead coming out saying what they want.

Permadeath!

Srsly. You can slide the goalposts all around on that subject. Eve has player owned territory and destroyable stations. Are the people playing it having badwrongfun?

Personally, I'd like to see PvP objectives that are more than just "capture the flag". But a little less than Play2Crush!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Llava on April 08, 2008, 11:06:52 PM
DAoC is done.  It's sad to say, but the game really is done.

 :star:


But to jump back into the "PvP that matters" thing, maybe my standards on "matters" aren't that high, but I just want persistence and a slight benefit to the victor.  For instance, claiming a keep in DAoC cost your guild points, but your guild showed up on the website as owning that keep.  Have enough points and you can keep that thing forever.  Then it becomes staking out territory and daring people to try and take it.  And if they DID take it.... you went and took it back.  That's all.  It was a matter of pride, and really not punitive at all.  I don't need to crush people.  I just want to be more invested than, "Well, we lose this one.  Might as well go make a sandwich and wait for the next queue to pop up."

Hell, they could make killing faction leaders in WoW important, but they don't want raids on capital cities to be common (which is fair enough).  Wouldn't take much to offer a title to people who participated in kills of all the enemy faction's leaders.  It'd be trickier to offer something to defenders, but given a little time I'm sure I could come up with something- Blizzard certainly could.

One fun trick they could toss in would be to leave graffiti behind.  Have the game record the raid leader (easy enough, the game knows which group got the kill and the raid leader is marked in that group) and brand the ground/wall/ceiling/whatever near the defeated faction leader with the raid leader's guild symbol for... say, a week.  Maybe make it look burned into the ground.  Or marked in blood.  Or whatever.  Just let them leave a mark that says to the defeated faction, "Nya nya!"  I bet something as simple as that would suddenly raise a lot more interest in world PvP.

But as it is, for me, PvP of any sort in WoW is just too transitory.  Anything I accomplish is undone in the next 10 minutes.  Makes it hard to really care, because it feels like I have no impact on anything.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 09, 2008, 03:40:01 AM
But as it is, for me, PvP of any sort in WoW is just too transitory.  Anything I accomplish is undone in the next 10 minutes.  Makes it hard to really care, because it feels like I have no impact on anything.

Which is why it's so casually popular.  Anything with "meaning" will always have a huge time cost associated with it.  Be it the fighting itself, or the resource gathering/ building process.  Normal people have other shit to deal with besides staying on 5 minutes longer than the other guy so they can win.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on April 09, 2008, 06:38:45 AM
But as it is, for me, PvP of any sort in WoW is just too transitory.  Anything I accomplish is undone in the next 10 minutes.  Makes it hard to really care, because it feels like I have no impact on anything.

Which is why it's so casually popular.  Anything with "meaning" will always have a huge time cost associated with it.  Be it the fighting itself, or the resource gathering/ building process.  Normal people have other shit to deal with besides staying on 5 minutes longer than the other guy so they can win.

Actually the new Sunwell Isle is pretty fun. They put a lot of easy to do and very rewarding daily quests smack in the middle of an open PVP zone. I can make 100 gold in an hour doing these things, and even if you toss in some PVP action during the quests it doesn't take longer than 90 minutes.

So on Sunwell you have alliance and horde ganking each other so they can have access to mob drops to complete their quests. It tosses in a little excitement, sometimes the fights get big, and if you die you're not too far from your corpse.

Meaningful PVP doesn't always mean you have to change the world, it just means you can have an impact on it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Koyasha on April 09, 2008, 08:16:20 AM
The annoying irony is I usually feel WoW world PvP takes place in the most inappropriate of places (such as the Isle of Quel'danas).  Being that it's, y'know, a place where all the people of Azeroth are supposed to be fighting the Burning Legion together to stop Kil'jaeden from coming through.  I like world PvP, but almost all the damn places where it actually happens seem to be similar - someplace where it's entirely inappropriate for us to be fighting.

And Sunwell Isle PvP is pretty much as meaningless as any other WoW PvP.  The old (1.0) AV felt like it mattered because it felt like a real battle, and occasionally there's a personal thing that arises between two or more players that feels like it matters, but for the most part it's definitely just 'meh, whatever, next time' or something.

I'm glad it seems like WAR won't have ANY reason for the factions to be working together, so there's no ridiculously inappropriate PvP locations like there are in WoW.  I don't really know enough about Warhammer - or whatever spin WAR is going to have on it - to know for sure, as my attitude has so far been only mild interest whenever something pops up worth looking at, but it certainly sounds like cooperation is right out.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 09, 2008, 08:45:41 AM
But as it is, for me, PvP of any sort in WoW is just too transitory.  Anything I accomplish is undone in the next 10 minutes.  Makes it hard to really care, because it feels like I have no impact on anything.

Which is why it's so casually popular.  Anything with "meaning" will always have a huge time cost associated with it.  Be it the fighting itself, or the resource gathering/ building process.  Normal people have other shit to deal with besides staying on 5 minutes longer than the other guy so they can win.

Actually the new Sunwell Isle is pretty fun. They put a lot of easy to do and very rewarding daily quests smack in the middle of an open PVP zone. I can make 100 gold in an hour doing these things, and even if you toss in some PVP action during the quests it doesn't take longer than 90 minutes.

So on Sunwell you have alliance and horde ganking each other so they can have access to mob drops to complete their quests. It tosses in a little excitement, sometimes the fights get big, and if you die you're not too far from your corpse.

Meaningful PVP doesn't always mean you have to change the world, it just means you can have an impact on it.

I don't disagree with you, Hades.  But Llava was talking about things that impact the world beyond "the next 10 minutes."   That's not really happening on Quel'Danas, is it? Sure, it's "meaningful" in so far as you're denying the opposite side resources for a few minutes, but it's not a lasting impact.   The theme of WOW-pvp is, "If you get ganked/ camped, just come back later."  That seems to be his point of frustration, but it's something that I think needs to  happen more often, not less.  Again, "World" vs "Game"


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 09, 2008, 10:16:56 AM
Meaningful pvp is a slippery slope.  If pvp outcome is too meaningful, the winning side will gain an advantage that may be discouraging to players on the losing side. If pvp isn't meaningful enough, the result is WoW-type FPS style pvp where people sell points for so that they can buy phat gearz.  Where's the middle ground?  How do you create a pvp with a lasting outcome that doesn't negatively impact the bandwagon hoppers?  If the outcome is decreased in meaning to a point that the losing side doesn't feel the impact as much, then your back to a sense of meaningless pvp. 

I don't see a system where the compromise exists.  You either appease the casual (little to no penalty) or you appease the hardcore (harsh penalties).  Of course, Blizzard found that it's much better to appease the casual when it comes to pvp.  Any other system will result in a niche product. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: apocrypha on April 09, 2008, 10:31:41 AM
My favourite part of the "PvP that matters" in DaoC was Darkness Falls. DF was a dungeon with 3 entrances, one in each realm, and which ever realm had control of the most keeps had their entrance open.

When you were down in DF and control switched, giving open access to an enemy realm it was awesome waiting for the zerg to arrive to try and clear you out of the dungeon and you knew there were gonna be some fights soon. Stealthers used to have great fun hiding in DF until the enemies considered it clear and safe and then popping out and ganking some unsuspecting noob happily levelling.

Awesome mechanic. It encouraged people to go and PvP to try and regain access to the dungeon, it encouraged fun PvP encounters tied into a PvE element and it didn't overdo the reward/punish side of things either way.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 09, 2008, 10:38:49 AM
DF was popular for a few months... maybe a year.  Compare this to the Labyrinth expansion where most consider the Laby to have ruined some of the pvp fun of the game.  Similar systems; the first fun initially and the repeat years later met with less enthusiasm.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 09, 2008, 11:09:10 AM
I loved DF as well. And left DAoC shortly thereafter.

I agree with everyone who says "meaningful PvP is a slippery slope". Because it is.

Immersion is a gray area. The darkest gray end of that is SB imho. As soon as you leave newbie land, you better have friends or you're just a speedbump. Even Eve shepherds newbies and PvEers better.

But SB with WoW graphics, WoW IP, WoW size and WoW stability would never be even a tenth the size of the WoW playerbase in the West, and as such would never get the sort of funding that WoW got to achieve those things. That level of constant permanent immersion is not what the average gamer is seeking.

I don't think people asking for that level of meaningful PvP only want it because they can make others cry. I do think they want it because in the right context, it can be very engaging, usually resulting in fun even after a string of losses. But it's just not the style of game that is going to get AAA caliber resources put against it, because that market isn't big enough. As a result, even those who try the most hafta make some steep compromises to deliver it.

Which is a shame, because I do think it can work, if a company with the right funds and vision were to try.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on April 09, 2008, 12:22:11 PM
For a small world, SB still felt like there was more 1 v 1 encounters. Perhaps because it wasn't quest-based to drive players from one theme park attraction to the next, but I remember multiple small scale PvP encounters. That is exceedingly rare in most current MMOGs. It is either group v group, or rabble v zerg attempt.

A PvP+ game would do well to allow players to spread all over the map. UO did this, but the map was so damned small that it really didn't matter.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Grimwell on April 09, 2008, 01:35:42 PM
Meaningful PvP for me has always been as simple as AC Darktide. If you had the force to claim a plot of land (town, dungeon, spawn, whatever) as your own -- it was. Until someone came along who could take it away. There were many issues with the PvP in AC (level disparity, etc.) but the base equation was FFA and the only reward to winning was that you had that location for as long as you could hold it.

Rules on PvP are like cooks in the kitchen, too many and you spoil it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Cadaverine on April 09, 2008, 04:11:16 PM
Maybe I'm way outside of the norm, but I really don't care a whit about the rewards for pvp.  Yeah, I loved that I could level solely through pvping in DAoC, and it's nice to see that that will be even more the case in WAR from what they've said.  I enjoy that I can get geared up by pvping in WoW, and not just by grinding instance runs with random fuckwits.

But, at the end of the day, the only real important thing to me, with regards to pvp, is "did I have fun?".  I've played WSG games were we lost 3-0, but I had a total blast from start to finish, because even though the allies stomped us, a random pug of non-twinks forced a group of twinks into an hour long stand off.  And I've had matches where we won 3-0, and I was bored to tears.  Same in EQ, DAoC, SWG, and so on.  I don't get the overwhelming need to have every thing I do have a lasting impact in a video game.  Hell, after I complete quest #1498652, I know damn well the bad guy will be back within a few minutes, so what the hell do I care if my pvp accomplishments mean anything in the overall scheme of things.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 09, 2008, 05:54:59 PM
For a small world, SB still felt like there was more 1 v 1 encounters. Perhaps because it wasn't quest-based to drive players from one theme park attraction to the next, but I remember multiple small scale PvP encounters. That is exceedingly rare in most current MMOGs. It is either group v group, or rabble v zerg attempt.
We may have played at different times. I went there well after many got tired of SB.exe. For the, err, six months (?) I played it was a few series of big huge bane/sieges with at least 75 v 75, and beyond. There was generally that third force that came outta nowhere, or some spy, or something that just made the whole thing cool.

Sure, between those fights was the grindfest to R5 with occasional chasing-off of someone who scouted our grind spots. But that was tickets one won at the carnival to board the rides.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on April 10, 2008, 09:15:33 AM
You want to know what meaningful PVP means?

It means marriages ending in divorce. It means normally rational people burning themselves to the wick end by staying up until 4 in the morning on a workday just to make sure your shit is still there when you login the next day. It means normally rational people screaming at the top of their lungs at each other, at their computers and at random dev 01 because something is so broke it can't be fixed. It means useless asshat investment bankers turn into raging douchebag haxX0rZ because it gives their guild one iota of advantage. It means entire guilds of friends become pus-oozing thundercunts to each other over the blame game.

Fuck your "meaningful PVP." Adding excessive meaning to PVP is sure to lead to very bad things for the people who are not willing or able to dedicate their lives to one game and one game only until they have to be committed by their family because cockroaches have nested in their ears. Meaningful PVP is for single people who have no desire to do anything useful outside of the game. It's also sure to make the losers quit sooner rather than later.

Now, PVP could certainly stand to have some more permanence than say WoW battlegrounds. Establishing supply lines of NPC vassals that follow along behind your army on siege would be an interesting addition, NPC vassals that fight for shit and can be attacked by your enemies. Protecting those and being able to attack those could make defense fun and worthwhile.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 10, 2008, 09:19:16 AM
Are you speaking in the abstract, or do you think WAR's keep/capital siege system is too permanent?  Really, must MMO developers assume that seeing another's guild banner on a keep will whip the other 99% of the population into unstoppable gibbering rage?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on April 10, 2008, 09:21:04 AM
Are you speaking in the abstract, or do you think WAR's keep/capital siege system is too permanent? 

Don't know enough about it to comment, but since Mythic is doing the game, I'm assuming most hardcore PVPers (read crotchpheasants) will think it isn't permanent enough.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on April 10, 2008, 09:55:22 AM
Now, PVP could certainly stand to have some more permanence than say WoW battlegrounds. Establishing supply lines of NPC vassals that follow along behind your army on siege would be an interesting addition, NPC vassals that fight for shit and can be attacked by your enemies. Protecting those and being able to attack those could make defense fun and worthwhile.

Yep.

I wish there was some system for espionage.  Have any mmo's had such a thing yet?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 10, 2008, 09:56:40 AM
Now, PVP could certainly stand to have some more permanence than say WoW battlegrounds. Establishing supply lines of NPC vassals that follow along behind your army on siege would be an interesting addition, NPC vassals that fight for shit and can be attacked by your enemies. Protecting those and being able to attack those could make defense fun and worthwhile.

Yep.

I wish there was some system for espionage.  Have any mmo's had such a thing yet?

Thats called ALTS, or Ventrillo.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on April 10, 2008, 10:10:27 AM
Heh.  I didn't mean an espionage metagame but some espionage mechanism in the game.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 10, 2008, 10:15:36 AM
Heh.  I didn't mean an espionage metagame but some espionage mechanism in the game.

I know.  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 10, 2008, 10:53:10 AM
Now, PVP could certainly stand to have some more permanence than say WoW battlegrounds. Establishing supply lines of NPC vassals that follow along behind your army on siege would be an interesting addition, NPC vassals that fight for shit and can be attacked by your enemies. Protecting those and being able to attack those could make defense fun and worthwhile.

Yep.

I wish there was some system for espionage.  Have any mmo's had such a thing yet?

EVE does, don't know about SB?

In daoc it was normal to use stealthers to monitor activity at the gates and within keeps when planning serious attacks (assuming you didn't have a dirty cross-realming level 1 alt).

There was also a supply line system that dictated how far upfield allied players could port in.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 10, 2008, 11:29:11 AM
You want to know what meaningful PVP Raids means?

It means marriages ending in divorce. It means normally rational people burning themselves to the wick end by staying up until 4 in the morning on a workday just to make sure your shit is still there when you login the next day. It means normally rational people screaming at the top of their lungs at each other, at their computers and at random dev 01 because something is so broke it can't be fixed. It means useless asshat investment bankers turn into raging douchebag haxX0rZ because it gives their guild one iota of advantage. It means entire guilds of friends become pus-oozing thundercunts to each other over the blame game.

That's hardly unique to PvP.  In my experience there's far more drama and vitriol with roots in the PvE game than PvP.  Sure PvP can generate much angst and gnashing of teeth but it typically isn't the same kind long lasting, people-breaking clusterfucks you find in PvE drama.  Compare DAoC PvP vs EQ1 PvE dramas, for example.  Now I never played SB.exe and never got involved in the alliance crap in Eve because that kind of involvement in PvP never appealed to me.  I may hate on Mythic for a lot of crap they did in DAoC, but I'll give credit where credit is due and say they had about the right amount of 'meaning' in their RvR.  People who take things way too seriously will pull their crap in pretty much any activity, whether is PvP, PvE, English football or fucked up parents living their lives through their precious little wonder-athlete kids.  News flash: People suck.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on April 10, 2008, 01:18:49 PM
Sure PvP can generate much angst and gnashing of teeth but it typically isn't the same kind long lasting, people-breaking clusterfucks you find in PvE drama.  Compare DAoC PvP vs EQ1 PvE dramas, for example. 

No, I'd say it's about equal. The raiding game that causes such PVE drama is just as fucked as PVP with mearning, mainly because all of it is balanced towards the hardcore catass with more time to obsess about games than "normal people."


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 10, 2008, 01:23:52 PM
Im going to go with HaemishM's definition. As it seems to be what most people mean by "Meaningful PvP", at least in the mmorpg scene.

To put it simpler, someone needs to not enjoy the game, and or be upset.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 10, 2008, 02:50:20 PM
No, meaningful PvP can be something as simple as a leaderboard, or shiny hat that says "You're a special snowflake"

Fuck the catasses. They exist to drag everyone else's fun down the path of grind anyway.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 10, 2008, 04:27:26 PM
Im going to go with HaemishM's definition. As it seems to be what most people mean by "Meaningful PvP", at least in the mmorpg scene.

To put it simpler, someone needs to not enjoy the game, and or be upset.

Has a time machine taken us back to the SWG pre-beta boards circa 2001?  I thought we were past all this nincompoopery by now.  Why do we have to assume that any success by an opposing party has to result in the loser screeching like a small, spoiled child?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 10, 2008, 04:56:42 PM
It's not how they lost. It's what.

SB losses are worse the generic eSport PvP losses by far. But at least with SB you had a strong enough guild or alliance and you got your stuff back quick, and you went into the entire experience eyes wide open. Because if you didn't have an alliance or guild or didn't know what was going on, you were roadkill or hours from quiting.

This I think makes Raiding actually worse. With that you've up against 20-75 other people vying for some type of loot. And no matter who wins, 20-90% of the other people there aren't getting something. So even if it isn't wipe after wipe of collective time loss, it's still collective time loss for the people who didn't win. Worse, it's time loss in an absolutely repetitive activity where the only thing that is ever different is whether someone misses a beat on their heal rotation. It's as close to a pure skinner box this genre has, which is something something in a genre so full of near passes at them.

At least with PvP things can change.

Except in WoW AV BGs...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 10, 2008, 07:46:45 PM
This I think makes Raiding actually worse. With that you've up against 20-75 other people vying for some type of loot. And no matter who wins, 20-90% of the other people there aren't getting something. So even if it isn't wipe after wipe of collective time loss, it's still collective time loss for the people who didn't win. Worse, it's time loss in an absolutely repetitive activity where the only thing that is ever different is whether someone misses a beat on their heal rotation. It's as close to a pure skinner box this genre has, which is something something in a genre so full of near passes at them.

The problem with this is assuming people are going into the activity thinking they are sure to get an item,  and than feeling fucked over because they got nothing.  Players know the rate of drops,  and will know the number of other classes to potentially bid on an item.  I find it hard to believe that they don't discount the rate of return by percentage chance of success, where success is "kill boss", "item drops", and "successfully bid on item".


The item really doesn't matter that much to people, anyway, which is the biggest fallacy in this line of reasoning.  If the encounters/raids were pure drudgery players would stop raiding no matter how shiny the loot (see DAoC and ToA). 

You need a reward and a mildly engaging/entertaining encounter to enable the whole raid metagame: people want to lead/be respected and renowned, others want to be part of a successful group, others want to be seen as supporting and helping their fellow players, some just want to be set apart as better than other players for some arbitrary reason, some people just like to do things with their friends.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: KyanMehwulfe on April 10, 2008, 09:34:17 PM
Meaningful PvP for me has always been as simple as AC Darktide. If you had the force to claim a plot of land (town, dungeon, spawn, whatever) as your own -- it was. Until someone came along who could take it away. There were many issues with the PvP in AC (level disparity, etc.) but the base equation was FFA and the only reward to winning was that you had that location for as long as you could hold it.

Rules on PvP are like cooks in the kitchen, too many and you spoil it.

There's a sort of crude and raw appeal to something as simple as that.

Where the risk (of threatening that crude appeal) seems to come is in the demand/need for 'systems'. It exists in all elements of the genre, really. A system to measure guilds; a system to measure progress; and, of course, one to measure war or conflict -- et cetera. Not a demand without merit, mind you; it's a RPG genre after all. But often it seems that games can get carried away with their systems and forget about that raw and crude appeal you described, or even expect the system to carry the lack of that appeal.

I think in my own examples of my favorite world PvP, what makes them appealing to me is that I enjoyed them in their most basic form, and any systems compliment the experience (rather than carried it or existed -as- the experience itself). So with the example of DAOC (and I think your AC example would work, too, had they sort of complimented your experience later), I enjoyed it at release in its most basic state of just realms fighting over land; then when they fixed/added realm points or keeps, those things complimented the basic elements of realm pride and realm land.

At least for me, personally, and only early on. How that changed for many, especially later with the growth of 8-mans/etc, is a different matter (one of sustainability, among other things, though that can tie back into the demand for systems as well).



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hoax on April 11, 2008, 09:15:27 AM
The only valid thing DAOC  gets credit for is having a system wherein small scale pvp groups could flourish despite the zergs.  Everyone cries about play2crush but honestly the problem isn't the crushing as much as the binary system in a game like SB.

Have's:
Castle, fully ranked trainers, fully ranked and stocked vendors, secure tol, relatively secured hunting/farming grounds.

Have not's:
Nothing, bootsey castle, hodge podge of shit vendors, waiting to get steamrolled.

There was no way to operate independently, or wage guerilla warfare without doing the shell ToL game, you couldnt get out from under the gold farming reqs and nothing stopped alliances from just adding more and more and more guilds to their banner beyond human pride and ego. 

To me those were the issues, not the crushing but the fact that being crushed meant you had to either give up your identity and move up the alliance size ladder or accept that that same zerg could come back and steamroll you anytime.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 11, 2008, 09:43:21 AM
The only valid thing DAOC  gets credit for is having a system wherein small scale pvp groups could flourish despite the zergs.  Everyone cries about play2crush but honestly the problem isn't the crushing as much as the binary system in a game like SB.

Have's:
Castle, fully ranked trainers, fully ranked and stocked vendors, secure tol, relatively secured hunting/farming grounds.

Have not's:
Nothing, bootsey castle, hodge podge of shit vendors, waiting to get steamrolled.

There was no way to operate independently, or wage guerilla warfare without doing the shell ToL game, you couldnt get out from under the gold farming reqs and nothing stopped alliances from just adding more and more and more guilds to their banner beyond human pride and ego. 

To me those were the issues, not the crushing but the fact that being crushed meant you had to either give up your identity and move up the alliance size ladder or accept that that same zerg could come back and steamroll you anytime.
...which is what most people mean when they want their PvP to have meaning.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 11, 2008, 09:49:05 AM
The only valid thing DAOC  gets credit for is having a system wherein small scale pvp groups could flourish despite the zergs.  Everyone cries about play2crush but honestly the problem isn't the crushing as much as the binary system in a game like SB.

Have's:
Castle, fully ranked trainers, fully ranked and stocked vendors, secure tol, relatively secured hunting/farming grounds.

Have not's:
Nothing, bootsey castle, hodge podge of shit vendors, waiting to get steamrolled.

There was no way to operate independently, or wage guerilla warfare without doing the shell ToL game, you couldnt get out from under the gold farming reqs and nothing stopped alliances from just adding more and more and more guilds to their banner beyond human pride and ego. 

To me those were the issues, not the crushing but the fact that being crushed meant you had to either give up your identity and move up the alliance size ladder or accept that that same zerg could come back and steamroll you anytime.
...which is what most people mean when they want their PvP to have meaning.

Umm, not at all.  Who here is claiming that only SB-style PvP is meaningful?  We're talking about DAoC and WAR, both of which people here are classifying as "meaningful" and both of which aren't that harsh. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Grimwell on April 11, 2008, 10:03:33 AM
I firmly believe that the more systems you put into a PvP equation, the worse it gets.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 11, 2008, 10:08:47 AM
I firmly believe that the more systems you put into a PvP equation, the worse it gets.

Care to expand on that?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on April 11, 2008, 10:38:12 AM
I firmly believe that the more systems you put into a PvP equation, the worse it gets.

So that would include a system for building supply lines to make sieges? Or hell, siege systems for attacking castles and such?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: slog on April 11, 2008, 10:47:01 AM
I firmly believe that the more systems you put into a PvP equation, the worse it gets.

I disagree.

anexample:
Shadowbane added resource mines, which were a huge success in giving people stuff to fight over.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: slog on April 11, 2008, 11:17:41 AM
Quote
  Who here is claiming that only SB-style PvP is meaningful?  We're talking about DAoC and WAR, both of which people here are classifying as "meaningful" and both of which aren't that harsh. 

As a former Hardcore PvPer (my claim to fame is my guild was on the Shadowbane Box), I think I can speak to this.

Meaningful PvP is defined by many hardcore folks as: "PvP where the result of your combat has an actual semi-permanent effect on the game world"

DAOC would not qualify, because no matter what you do, the world never actually changes.  In Shadowbane, you could lose your city, all your equipment, and everything you built.  (Note: this may not be a good thing)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 11, 2008, 11:41:20 AM
Meaningful PvP is defined by many hardcore folks as: "PvP where the result of your combat has an actual semi-permanent effect on the game world"

DAOC would not qualify, because no matter what you do, the world never actually changes.
It's the exact opposite.

DAoC's PvP is qualified as meaningful because there are systems, hooked to the world, that do change. The fact that you can conquer, upgrade a keep, buy guards, tear down walls, use siege weapons... All this is about the world reacting.

Even if the impact is semi-permanent and not definitive.

Adding supply lines (which is one idea I share and there's a long post I wrote that is in the other development forum) is just about adding more layers to the RvR (plotting, cutting them down, defending, ambushing, patrolling). More strategy and more "game" to it that makes it different from redundant ganking groups roaming around to collect points.

Meaningful PvP means that there are systems that give depth and strategy to PvP and move it away from just a points collection.

My overall idea has always been quite simple: add elements of RTS (either real RTS or games like Civ) and territorial conquest to a RvR game. Where you set up bots/NPCs to gather resources and create supply lines, while players do the fighting and use these "toys" to give depth to the PvP.

Eve-Online does something of this. It's a PvP with many systems hooked to it. I'm rather sure those systems make Eve-Online PvP better, not worse.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: slog on April 11, 2008, 11:53:49 AM
Meaningful PvP is defined by many hardcore folks as: "PvP where the result of your combat has an actual semi-permanent effect on the game world"

DAOC would not qualify, because no matter what you do, the world never actually changes.
It's the exact opposite.

DAoC's PvP is qualified as meaningful because there are systems, hooked to the world, that do change. The fact that you can conquer, upgrade a keep, buy guards, tear down walls, use siege weapons... All this is about the world reacting.

Even if the impact is semi-permanent and not definitive.

Adding supply lines (which is one idea I share and there's a long post I wrote that is in the other development forum) is just about adding more layers to the RvR (plotting, cutting them down, defending, ambushing, patrolling). More strategy and more "game" to it that makes it different from redundant ganking groups roaming around to collect points.

Meaningful PvP means that there are systems that give depth and strategy to PvP and move it away from just a points collection.

My overall idea has always been quite simple: add elements of RTS (either real RTS or games like Civ) and territorial conquest to a RvR game. Where you set up bots/NPCs to gather resources and create supply lines, while players do the fighting and use these "toys" to give depth to the PvP.

Eve-Online does something of this. It's a PvP with many systems hooked to it. I'm rather sure those systems make Eve-Online PvP better, not worse.

As usual, you took what was written, completely ignored it's intent,and substituted the points you wanted to get across.

GG


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 11, 2008, 12:51:17 PM
As usual, you took what was written, completely ignored it's intent,and substituted the points you wanted to get across.

GG

You might have just described 90% of the posts here.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on April 11, 2008, 01:23:25 PM
Meaningful PvP is defined by many hardcore folks as: "PvP where the result of your combat has an actual semi-permanent effect on the game world"

DAOC would not qualify, because no matter what you do, the world never actually changes.  In Shadowbane, you could lose your city, all your equipment, and everything you built.  (Note: this may not be a good thing)

Temporary changes can make pvp meaningful (for me, who's only hardcore casual) - like  realm wide buffs or getting control of an instance (Darkness Falls).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 11, 2008, 02:29:59 PM
As usual, you took what was written, completely ignored it's intent,and substituted the points you wanted to get across.
Nope, it's the intent to be wrong.

Meaningful PvP can't correspond only to players losing weeks and months of progress, being kicked repeatedly in the nuts and hours upon hours to only achieve something.

That just means that you confuse meaningful PvP with plain bad game design.

It's the exact equivalent of catass PvE players saying that "meaningful PvE" is equal of months upon months of experience grinds and farming and harsh death penalties.

"Meaningful PvE" gave us Vanguard. PvP is already so poorly considered that we don't need an equivalent.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on April 11, 2008, 02:45:50 PM
Much as it pains me to do so I have to agree with HRose.
For PvP to be meaningful it simply has to have noticeable consequences beyond the individuals involved. Whether it's permanent or temporary isn't really important as long as some exterior system takes account of the fact that you have won and the other guy lost.

Hardcore PvPers can define what the hell they like, they don't become right by default.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 11, 2008, 03:17:58 PM
Much as it pains me to do so I have to agree with HRose.
For PvP to be meaningful it simply has to have noticeable consequences beyond the individuals involved. Whether it's permanent or temporary isn't really important as long as some exterior system takes account of the fact that you have won and the other guy lost.
A better definition is about not thinking about permanency or transitoriness and think instead about *consequences*.

DAoC had PvP with consequences. If you conquer a keep, it's yours, if you lose it, the enemy has it till you take it back. This means that the world has a developing sense, even if these elements are still transitory (and sporadic).

The difference is from instanced PvP, where the instance reset along with the consequences of the victory. You conquer and defend something, but that terrain is then reset without an action from the enemy. And all the gaemplay is forgotten and without a continuity.

THAT's meaningful PvP. PvP with a continuity.

Then we can argue Warhammer way to intend RvR. That has consequences (as the front line progresses through maps as a realm charts a better performance than the other), but also has instances that reset, and so without "solid" entities to fight for.

It's a PvP with consequences, but where these consequences come out of a leader board, and not from the battle on a persistent territory.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: lac on April 11, 2008, 03:26:14 PM
Right, just to make this clear from my end of the spectrum: PvP is meaningful when you feel like 'hah, I got him good'.
I don't give a crap if the '23rd etage of the rosetta tower' opens if I kill 400 more people or whatever remote secondary consequence happens because some developer thought would be cool.
Its PVP, there are no secondary consequences when you go toe to toe, when I pvp I want to feel like an awesome young god when I kill someone and I want the many deaths I had to suffer before my 'moment de gloire' to feel inconsequential.
Good PvP is about that instant satisfaction you get when you make that kill. Its about getting right back into the action when you're snuffed and do more harm, and if that all leads to virtual property gains or whatever thats cool but inconsequential to the basic fun you want to have when you go on your killing spree.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 11, 2008, 03:49:13 PM
Right, just to make this clear from my end of the spectrum: PvP is meaningful when you feel like 'hah, I got him good'.
I don't give a crap if the '23rd etage of the rosetta tower' opens if I kill 400 more people or whatever secondary consequence happens because some developer thought would be cool.
Its PVP, there are no secondary consequences, I want to feel like an awesome young god when I kill someone and I want the many deaths I had to suffer before my 'moment de gloire' to feel inconsequential. That can't be that hard, now can it?

See, that's great. But for me personally, it's about teamwork. (Lol, WoW battlegrounds, lol) Wether I kill Bob over there or he kills me is secondary to my team winning. (I noticed that's a big strategy in AB. You got to keep the other team fighting instead of taking nodes...)

So my ability to defeat another player is a means to an end (a team victory) to me.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: slog on April 11, 2008, 04:06:16 PM
As usual, you took what was written, completely ignored it's intent,and substituted the points you wanted to get across.
Nope, it's the intent to be wrong.

Meaningful PvP can't correspond only to players losing weeks and months of progress, being kicked repeatedly in the nuts and hours upon hours to only achieve something.

That just means that you confuse meaningful PvP with plain bad game design.

It's the exact equivalent of catass PvE players saying that "meaningful PvE" is equal of months upon months of experience grinds and farming and harsh death penalties.

"Meaningful PvE" gave us Vanguard. PvP is already so poorly considered that we don't need an equivalent.

I didnt write about what you think meaningfull pvp is.  I wrote about Hardcore PvPers


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 11, 2008, 04:51:34 PM
See, I don't get how your use of "semi permanent" is any different from taking, controlling, upgrading, and losing Keeps in DAoC. The only variance is the length of time of "semi". If the game can take a Keep from you through some arbitrary means (like a WoW BG reset timer), then it's not meaningful. But if the only way to lose one you've gained is through your own inaction (didn't pay upkeep, chose not to guard) or through the action of other players, then that's meaningful.

It's not so long a distance from DAoC Keeps through SB cities to Eve POSes. I really think it's overthinking it to try and draw distinctions.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: slog on April 11, 2008, 05:04:37 PM
See, I don't get how your use of "semi permanent" is any different from taking, controlling, upgrading, and losing Keeps in DAoC. The only variance is the length of time of "semi". If the game can take a Keep from you through some arbitrary means (like a WoW BG reset timer), then it's not meaningful. But if the only way to lose one you've gained is through your own inaction (didn't pay upkeep, chose not to guard) or through the action of other players, then that's meaningful.

It's not so long a distance from DAoC Keeps through SB cities to Eve POSes. I really think it's overthinking it to try and draw distinctions.

You can't destroy the keeps.  If you don't do anything, they are still there.  You can't change them, redesign them, or burn them to the ground.  Most importantly, If you ignore what happens to them, it doesn't matter.  In SB, you lose your "keep" and you have no home.

That's hardcore.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 12, 2008, 04:28:02 AM
to detract from the on-going argument about finding meaning in things, I came across this recent dev-chat with al ot of questions that have been asked in this thread answered:

http://war.stratics.com/php-bin/show_content.php?content=27140

found this one of interest.

Quote
Brannoc - *talamin* how long will a city siege take and last if the attackers win?
[WAR]Wheeler - The initial capturing of a City has no preset timeframe on it, however we expect the capturing or defending of a City when it's pushed into the contested stage to take roughly an hour or so (if feverently fought over) once the War has gotten to that point. We want the capturing of a City to be server wide event where plenty of players have time to participate if they choose...
[WAR]Wheeler - If the attackers win..there are several gates that determine the length of time they have it "Safely"
[WAR]Wheeler - "Safely" meaning that the Realm which originally owned it can't get back in. After that time however, the city will be available for recapture...and at that point it's purely up to the players to get their City back or defend it to the bone from the original owners.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 12, 2008, 04:43:01 AM
You can't destroy the keeps.  If you don't do anything, they are still there.  You can't change them, redesign them, or burn them to the ground.  Most importantly, If you ignore what happens to them, it doesn't matter.  In SB, you lose your "keep" and you have no home.

That's hardcore.

That's why I said SB is more hardcore than DAoC on my scale; however, that doesn't make the latter some meaningless* eSport like a WoW BG. It's more a question of degree in the context of meaningful. Besides, at least when I played, guilds usually had members with more than one home so when they inevitably lost their max-rank City, they had a low rank town to move over to and regrow.

* and "meaningless" is also relative. People care a lot for their gear from Arenas in WoW too. And they'll never ever experience pre-Trammel UO nor probably SB or DAoC, so their frame of reference is different.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 13, 2008, 05:48:26 AM
to detract from the on-going argument about finding meaning in things, I came across this recent dev-chat with al ot of questions that have been asked in this thread answered:

http://war.stratics.com/php-bin/show_content.php?content=27140

found this one of interest.

Quote
Brannoc - *talamin* how long will a city siege take and last if the attackers win?
[WAR]Wheeler - The initial capturing of a City has no preset timeframe on it, however we expect the capturing or defending of a City when it's pushed into the contested stage to take roughly an hour or so (if feverently fought over) once the War has gotten to that point. We want the capturing of a City to be server wide event where plenty of players have time to participate if they choose...
[WAR]Wheeler - If the attackers win..there are several gates that determine the length of time they have it "Safely"
[WAR]Wheeler - "Safely" meaning that the Realm which originally owned it can't get back in. After that time however, the city will be available for recapture...and at that point it's purely up to the players to get their City back or defend it to the bone from the original owners.
So...the outnumbered side won't get their city back?
This will never go live like this. Ever.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 13, 2008, 06:55:54 AM
So...the outnumbered side won't get their city back?
This will never go live like this. Ever.
Think the way they had it designed was, the city capture would be done through series of battleground-like fights. So the overall population numbers don't necessarily give advantage here as long as both sides have enough people to fill a battleground.

That was reported long time ago though, maybe it was changed since then.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Talonus on April 13, 2008, 07:22:53 AM
So...the outnumbered side won't get their city back?
This will never go live like this. Ever.

They'll get it back after X amount of time automatically. It's basically a penalty for letting attacks capture the city, as defenders will have several hours to kick out the attacks before it gets taken. Think of it like an expanded Darkness Falls with greater consequences.

See this (really) long recent presentation (http://trailer.onlinewelten.com/videos,id3478,warhammer_online_war_paris_praesentation.html) for info about it (among other things).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on April 13, 2008, 07:28:07 AM
What I got out of that was:

Death penalty - "Death has to be a defining moment for players that force a decision to make pause" - ugh
Tanks - ok, so clearly we aren't diverging at all from the tank/dps/healer model - yawn  (was hoping they were being more creative with collision detection)
Guild halls - "we're aren't implementing housing, but... it's good that we aren't" - uh, yeah
Capital cities - the new darkness falls

Renown (a.k.a realm points) - "The reason why we restricted Stats to RVR is specifically b/c we wanted a noticeable power boost between a character with low to moderate Renown and one with very high"
Gear - "end of the game the difference between the average set and very best uber OMG armor you can get ranges between 40 - 60% overall power atvantage"

To me, these last two mean that you need to decide up front whether you want to play this game or not from launch, cause if you don't have decent renown and gear you are going to be fodder.  The way the article read they seem to think that a 40-60% gear power advantage is not that much, which is just wacky.  It also makes me wonder what kind of advantage is "noticeable" (renown's advantage).

I think maybe I'm being overly critical, and maybe they did a poor job of communicating the total experience, but that dev chat didn't leave me feeling good about the game.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 13, 2008, 08:12:54 AM
I didn't read the dev chat but I don't understand why it's Darkness Falls.

DF worked on DAoC because it game precious currency: experience points when xp was precious in the game.

When DF went live EVERYONE was in there. And the frontier became only a matter of taking back DF. Why? because it gave precious resources.

It was just somewhat detached for PvP and desirable because it gave you currency.

How capital cities fit into that?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 13, 2008, 08:32:46 AM
DF worked on DAoC because it game precious currency: experience points when xp was precious in the game.

DF was for cash mining.

All realms had better sources of xp.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: murdoc on April 13, 2008, 08:35:54 AM
DF worked on DAoC because it game precious currency: experience points when xp was precious in the game.

DF was for cash mining.

All realms had better sources of xp.

DF was very much used for XP, but it was used to get a LOT of people XP all at once. You could tell when you faced a bunch of DF n00bs in RVR because they were all level 50, with nice gear, and absolutely no idea how to play their class because they'd just zerged their way through Darkness Falls.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 13, 2008, 09:23:38 AM
DF was for cash mining.

All realms had better sources of xp.
Depends on when you played.

At the beginning people went there for xp and good loot. Then crafting and expansion areas replaced DF and DF became just a farming place.

Also: it was a convergence. The problem of Warhammer is that it will have six cities. This along the large number of scenarios/BGs, the open world, the keep warfare.

Either they have servers that can hold five times the players in DAoC, or 90% of that content with be rather pointless and unused.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 13, 2008, 10:41:49 AM
The "40-60%" difference thing has been misinterpreted in some quarters.  They have repeatedly said that gear disparity will mean much, much less than it means in WoW.  I believe once a WAR dev characterized WoW gear disparity at something like 200%.  So whatever their 40-60% numbers actually mean, in theory it means the pvp is more skill-based than WoW.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 13, 2008, 11:45:17 AM
Tanks - ok, so clearly we aren't diverging at all from the tank/dps/healer model - yawn  (was hoping they were being more creative with collision detection)

Tanks don't work in pvp as damage sponges,  so I think tanks are going to be crowd control and suppression.  That fits with the direction Mythic was taking with DAoC.

I have never understood the fascination with tanks and collision detection.  That only works if:

1. You have large numbers of tanks basically standing shoulder to shoulder.  Otherwise people will just run around a small number of tanks.  Massively unfun for those playing tanks,  since basically you just stand there next to a couple guys and wait.

2. Your system means you inflict massive damage on attacks from behind,  so it's suicidal to rush past a guy that will just one shot you as soon as your back is to them.  Otherwise,  it's still the best strategy to rush past and attack the squishies.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 13, 2008, 12:11:12 PM
Death penalty - "Death has to be a defining moment for players that force a decision to make pause" - ugh

They better divorce themselves from the failure=death mindset then.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on April 13, 2008, 12:59:03 PM
2. Your system means you inflict massive damage on attacks from behind,  so it's suicidal to rush past a guy that will just one shot you as soon as your back is to them.  Otherwise,  it's still the best strategy to rush past and attack the squishies.

That's simple but genius. I hope some red names will read this.  It would need a really good AI to make it work in PvE though.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: SnakeCharmer on April 13, 2008, 01:27:51 PM
The "40-60%" difference thing has been misinterpreted in some quarters.  They have repeatedly said that gear disparity will mean much, much less than it means in WoW.  I believe once a WAR dev characterized WoW gear disparity at something like 200%.  So whatever their 40-60% numbers actually mean, in theory it means the pvp is more skill-based than WoW.

What about character levels?  Standard 'level 20 has no chance against a level 30 (or 25, for that matter)'?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 13, 2008, 01:53:29 PM
The "40-60%" difference thing has been misinterpreted in some quarters.  They have repeatedly said that gear disparity will mean much, much less than it means in WoW.  I believe once a WAR dev characterized WoW gear disparity at something like 200%.  So whatever their 40-60% numbers actually mean, in theory it means the pvp is more skill-based than WoW.

What about character levels?  Standard 'level 20 has no chance against a level 30 (or 25, for that matter)'?

No idea about that.  But even on the open RvR servers as I understand the system, you can only fight those around the same level as you.  If you venture into a low level zone you are turned into a chicken (lower level people could still be slaughtered if they voluntarily went to the high level zones, I guess.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 13, 2008, 02:06:53 PM
I have never understood the fascination with tanks and collision detection.  That only works if:

1. You have large numbers of tanks basically standing shoulder to shoulder.  Otherwise people will just run around a small number of tanks.  Massively unfun for those playing tanks,  since basically you just stand there next to a couple guys and wait.

2. Your system means you inflict massive damage on attacks from behind,  so it's suicidal to rush past a guy that will just one shot you as soon as your back is to them.  Otherwise,  it's still the best strategy to rush past and attack the squishies.

I'd disagree, the tanks don't need to completely block access to your support, they just need to slow down the opposition by making them go the long way around.

Plus it gives melee characters another unique role in keep warfare, which is all about narrow staircases, chokepoints, and blocking reinforcements.

Melee types keep complaining that there is nothing for them to do in keep sieges except bash on doors, repair doors, use siege machinery, capture nearby towers, scale walls, use a secondary ranged weapon or use bodyguard-type abilities to protect ranged classes. So I'd imagine collision detection will help the melee classes feel loved in that situation.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 13, 2008, 02:08:10 PM
2. Your system means you inflict massive damage on attacks from behind,  so it's suicidal to rush past a guy that will just one shot you as soon as your back is to them.  Otherwise,  it's still the best strategy to rush past and attack the squishies.

That's simple but genius. I hope some red names will read this.  It would need a really good AI to make it work in PvE though.

In daoc they just made hits from behind snare the target. Did the job fairly well.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on April 13, 2008, 02:29:54 PM
2. Your system means you inflict massive damage on attacks from behind,  so it's suicidal to rush past a guy that will just one shot you as soon as your back is to them.  Otherwise,  it's still the best strategy to rush past and attack the squishies.

That's simple but genius. I hope some red names will read this.  It would need a really good AI to make it work in PvE though.

In daoc they just made hits from behind snare the target. Did the job fairly well.

Collision detection + hits from behind snaring + hits from behind doing more damage should be enough of an incentive to mage-killer type classes to pay attention to whether a tank is hitting them from behind or not.

As far as me hoping that they'd do something other then tank/dps/healer, I was hoping they do an "every class is a hybrid" + "let's do something interesting with collision detection" approach.  The character getting banged on should know to switch to a defensive stance, and other character should switch to healer/support or damage/debuff stance (or aura, etc).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on April 13, 2008, 02:41:31 PM
I didn't read the dev chat but I don't understand why it's Darkness Falls.
[...]
How capital cities fit into that?

DAOC - DF (immediately upon launch of DF) had the best items in the game.  You had to RvR to gain access to DF, so, you had to PvP to PvE (to get items that made you better in PvP).
WAR - Capital cities have PvE instances that give access to the best gear in the game (or give quicker access - whatever that's supposed to mean), but you first have to capture the other side's capital city via RvR.

I shouldn't have lumped the capital city mechanic with the other ones because I think it could be interesting.  I liked DF and the concept of having to RvR to gain access to special sauce.  Although I disliked having to run around the frontiers knocking down keeps that no one gave a damn about, which reminds me why I lumped it in with the negatives.  DAOC required a lot of prep time (relic raids), and WAR sounds like it will be no different.

An hour to take a lightly defended capital city (which sounds like an oxymoron) just to get to the point where you can now do a higher (highest) level instance to get uber loot seems like a long night.  I know the prevailing opinion on f13 lately is that sport pvp is souless and RvR is teh uber, but I honestly don't see myself returning to the days of spending 5+ hours trying to get something done in a game.

If the game requires that to get the top-end stuff, that game will not be for me - I refuse to put that much of my life into a game, and I refuse to play (another) game where I have no reasonable chance of getting the high end loots.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 13, 2008, 05:28:35 PM
2. Your system means you inflict massive damage on attacks from behind,  so it's suicidal to rush past a guy that will just one shot you as soon as your back is to them.  Otherwise,  it's still the best strategy to rush past and attack the squishies.

That's simple but genius. I hope some red names will read this.  It would need a really good AI to make it work in PvE though.

The problem with massive damage from behind is you have to have some way to stop people from the jump/strafe around a target to get off a back shot.  Shit,  I had "run through, stick, spam Annihilate" down to a science in DAoC.

Otherwise,  combat turns into "who's the biggest spaz?" rather than any kind of tactical/skill battle.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on April 13, 2008, 06:51:34 PM
It's not that hard to come up with good ways to prevent players to chase their tale.

- Knockback skills on Tank.
- Only a side without a shield should be vulnerable.
- More chance to score a melee critical hit on running targets.
- Narrow the angle that actually count has the back.
- etc.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on April 13, 2008, 06:58:03 PM
Melee types keep complaining that there is nothing for them to do in keep sieges except bash on doors, repair doors, use siege machinery, capture nearby towers, scale walls, use a secondary ranged weapon or use bodyguard-type abilities to protect ranged classes. So I'd imagine collision detection will help the melee classes feel loved in that situation.

I don't think you were sarcastic but that's green worthy.  Lets keep complaining you can't do anything beside a long list of meaningful and fun possibilities!  The real issue was that none of those tasks gave you RvR points (at least at release).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on April 14, 2008, 03:50:45 AM
2. Your system means you inflict massive damage on attacks from behind,  so it's suicidal to rush past a guy that will just one shot you as soon as your back is to them.  Otherwise,  it's still the best strategy to rush past and attack the squishies.

That's simple but genius. I hope some red names will read this.  It would need a really good AI to make it work in PvE though.

The problem with massive damage from behind is you have to have some way to stop people from the jump/strafe around a target to get off a back shot.  Shit,  I had "run through, stick, spam Annihilate" down to a science in DAoC.

Otherwise,  combat turns into "who's the biggest spaz?" rather than any kind of tactical/skill battle.

'run through' no longer works because of collision detection.  Getting behind someone who doesn't want you behind them (and isn't a complete spaz) should no longer be a trivial task.  I do see the point you are trying to make (and agree that it was broken in DAOC), I'm just hoping that collsion detection makes all the maneuvering that goes on during battles a more palatable part of combat (rather then what feels like cheating or annoying bunny-hopping).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 14, 2008, 07:18:20 AM
It's probably been said here but here goes:

The only thing permanent pvp goals mean(any of them) is that control of the widget will change hands when the opposing side holds a raid at 5am EST when most people are sleeping. This side will hold the widget until the other side does the same.

What this means is that you, I and any other rational person will not have any 'meaningful' impact on the pvp no matter what system they design beyond sport pvp.  Victory in online games goes to the man who has no life, why penalize everyone else?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 14, 2008, 07:25:13 AM
Here's a not-very-exciting but informative video on the keeps (http://www.tentonhammer.com/node/30169), if anyone's interested.  It shows the lowest level elven keep and then the highest level Empire keep, which appears comparable to a small town. 

Fun facts about the keep system: there are two keeps for tier 2 and 3 respectively, one in each zone.  In tier 4, there are SIX keeps, two in each of the three zones.  This adds up to ten per "campaign" (race pairing), with a total of thirty keeps per server.  This is from the WAR wikia (http://warhammeronline.wikia.com/wiki/Keep).

Here's something about the Keep system that doesn't add up for me though.

- Only guilds can 'take' a keep. 
- Once you level past a tier, you really can't go back — if you do, you're automatically transformed into a chicken.

Unless this game lets you cap your character level so that it can't go past 29 or something — and therefore stick around to defend — it seems to me that control of the tier 2 and 3 keeps is going to be incredibly transitory. 

Granted, this isn't really a problem.  It runs against my impression that keeps are for the uber guilds, but maybe that's just for tier 4.  In fact, maybe it's a good thing to have the lower-tier keeps constantly changing hands.  It'd perhaps give the casual guilds an opportunity to hold a keep for a week or something.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 14, 2008, 08:33:59 AM
It's probably been said here but here goes:

The only thing permanent pvp goals mean(any of them) is that control of the widget will change hands when the opposing side holds a raid at 5am EST when most people are sleeping. This side will hold the widget until the other side does the same.

What this means is that you, I and any other rational person will not have any 'meaningful' impact on the pvp no matter what system they design beyond sport pvp.  Victory in online games goes to the man who has no life, why penalize everyone else?

It's for this reason I always liked Shadowbane's scheduled Bane/Defense rounds (drop a Bane, pick a time, people agree, go). The only way to effectively get around the valid problem you raise is to schedule it. Besides, it's more realistic too. Most Kings didn't wake up to 50,000 bad guys standard half a click from their walls (and you've really gotta cut Boromir's Dad some slack... :wink:)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 14, 2008, 08:53:55 AM
It's probably been said here but here goes:

The only thing permanent pvp goals mean(any of them) is that control of the widget will change hands when the opposing side holds a raid at 5am EST when most people are sleeping. This side will hold the widget until the other side does the same.

What this means is that you, I and any other rational person will not have any 'meaningful' impact on the pvp no matter what system they design beyond sport pvp.  Victory in online games goes to the man who has no life, why penalize everyone else?

It's for this reason I always liked Shadowbane's scheduled Bane/Defense rounds (drop a Bane, pick a time, people agree, go). The only way to effectively get around the valid problem you raise is to schedule it. Besides, it's more realistic too. Most Kings didn't wake up to 50,000 bad guys standard half a click from their walls (and you've really gotta cut Boromir's Dad some slack... :wink:)

In days of old, sieges ETC.. were scheduled. It was a point of honor. Not that that matter to gameing, but any that fall into "Medieval" of any flavor this would be appropriate.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 14, 2008, 08:55:07 AM
Here's something about the Keep system that doesn't add up for me though.

- Only guilds can 'take' a keep. 
- Once you level past a tier, you really can't go back — if you do, you're automatically transformed into a chicken.

Unless this game lets you cap your character level so that it can't go past 29 or something — and therefore stick around to defend — it seems to me that control of the tier 2 and 3 keeps is going to be incredibly transitory. 

Granted, this isn't really a problem.  It runs against my impression that keeps are for the uber guilds, but maybe that's just for tier 4.  In fact, maybe it's a good thing to have the lower-tier keeps constantly changing hands.  It'd perhaps give the casual guilds an opportunity to hold a keep for a week or something.

Without reading any of the WAR info:

- In DAoC,  a realm/side can take a keep.  To "claim" a keep,  you needed to have a guild officer come in and talk to the NPC keep lord.  Essentially,  unclaimed keeps had the lowest level everything and could be easily taken by one group.  A claimed keep had different levels that affected (eventually,  there was alot of change in the system):

    - Keep size and structure.
    - Number of defensive emplacements,  like boiling oil and siege machinery.
    - Level and numbers of NPC defenders

Basically,  a claimed level 10 keep had a high upkeep cost,  but was difficult to take.  An unclaimed keep could be bulldozed pretty easily.

- DAoC had mechanisms to shut off both XP and RP gain,  so that you could keep a lowbie character in a Battleground you wanted to stay in.  It was pretty common to have a couple lowbie BG characters that you could fire up to play the much more casual BGs.


I only bring it up since this sounds like another lift straight from DAoC.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 09:57:38 AM
I know the prevailing opinion on f13 lately is that sport pvp is souless and RvR is teh uber, but I honestly don't see myself returning to the days of spending 5+ hours trying to get something done in a game.
I don't see this flaw.

It's just about game design. You don't need to be there five hours and then slip in the PvE instance right the minute you open it.

If the "window" to this instance remains open to a while (like a day or more), then all players can contribute no matter if they stay there 10 minutes or 10 hours, and then also get rewarded as long the window remains open for enough time.

I see instead a debate about the other argument: does this mean that the best gear comes from PvE raids?

Imho it seems Mythic learned nothing at all. They have an assload of classes that will be once again hell to balance (smite/priest nerf incoming, then light tank nerfs), added on top of BGs that will be also more complex to balance, then high risks that one faction and its subfactions will lead to huger balance problems than DAoC, risks that one faction completely dominates the other, risks that best rewards come from PvE, risks of too much gear disparity, risks of too much RvR dispersion and consequent boredom, too many RvR zones, too much fragmentation.

And on top of all that there's the redundancy of the instances.

I personally don't find a single element that isn't an improvement, aside the marginal ones (like the Tome of knowledge and overall better execution).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 10:06:31 AM
Fun facts about the keep system: there are two keeps for tier 2 and 3 respectively, one in each zone.  In tier 4, there are SIX keeps, two in each of the three zones.  This adds up to ten per "campaign" (race pairing), with a total of thirty keeps per server.  This is from the WAR wikia (http://warhammeronline.wikia.com/wiki/Keep).

Here's something about the Keep system that doesn't add up for me though.

- Only guilds can 'take' a keep. 
- Once you level past a tier, you really can't go back — if you do, you're automatically transformed into a chicken.

Unless this game lets you cap your character level so that it can't go past 29 or something — and therefore stick around to defend — it seems to me that control of the tier 2 and 3 keeps is going to be incredibly transitory. 
It's just as DAoC was.

The big problem here is that they aren't once again considering the long term.

One problem of DAoC RvR is that you wait for a long time doing nothing. The frontier zones are too large, too much territory for not enough gameplay. A lot of players agreed that it was better to redesign the RvR to be more focused and concentrated.

With Warhammer they are increasing exponentially these spaces. You say the tier 4 has six keeps, but you don't count that Warhammer has THREE different campaigns. This means that the total number of keeps will be 18. Eighteen keeps, nine big zones. Then add the scenarios. Then add the six capital cities.

Then add the lower tiers.

Assload of content for RvR seems like the best thing ever. Problem is that after the game's out the majority of it will become completely redundant and it will disperse the PvP.

I really don't know how they expect to make it work.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 10:13:22 AM
- DAoC had mechanisms to shut off both XP and RP gain,  so that you could keep a lowbie character in a Battleground you wanted to stay in.  It was pretty common to have a couple lowbie BG characters that you could fire up to play the much more casual BGs.
But it would be in the interest of the game to let players "delevel" and tune for lower tiers/levels. It would improve the activity of the lower zones when the game is a few months older and everyone is at the top tiers.

Either that, or the tiers below 4 are going to become ghost towns where there are many occasion for PvP (as Mythic brags) but no other player to actually fight.

Mark Jacobs commented this with something that I considered unacceptable, even on a conceptual level:
Quote
That's one I've always had mixed feelings about as a designer. The pros for doing that are obvious but the cons are what concern me. If players can easily move down in levels to help other players, I worry that new players will have a harder time getting in groups. After all, if you could choose an experienced player playing at a lower level or a new player playing at the same level, you'll go with the experienced player. His/her knowledge of the game will always be an advantage to you and to h/h. So when the new player is LFGing or wants to get into the fun in a situation where the number of participants is limited, h/h might have a more difficult time of it in this system. Like I said, I have mixed feelings on it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 14, 2008, 10:15:02 AM
No idea about that.  But even on the open RvR servers as I understand the system, you can only fight those around the same level as you.  If you venture into a low level zone you are turned into a chicken

I have no words to describe how stupid that chicken idea is.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 14, 2008, 10:27:53 AM
No idea about that.  But even on the open RvR servers as I understand the system, you can only fight those around the same level as you.  If you venture into a low level zone you are turned into a chicken

I have no words to describe how stupid that chicken idea is.

This is literally the dumbest idea I have ever seen in an MMO, ever.  All they would have to do is reduce a character's effective level to the maximum allowable in that particular RvR zone, a la CoH's exemplar system.  But no, it's so much cooler to turn them into chickens!  :oh_i_see:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: shiznitz on April 14, 2008, 10:32:00 AM
Agreed. It isn't hard to add a mentoring feature these days. Hell, EQ2 pulled theirs off beautifully. It lets the level 80 half of my guild raid level 60 content with the other half of the guild.  Fun for everyone.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 14, 2008, 10:42:59 AM
No idea about that.  But even on the open RvR servers as I understand the system, you can only fight those around the same level as you.  If you venture into a low level zone you are turned into a chicken

I have no words to describe how stupid that chicken idea is.

This is literally the dumbest idea I have ever seen in an MMO, ever.  All they would have to do is reduce a character's effective level to the maximum allowable in that particular RvR zone, a la CoH's exemplar system.  But no, it's so much cooler to turn them into chickens!  :oh_i_see:

Unless a link is provided, i don't believe this.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 14, 2008, 10:48:56 AM
I understand you only get turned into a chicken if you initiate combat on a lowbie in a lowbie zone.

But yeah, I have no idea why they are trying to implement half assed solutions to problems that have already been solved properly by CoX.




Not that it is unusual amoungst MMOG devs.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 11:00:43 AM
But yeah, I have no idea why they are trying to implement half assed solutions to problems that have already been solved properly by CoX.
See that quote I pasted from Mark Jacobs.

He says that mentoring systems decrease the possibilities to group of low level players.

It's stupid, but it's why they made that choice.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 14, 2008, 11:04:13 AM
I still want a link.

I'm shocked, not only do i not agree with the rational, i cant believe mark hasn't heard of the mentor system in eq2, or CoX.


The chicken thing is funny however.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 14, 2008, 11:06:45 AM

He says that mentoring systems decrease the possibilities to group of low level players.


As someone who's played both DAoC and CoX I can say with 100% certainty that Mark Jacobs is wrong.

As for the chicken thing, it's referenced in the wiki entry too.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 14, 2008, 11:22:24 AM
Quote
I can say with 100% certainty that Mark Jacobs is wrong.

Obv.

I *think* what he is failing to understand is that the issue is not finding a group, so much as finding a viable group (ie. one with a cleric).

I also have issues with any design that prevents friends playing in the same group. Anything that doesn't have one of sidekicking-up, mentoring-down, or an alternative better method for playing with friends, just seems wrong.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 12:00:53 PM
I still want a link.

I'm shocked, not only do i not agree with the rational, i cant believe mark hasn't heard of the mentor system in eq2, or CoX.
Link is here (http://www.warhammeralliance.com/forums/showthread.php?p=661457#post661457).

He KNOWS the mentor systems. He just thinks they are detrimental.

It seems I was the only one to rant about this when he said that. So I wasn't wrong thinking he was out of his mind on that argument?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lantyssa on April 14, 2008, 12:05:42 PM
So what happens when a zerg of chickens kicks a lowbie's bum?

Or people start betting on cock fights for fun?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fraeg on April 14, 2008, 12:09:05 PM
the chicken thing is a pain in the arse.  humorous at first then once you realize anything will one shot you and you can't do anything at all it becomes very annoying.  it is hardly an NDA violation to say that in your average MMO people will have legit reasons to return to lowbie zones.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 12:18:19 PM
Kind of fun that we discuss this and a new vaporware (just saying) comes out bragging exactly that.

- PvP servers only, PvE inside PvP, shared
- Open PvP world controlled by players
- No instances
- Skill/twitch system
- No levels nor restrictions, you can go everywhere

... Coming from Sweden.

trailer (http://www.mortalonline.com/videos)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 14, 2008, 12:30:33 PM
the chicken thing is a pain in the arse.  humorous at first then once you realize anything will one shot you and you can't do anything at all it becomes very annoying. 

To counter this, so is a level 70 picking on 20's and below, for the same reasons. Not that i agree with the chicken thing.

Again, thats why i think most players do not want "meaningful" PvP, they just want to win, and get the most joy out of stomping people that have no chance, proof? WoW overland PvP (not structured engagements, like battlegrounds).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Fordel on April 14, 2008, 01:00:22 PM
DaoC already fixed the max level player ganking lowbie issue years ago. You simply do not allow enemy high levels in friendly noob areas. It's such a mistake to mix the 'pvp' zones the way WoW does, or the way WAR seemingly will.


These are the PVE zones, these are the PVP zones, the two shall never meet. The PVP zones may also have desirably PVE content, but it won't be the 'best/required/mandatory' PVE content.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 14, 2008, 01:13:54 PM
trailer (http://www.mortalonline.com/videos)

That video showed nothing. Seriously, except for a LoTRO-feel with 300% bloom effect, it was 3/4 through the video before you even saw two characters on the screen. And then when you finally thought you'd see combat that maybe wasn't just floating numbers, the dragon comes in and negates even that one false hope.

Anyway, it took me longer to write that paragraph than I'll ever again think about Mortal Online :wink:

But it did remind me of something:

Do you (or anyone) have a list of titles that promised the same but never launched?

I feel like this sort of uber veteran throwback overpromise crap is only going to ever actually launch if a real company with a real publisher with some real pedigree decides it's time to take it on again. Blame Blizzard, or even SOE, or even CCP. Whatever. Tiny developers with a second mortgage and a dream don't really seem capable of delivering the panacea even the big ass houses don't want to touch.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 14, 2008, 01:16:46 PM
trailer (http://www.mortalonline.com/videos)

That video showed nothing. Seriously, except for a LoTRO-feel with 300% bloom effect, it was 3/4 through the video before you even saw two characters on the screen. And then when you finally thought you'd see combat that maybe wasn't just floating numbers, the dragon comes in and negates even that one false hope.

Anyway, it took me longer to write that paragraph than I'll ever again think about Mortal Online :wink:

But it did remind me of something:

Do you (or anyone) have a list of titles that promised the same but never launched?

I feel like this sort of uber veteran throwback overpromise crap is only going to ever actually launch if a real company with a real publisher with some real pedigree decides it's time to take it on again. Blame Blizzard, or even SOE, or even CCP. Whatever. Tiny developers with a second mortgage and a dream don't really seem capable of delivering the panacea even the big ass houses don't want to touch.

Depends on what your goals are.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 14, 2008, 01:25:48 PM
LOL! Who are you, me?!

Yes yes, small companies scale to small business goals and attract just enough subscribers/xtrans-folks to keep the servers running.

But we're not talking Fury 24hr/fulltime/only-PvP here. That was a realistic promise. We're talking pre-Trammel open dynamic semi-twitch post-AoC 3D graphics gaming. Even taking away the graphics part, you're talking about a total system that needs a lot of people in order to even begin to justify the costs of what they barely even promise with their all of one-paragraph description.

We're way beyond vapor here...

But to be fair, I should be ranting here (http://forums.f13.net/index.php?topic=12879.0). I just took one look at the site linked there and didn't take a second look until Hrose linked the movie here.

So blame him  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 14, 2008, 03:29:26 PM
Gawd. It seems like the current philosophy of MMORPG game design goes like this:

Step 1. Let's have levels and huge power disparities!

Step 2. Now how do we solve all the problems that our level based game creates?

Step 3. Fucking fail.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: sidereal on April 14, 2008, 03:34:35 PM
Gawd. It seems like the current philosophy of MMORPG game design goes like this:

Step 1. Let's have levels and huge power disparities!

Step 2. Now how do we solve all the problems that our level based game creates?

Step 3. Fucking fail.

Hmm.

Step 0.1: We need revenue
Step 0.2: We need long subscriptions
Step 0.3: We need addiction
Step 0.4: We need a grind
Step 0.5: We need something to grind for
Step 0.6: We need the next ding to grind for
Step 1: Let's have levels

etc.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 14, 2008, 03:42:20 PM
Oh, cmon.  The penchant for levels isn't because of some bizarre, stubborn religious view of game developers.  Its 100x harder to balance a game where any of 50/100 whatever skills are mixed and matched with each other than a level-based game.  Its amazing to me how little business sense people who say "MMO W/NO GRIND WOULD B MOST POPULAR EVAR!!!" have.  Hint:  you need people to have a reason to pay beyond the first week. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 14, 2008, 04:02:58 PM
Levels are fine. Until you get to PvP. But even then you only need to bracket competitors into environments where levels themselves matter less or not at all.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 14, 2008, 04:07:53 PM
No levels worked out quite nicely in Eve.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on April 14, 2008, 04:10:21 PM
Your ship (by proxy its equipment) and skills trained can easily be thought of as being a certain level.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on April 14, 2008, 04:10:28 PM
Oh, there are levels...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 14, 2008, 04:10:41 PM
No levels worked out quite nicely in Eve.

And UO.

And ATiTD.

And both of those are as different from Eve as all three of those are from the standard DIKUs having PvP strapped to them.

Oh, and none of those inspire the sort of success stories big companies licensing big IP want to talk about.

Edit: and yes, Eve (and UO and ATiTD) have levels with a lowercase L, which is just the "(level) of separation measured by some metrics". That being time.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 14, 2008, 04:33:38 PM
Your ship (by proxy its equipment) and skills trained can easily be thought of as being a certain level.

Only in the sense of 'you have a giant mass of skill points you direct as you please' and different ships and actions have different prerequisite skills.  It's certainly different from standard diku levels.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 04:36:00 PM
That you need increments and rewards, sure.

But there are better ways to have than than levels.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: sidereal on April 14, 2008, 04:38:25 PM
It depends on how broad your definition of levels is.  If you make it a proxy for '/played = stats = character power' then Eve certainly has levels.  And UO.  ATiTD mostly didn't.  Guild Wars barely did, last I played.  Shooters mostly don't.  It's certainly not logically necessary.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 04:41:26 PM
I think here "levels" means a way to segregate and divide players.

The difference with skills systems is that players in a skill system still play together at ease, players on a level system instead need to be of proper level.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 14, 2008, 04:50:02 PM
The "levels" being used here is pure "I am Level X" vs "You are Level Y", as noted by that number next to the word "Level". Everything else is sophistry, of which I too am guilty  :-)

Skills systems have the potential of allowing players to balance themselves better. But here you've gotta decide between infinite-skill-levels like Eve (yes, Eve has levels, as noted by the word "level" there) or finite skill points of UO (or the attempted middle-area that was old SWG).

And it's no easier to achieve balance there than it is anywhere else. You're just dealing with it differently.

Which is why "levels" can simply be referred to that by which players are segregated numerically.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 14, 2008, 05:25:05 PM
Hmm.

Step 0.1: We need revenue
Step 0.2: We need long subscriptions
Step 0.3: We need addiction
Step 0.4: We need a grind
Step 0.5: We need something to grind for
Step 0.6: We need the next ding to grind for
Step 1: Let's have levels

etc.
Having levels in itself isn't a fail. Having "levels and huge power disparities!" on the other hand can be good start for pretty stupid results.

EVE skill levels amount to 25% difference between zero skill and fully skilled character, plus similar amount from the gear difference. So it's not like there has to be huge grow in power attached to levels to keep people interested long-term.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 14, 2008, 05:47:28 PM
I still want a link.

I'm shocked, not only do i not agree with the rational, i cant believe mark hasn't heard of the mentor system in eq2, or CoX.
Link is here (http://www.warhammeralliance.com/forums/showthread.php?p=661457#post661457).

He KNOWS the mentor systems. He just thinks they are detrimental.

It seems I was the only one to rant about this when he said that. So I wasn't wrong thinking he was out of his mind on that argument?

I actually think a mentoring/deleveling process would be detrimental to low-level PvP:

The major factor in success is going to be:

1. Min-maxed level and gear.
2. Group makeup.  You need the right mix of classes and players playing the right roles.
3. Skill, coordination, and experience playing with the other folks in your group.

If just by stepping into a lower tier zone,  my group only delevels to the appropriate max level?  We're going to own any "real" noob/lowbie out there pvping because my group is balanced and used to working together. 

It just doesn't matter that the level/gear disparaty is reduced if the other team is a PUG,  or can't find a healer.  We'll whip them every day of the week.


Forcing higher levels out of low level PvP is a necessary means of issolating those at the top of the food chain from the people just learning the ropes.  Make it easy for the sharks to pop in and whomp the noobs,  and it will murder any real chance of fun lower level PvP.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 14, 2008, 05:51:13 PM
It's not that hard to come up with good ways to prevent players to chase their tale.

- Knockback skills on Tank.
- Only a side without a shield should be vulnerable.
- More chance to score a melee critical hit on running targets.
- Narrow the angle that actually count has the back.
- etc.

This is good shit,  that would help the game whether or not you had collision detection in.  Leave the traditional tank damage mitigation in,  leave them with low DPS,  and make them masters of disruption and crowd control with the ability to slow, peel, and disrupt the enemy DPS and support.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 14, 2008, 06:19:21 PM
I actually think a mentoring/deleveling process would be detrimental to low-level PvP:

The major factor in success is going to be:

1. Min-maxed level and gear.
2. Group makeup.  You need the right mix of classes and players playing the right roles.
3. Skill, coordination, and experience playing with the other folks in your group.

If just by stepping into a lower tier zone,  my group only delevels to the appropriate max level?  We're going to own any "real" noob/lowbie out there pvping because my group is balanced and used to working together. 

It just doesn't matter that the level/gear disparaty is reduced if the other team is a PUG,  or can't find a healer.  We'll whip them every day of the week.

Forcing higher levels out of low level PvP is a necessary means of issolating those at the top of the food chain from the people just learning the ropes.  Make it easy for the sharks to pop in and whomp the noobs,  and it will murder any real chance of fun lower level PvP.

And all that is different from the same group making a bunch of twink alts how?  Look what the battlegrounds in DAoC eventually degenerated into and tell me there's a big difference between twinked out alts and deleveled mains.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 14, 2008, 06:57:38 PM
Either we fix the various issues of deleveling, or you write off low level PvP zones as ghost-town fodder for the occasional solo straggler looking to set aside the PvE grind for a bit.

I'd rather go with the former :wink:

Everything's based on formula. Drop the gear to stats equivalent to max gear one can achieve within that level block. If your system is good, abilities are not separated by gear that much anyway, at least in the low levels.

Further, you don't "need" perfect anything in PvP because you can't guarantee you'll be up against perfect anything. Show up with 10 casters against 10 melee. 5 on 5 healers. Could be anything and there's no way you're going to ever control it.

Finally, this isn't really about balance anyway. It's about having a way for latecomers to join the PvP promised to them in the non-endgame levels. Otherwise you end up with the DAoC problem before /level and level-bracketed RvR where you've got people playing a semi-ok PvE game until they run out of patience.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sjofn on April 14, 2008, 06:58:33 PM
I have to agree with Nevermore here, twinks like in DAoC (and even moreso in WoW) are going to cover the "kicking the ass of a PUG any day" anyway. Hell, at max level that's going to happen too. A pre-made group of friends is generally going to beat the ass of a group of PuGs, that's how these things go. I don't think it's a compelling reason to not have a system to at least even out the thing your game can control, be it levels or gear or whatever.

I would definitely rather the way it was set up in DAoC, where your lowbies can level in peace (or go out into the frontier if they WANT), I'm not sure why they elected to "fix" what wasn't broken. No matter what consequences you add to PvP, people are going to complain it isn't "meaningful."


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 14, 2008, 07:22:35 PM
I actually think a mentoring/deleveling process would be detrimental to low-level PvP:

The major factor in success is going to be:

1. Min-maxed level and gear.
2. Group makeup.  You need the right mix of classes and players playing the right roles.
3. Skill, coordination, and experience playing with the other folks in your group.

If just by stepping into a lower tier zone,  my group only delevels to the appropriate max level?  We're going to own any "real" noob/lowbie out there pvping because my group is balanced and used to working together. 

It just doesn't matter that the level/gear disparaty is reduced if the other team is a PUG,  or can't find a healer.  We'll whip them every day of the week.

Forcing higher levels out of low level PvP is a necessary means of issolating those at the top of the food chain from the people just learning the ropes.  Make it easy for the sharks to pop in and whomp the noobs,  and it will murder any real chance of fun lower level PvP.

And all that is different from the same group making a bunch of twink alts how?  Look what the battlegrounds in DAoC eventually degenerated into and tell me there's a big difference between twinked out alts and deleveled mains.

Battlegrounds never approached the level of disparity common in the end game rvr between premade groups and casuals, and I played both off and on for 5 years.

Sure,  your hardcore players can go out and make a bunch of twink alts.  This is a large investment in time and energy away from the max level pvp game, though, which is anathema to the advancement and endgame focus of your hardcore players.  At worst,  the delay and chore of leveling up the twink alts will shelter the lower level zones for an extended period of time while the rush of new players get their feet wet.

With deleveled mains,  you can just pop zone to zone and murder at will.  And you'll be able to do this as soon as you max out the level of your main.  Groups will do this just because they're bored with the present action in the high level zones or they're waiting for a zerg to disperse,  since you don't even have to relog and regroup to shoot off and pwn some noobs.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 08:46:50 PM
Battlegrounds never approached the level of disparity common in the end game rvr between premade groups and casuals, and I played both off and on for 5 years.
But this wasn't because of a lack of mentoring system. But because the RvR abilities were capped and minimal, and same for gear disparity.

The real point is that the problem of organized groups Vs PUGs is general through the *whole* game, not prerogative of low level zones and mentoring systems. It is not that the problem exists only in lower level zones.

Blaming the mentoring system for that is about doing the wrong observation.

Maybe you can say that lower level PvP is more casual because it is more transitory, and removing this means exposing it directly to the same problem. So making it in the similar way of how the endgame is. But the problem isn't removed by removing the mentoring system, it's just pushed forward to another point of the game.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nerf on April 14, 2008, 09:48:08 PM
Having levels in itself isn't a fail. Having "levels and huge power disparities!" on the other hand can be good start for pretty stupid results.

EVE skill levels amount to 25% difference between zero skill and fully skilled character, plus similar amount from the gear difference. So it's not like there has to be huge grow in power attached to levels to keep people interested long-term.

Have you actually played Eve, tmp?

The difference between a zero skilled and a full skilled character (assuming the same gear and ship) is 200%+, I'd call that a pretty huge grow in power.

Now, the difference between a character with every skill at 4 (80% of max) vs. every skill at 5 (80%) is *very* small, but you've still got several months of training before you can do anything aside from sub-par crowd control in PVP.

*I think Eve would be a much better and far more noob-friendly game if they changed all level 5 prereqs to level 4 prereqs, and leave that last incredibly long hurdle up to the player if they want that extra bump.  I can train a skill from 1-4 in under a week, and the last level takes a month, and is 100% nescessary for me to able to do anything cool, hooray.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 14, 2008, 10:15:19 PM
I think here "levels" means a way to segregate and divide players.

The difference with skills systems is that players in a skill system still play together at ease, players on a level system instead need to be of proper level.

Play together. Compete against each other. Etc...

Level disparity fragments your player population and prevents them from doing one of the things that keeps players in a MMOG much longer than any DIKU grind... forming groups and having fun together.

Now there is some advancement in any RPG type of game. But UO, Planetside, Guild Wars and Eve have shown that it doesn't have to utterly dominate player "skill". (I have one more level than you <> you have no chance whatsoever)

So any game with PvP and levels that has to put some retarted chicken (or whatever) "feature" in to balance PvP is showing that they really don't understand what the hell they're doing in the first place.

Level disparity is anthema to open (or realm based) PvP. And hostile to grouping in PvE as added salt in the wound.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 14, 2008, 10:26:40 PM
Re: twinked alts.  I don't know the specifics on WAR's equipment system, but devs have said that, when you're rewarded for quests or killing bosses, you're never going to get something that your character can't use.  I imagine that there will be some crossover in itemization between classes (with, like, gloves and rings maybe), but with weapons, your big-ass tank is probably never going to get his hands on a staff or bow for your healer or ranger alt.

Granted, players will always find SOME way to twink their alts (even if it means just buying shit from a vendor), and I suppose if they do a straight WoW-style Auction House, the above is moot.  Guess we'll have to see.

Re: deleveling.  I actually think that, done well, this is the best current solution for a level-based game.  Some of you are being way too flippant in how easy something like this would be to implement though.  Character stats are simple enough, sure, but what about equipment, and in WAR, the tactics and morale abilities?  It's not impossible, but it seems pretty damn tricky to me (especially if you want it all player-friendly) and, frankly, I'd rather have a quick and simple turn-you-into-a-chicken system than a poorly balanced, hastily implemented deleveling system.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 14, 2008, 10:33:30 PM
Re: deleveling.  I actually think that, done well, this is the best current solution for a level-based game.  Some of you are being way too flippant in how easy something like this would be to implement though.  Character stats are simple enough, sure, but what about equipment, and in WAR, the tactics and morale abilities? 
I had proposed a specific system for Warhammer months ago (http://www.cesspit.net/drupal/node/1346) (along with two other ideas), with most of the kinks worked out.

For example for the gear you would have to pass through an "office" when you enter a zone, like a zone-based bank where you store all your new high level equipment and can take back your old zone-based set.

My idea was to store rewards (such as gear) separately by tiers. So that you could "collect" items and badges through the various ranks, eventually going back and forth to complete collections.

I also suggested not only to delevel players, but also let them continue earn points for their real tier even when they are playing in a lower tier. Like a mentoring system should do.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 14, 2008, 10:58:26 PM
Re: twinked alts.  I don't know the specifics on WAR's equipment system, but devs have said that, when you're rewarded for quests or killing bosses, you're never going to get something that your character can't use. 

I've never in my life heard of anyone farming low level loot in order to twink.


Farming high level cash and buying low level gear will always be whole orders of magnitude more efficient.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 15, 2008, 03:25:49 AM
Re: twinked alts.  I don't know the specifics on WAR's equipment system, but devs have said that, when you're rewarded for quests or killing bosses, you're never going to get something that your character can't use. 

I've never in my life heard of anyone farming low level loot in order to twink.


Farming high level cash and buying low level gear will always be whole orders of magnitude more efficient.

Happens in WoW all the time. The BOP blues > almost anything you can buy with cash.  Yeah, there's BOE purples for certain slots at certain levels, but if you're serious about twinking you're going to have someone hauling your twink* through instances until the items you want drop.

* And by "hauling your twink" it means you stand at the entrance with group loot turned-on so you can roll on stuff off of bosses, but stay out of range of any XP gain, so you don't out-level your twinking range.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sunbury on April 15, 2008, 04:40:33 AM

Whenever PvP (or other systems) comes up in MMORPG games, I always read someone who doesn't want levels or equipment to make much difference.   So those who want that, are asking for a game system where the 'game' is only the PvP tactical combat?  So you can buy the game, logon, learn the keyboard, and you are the same as everyone else?

Wouldn't that make the 'game' very shallow and therefore not very interesting?   All it would be is combat, no XP, no loot, no Realm Points, etc.  Isn't there a whole lotta games out there like that (Tribes 2, Battlefield X, ...)   So these people want a MMO-FPS style- but swinging swords and tossing magic instead of weapons?   

Actually that may be interesting - why doesn't someone make one of those?

However, back to my point, to me the 'game' in MMORPG was *never* the combat. The combat part is just a test of your level and equipment, and its usage.  That you are fighting the in the right place or not.  The 'game' is knowing how/where to gain levels and equipment, and then knowing how to use it and where to use it most effectively.   But where is the 'fun' one may ask?  Well, the 'fun' is thinking about, reading about and figuring all that out - and it used to be a lot more 'fun' before the Web spoiled everything...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on April 15, 2008, 05:55:13 AM

However, back to my point, to me the 'game' in MMORPG was *never* the combat. The combat part is just a test of your level and equipment, and its usage.  That you are fighting the in the right place or not.  The 'game' is knowing how/where to gain levels and equipment, and then knowing how to use it and where to use it most effectively.


I've made (http://antipwn.wordpress.com/2007/08/30/vom-kriege/) that argument (http://antipwn.wordpress.com/2008/01/18/pvp-mmo-design-redux/) before.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 15, 2008, 06:00:44 AM
If PvP is some sideline for-fun sporting activity with maybe a different gear/reward path, players don't want levels nor prior investment to matter much. Of course, they accept when it does anyway.

However, if PvP is an SB or Eve type experience of interconnected players, economy and player-built structures, then absolutely gear and stats (not necessarily levels) need to make a difference because the entire user experience is the sum total of everything they do before, during, and after the fight.

Quote from: Sunbury
So these people want a MMO-FPS style- but swinging swords and tossing magic instead of weapons?

Actually that may be interesting - why doesn't someone make one of those?
For the level of tech investment, there's not enough guaranteed return unfortunately. I would love to see FPS evolve beyond sci-fi as much as I want to see RPG evolve beyond stats. An MMOFPS fantasy game done well would prove whether it's viable.

You need someone to take that chance though.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 06:03:11 AM
Somewhat related. I hate, hate hate hate hate hate, that i can't play or adventure with my friends because of level. Its the biggest cockblock in gaming history. So much so, that if games don't improve on this front, i may be pushed out of this genre of games.

This issue trumps any other concern, and should. On that note i have to give credit to games like planetside, SWG (pre-cu), Pirates of the caribbean online,and Dungeon runners.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: nurtsi on April 15, 2008, 06:22:02 AM

Wouldn't that make the 'game' very shallow and therefore not very interesting?   All it would be is combat, no XP, no loot, no Realm Points, etc.  Isn't there a whole lotta games out there like that (Tribes 2, Battlefield X, ...)   So these people want a MMO-FPS style- but swinging swords and tossing magic instead of weapons?   

Actually that may be interesting - why doesn't someone make one of those?


http://www.dawnspire.com


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 06:35:56 AM

Wouldn't that make the 'game' very shallow and therefore not very interesting?   All it would be is combat, no XP, no loot, no Realm Points, etc.  Isn't there a whole lotta games out there like that (Tribes 2, Battlefield X, ...)   So these people want a MMO-FPS style- but swinging swords and tossing magic instead of weapons?   

Actually that may be interesting - why doesn't someone make one of those?

http://savage2.s2games.com (http://savage2.s2games.com)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 15, 2008, 06:40:43 AM
why not just make getting to max level the easy part and only let people pvp then?

(wait i forgot this is mythic, it's supposed to take me months to hit max level, silly me) :oh_i_see:


:  :oh_i_see: Added for super-sized sarcasm:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 15, 2008, 07:09:54 AM
Have you actually played Eve, tmp?

The difference between a zero skilled and a full skilled character (assuming the same gear and ship) is 200%+, I'd call that a pretty huge grow in power.

Now, the difference between a character with every skill at 4 (80% of max) vs. every skill at 5 (80%) is *very* small, but you've still got several months of training before you can do anything aside from sub-par crowd control in PVP.
Yeah, a few years. While the cumulative effect of fully trained skills might come to that 200% you mention, what i meant was the difference in individual skills comes to 25% max. And if you consider character power tripling after they spend enough time to gather gazillion skillpoints to be huge, consider power difference between say, WoW character at level 1 and 70 (both with no gear or the same equipment)

Quote
*I think Eve would be a much better and far more noob-friendly game if they changed all level 5 prereqs to level 4 prereqs, and leave that last incredibly long hurdle up to the player if they want that extra bump.  I can train a skill from 1-4 in under a week, and the last level takes a month, and is 100% nescessary for me to able to do anything cool, hooray.
Won't argue about it, i was advocating pretty much the same thing when they kept introducing the new stuff with lvl.5 pre-reqs.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 15, 2008, 07:18:45 AM
http://savage2.s2games.com (http://savage2.s2games.com)

http://www.dawnspire.com

Googlefu, or have you both played either of these? And if so, either of these worth checking out? I see D2 clickfests rather than actual MMOFPS. But that's before I've installed (which I can't do until later while being curious now :wink: )


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 07:20:45 AM
why not just make getting to max level the easy part and only let people pvp then?

(wait i forgot this is mythic, it's supposed to take me months to hit max level, silly me) :oh_i_see:


:  :oh_i_see: Added for super-sized sarcasm:

Perhaps you should look into a wildly successful game with an even longer grind... it's called WoW. 



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 15, 2008, 07:22:32 AM
Actually that may be interesting - why doesn't someone make one of those?
Isn't Age of Conan pretty close to what you're suggesting?  Or is it too RPGy?

Not to continue with the derail, but when the hell is somebody going to make a breakout hit MMOFPS?  It seems like a no-brainer, especially for the oh-so-desirable console crowd.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 15, 2008, 07:27:50 AM
Perhaps you should look into a wildly successful game with an even longer grind... it's called WoW. 

WoW's grind was longer than DAoC's? Wuh?

Ok, maybe if you compare the solo player in WoW to someone who's interested in an older title and has a dedicated knowledgable friend in DAoC who can grind them out to 50 lickity split. That happened in SB too. But unlike in WoW, those are absolute requirements for anything beyond a way-huge boring grindfest.

At the same time, that knowledgable friend requirement in the early game is just a harbringer of what's to come anyway. You can still have fun alone in WoW at the final level. SB and DAoC RvR you better have other people around.

So it's not better nor worse. Just very different.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 15, 2008, 07:33:47 AM
why not just make getting to max level the easy part and only let people pvp then?

(wait i forgot this is mythic, it's supposed to take me months to hit max level, silly me) :oh_i_see:


:  :oh_i_see: Added for super-sized sarcasm:

Perhaps you should look into a wildly successful game with an even longer grind... it's called WoW. 



A longer grind than what, WAR or DAOC? I'm going to have to call BS here. While you can argue that wow doesn't 'end' at level 70 and there is still a lot to grind afterwards by way of reputations/gear/crafting etc, the exact same can be applied to daoc and more than likely war as well. The difference is that even getting to that endgame grind where power levels in character starts to narrow takes 10x longer in daoc(or did last time i played) and i can guarentee it will in war as well.

Yes, a max level in raid gear will walk all over a fresh  max-level-whatever but that is gonna happen in every game, wow, war, anything. What I'm saying is make that the only real gap but no...when people boot up war there will be months of levelling and when they reach that magic cap? guess what, just as much end-game grinding as wow and it will just have taken longer to get there.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 07:34:58 AM
http://savage2.s2games.com (http://savage2.s2games.com)

http://www.dawnspire.com

Googlefu, or have you both played either of these? And if so, either of these worth checking out? I see D2 clickfests rather than actual MMOFPS. But that's before I've installed (which I can't do until later while being curious now :wink: )

I am currently playing savage 2. Its an RTS, RPG, and FPS (melee based however) game, but there are classes that can suit any playstyle. Its fantastic, steep learning curve, but its 30$ one time fee, content packs on a somewhat regular clip. Its not really a MMO, but its dam close with the persistent items system and account level. Its nothing like D2.

I recommend savage 2. haven't played the other. There is a free 5 hour trail, lets you do just about everything but command and no persistent items for you, but by signing up you get one scratch ticket (how persistent items are made) Great game to just pick up and play.

Refer Trucegore if you buy please =)

EDIT: Thread about it here (http://forums.f13.net/index.php?topic=11762.0).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 08:15:41 AM
A longer grind than what, WAR or DAOC? I'm going to have to call BS here.

You haven't played DAoC for a while.  On the classic ruleset servers one can level a toon to 50 and gear it to the gills in about 2 days played or less.  Even getting a toon to 70 in WoW in 2 days would earn you some sort of record... and then there's the issue of gearing up. 

Yes, the grind in WoW is significantly longer than DAoC.  I'd say by a factor of 5.  I'm currently playing WoW, have several level 70's, and am feeling the grind. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 15, 2008, 08:24:18 AM
I'm too lazy to find it, but a dev said recently they are aiming at 200-250 hours to rank 40.  8-10ish days played is less than what it took me to get my first 70 in WoW (although I wasted a significant amount of time pvping getting there). 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 08:27:20 AM
I'm too lazy to find it, but a dev said recently they are aiming at 200-250 hours to rank 40.  8-10ish days played is less than what it took me to get my first 70 in WoW (although I wasted a significant amount of time pvping getting there). 

If you have fun, the time wasn't wasted.  These are games, not races!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 15, 2008, 08:28:50 AM
A longer grind than what, WAR or DAOC? I'm going to have to call BS here.

You haven't played DAoC for a while.  On the classic ruleset servers one can level a toon to 50 and gear it to the gills in about 2 days played or less.  Even getting a toon to 70 in WoW in 2 days would earn you some sort of record... and then there's the issue of gearing up. 

Yes, the grind in WoW is significantly longer than DAoC.  I'd say by a factor of 5.  I'm currently playing WoW, have several level 70's, and am feeling the grind. 

WAR on release day is not going to be daoc now, i promise you that.  I'm just done with games where if i want to get to the 'good' stuff i have to kill 30 different skinned models of spriggans for the next four months and im really getting that feeling from WAR


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 15, 2008, 08:29:35 AM
I'm too lazy to find it, but a dev said recently they are aiming at 200-250 hours to rank 40.  8-10ish days played is less than what it took me to get my first 70 in WoW (although I wasted a significant amount of time pvping getting there). 

If you have fun, the time wasn't wasted.  These are games, not races!

Good point.  Many evenings intended to be exp grinds were spent terrorizing the grinding grounds and keeping other (roughly same level) soloers from leveling.  Good times  :-)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 15, 2008, 08:32:01 AM
A longer grind than what, WAR or DAOC? I'm going to have to call BS here.

You haven't played DAoC for a while.  On the classic ruleset servers one can level a toon to 50 and gear it to the gills in about 2 days played or less.  Even getting a toon to 70 in WoW in 2 days would earn you some sort of record... and then there's the issue of gearing up. 

You've said this before, and then talked about AOE groups, IIRC.  The same holds true in WOW, and is how folks GET that 70-in-less than a day /played time.   If you describe the actual methods to getting to 50 - that a noob has access and knowledge to - you'd get a lot less "wtf is Nebu smoking" reaction.

Then, of course, you have to argue about the whole "that's 20 levels below WoW's cap" part. But that's a strawman, imo, since "Cap" is "Cap" regardless of the number attached to it.

WAR on release day is not going to be daoc now, i promise you that.  I'm just done with games where if i want to get to the 'good' stuff i have to kill 30 different skinned models of spriggans for the next four months and im really getting that feeling from WAR

Agreed. Much as I love DIKU, I'm not looking for another grind for a bit. If WAR feels grindy, or actually does take 2-300 hours to cap out, then it might be done for me before I even start.  2-300 hours may only be 8 days /played, but that's 3-5 months at my current gaming schedule.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 08:35:22 AM
WAR on release day is not going to be daoc now, i promise you that.  I'm just done with games where if i want to get to the 'good' stuff i have to kill 30 different skinned models of spriggans for the next four months and im really getting that feeling from WAR

I'm not sure how you know that's the case with WAR.  I'm willing to give MJ the benefit of the doubt as I've seen many improvements in DAoC over the recent 2-3 years.  I think Mythic is very capable of learning from past mistakes.  

My point was that people seem to want to grind to get to the good stuff and WoW's success is proof of that.  There's an entire industry of FPS games for those that want to jump right into the endgame.  Before you dismiss the first statement, I want you to know that I agree with you.  I love MMO's and would love to find a game where it's fun from beginning to end.  The sad truth is that MMO's attract gamers with a serious case of achiever mentality.  If you don't provide them with a constant stream of new goals, they will abandon your game for the next new shiny.  Most MMO subscribers want a grind... they want to have ways to be 2% better than the rest of the population.  They want to be the hero or the special snowflake and time seems to be the paradigm that works best at retaining them.  The hardcore get to be the top of the heap and the casual will play for months under the delusion that they will be able to get to the top eventually.  It's just the way it goes.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 15, 2008, 08:44:29 AM
You guys do know that they're building the game so that you can get to the end-game exclusively through PvP if you want, right?  I won't say that the PvP will never get grindy, but I don't know what's leading you guys to think WAR is going to be excessively grindy.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 08:46:59 AM
I won't say that the PvP will never get grindy, but I don't know what's leading you guys to think WAR is going to be excessively grindy.

For the same reason that beef tastes meaty or chocolate tastes chocolatey.  MMO's are grindy by definition.  MMO gamers want goals.  My hope is that the grind is more fun than other MMO grinds.  Expecting there to be no grind in an MMO is setting yourself up for disappointment.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 15, 2008, 08:47:20 AM
My point was that people seem to want to grind to get to the good stuff and WoW's success is proof of that.
In fact people seem to want it so much WoW devs just recently went and re-designed most of the game to lessen it significantly. :oh_i_see:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 15, 2008, 08:52:15 AM
I was thinking about this shit the other day. What's really entertaining is that a person could remove all level disparity with a little bit of number tinkering.

Say, put a filter into WoW that adds a thousand to everybody's stats. Server side only. You see 80 Stamina. The server sees 1,080 Stamina. You are still playing WoW and getting the same amount of advancement, but the actual effects of said advancement are much less pronounced.

Adjust all other values (weapon damage, etc...) by that thousand and now a level one can group with a level 70. Tah Dah! You could also visit Azshara at level one and be able to play there, or go to Goldshire with a level 70 (if you wished) and not just be "passing through".


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 15, 2008, 08:56:28 AM
You guys do know that they're building the game so that you can get to the end-game exclusively through PvP if you want, right?  I won't say that the PvP will never get grindy, but I don't know what's leading you guys to think WAR is going to be excessively grindy.

Part of the problem is, anything gets "grindy" when repeated ad-infitinitum.  It'll depend on how many different areas you see on that drip from 1-xx.  If I tell you "Yes, everyone can get to the cap via PvP, but you're all going to see Arathi Basin/ Alterac Valley from that entire trip" you'd get pretty damn sick of it quickly.

 WoW has (or HAD prior to the xp change) that problem in the 30s with STV.  You were in the same zone for nearly 15 levels, when prior zones you were there for 5-10.  That additional 5 levels doesn't look like a lot on paper, but combined with an additive xp curve, it FELT a hell of a lot longer.

So, if I'm trying to level while PVPing and the xp gains are so small that I'm stuck playing for weeks at the same spot, I'll just quit trying.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 08:59:15 AM
In fact people seem to want it so much WoW devs just recently went and re-designed most of the game to lessen it significantly. :oh_i_see:

Lessen it, yes.  Significantly, no.  They threw people a small bone. 

If Blizzard wanted to get rid of the grind it wouldn't take much at all.  Why don't they?  It's not a sound financial decision. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 15, 2008, 09:19:54 AM
In fact people seem to want it so much WoW devs just recently went and re-designed most of the game to lessen it significantly. :oh_i_see:

Lessen it, yes.  Significantly, no.  They threw people a small bone. 

If Blizzard wanted to get rid of the grind it wouldn't take much at all.  Why don't they?  It's not a sound financial decision. 

Not to derail but even before the exp boost calling levelling in wow a grind to anyone who played EQ1-2, AO, DAOC....every other online game...is just silly. Wow doesn't hand you a level 70 but the 1-70 experience right now is about as good as it can get. Wow has a lot of things wrong but I'll never say the pacing and fun i had levelling was a problem.

That said I've levelled four 70's I'm done, can't do those same zones again no matter what but hell that's fine by me really, i doubt there's any game i could playthrough over five times and still enjoy old content, mmo or not. 

I'm willing to bet you a steak dinner* (should you come to ATL) that it will take the average WAR player a good three-four months to reach the cap and not to mention that there will be a raiding/equipment grind towards the end.  Look guys, this is mythic here, they aren't innovaters, there's not going to be glorious new systems you haven't tried before that blows you out of the water. This is DAOC 2.0, which in itself just ripped off of EQ.

Before you say it yes, wow just does the same things, they take what's good and improve it but the problem with mythic always seems to be that they take what they think works and will retain customers, they don't actually take what they think will be fun. AA's anyone?






*steak dinner may also be a #2 combo at burger king


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 15, 2008, 09:33:27 AM
For the same reason that beef tastes meaty or chocolate tastes chocolatey.  MMO's are grindy by definition.  MMO gamers want goals.  My hope is that the grind is more fun than other MMO grinds.  Expecting there to be no grind in an MMO is setting yourself up for disappointment.
I don't agree that the majority of players want grind.  I think players want to be constantly rewarded, but only a small slice of all players truly want their game to feel like work.

However, I don't feel like arguing the point, so I'll cede that grind is a part of these games and all Diku-types will have it.  One thing I like about WAR, by the way, is that they're specifically planning for optional post-max level grind.  The Tome of Knowledge, for instance, tracks your exploits, and rewards you with fairly superficial things, such as titles, trophies, etc.

And for anyone frightened at the number 200+ hours, Raph recently posted (http://www.raphkoster.com/2008/04/09/is-there-such-as-thing-as-a-casual-online-world/) that for any online world type game, “a regular user spends 20 hours a week.”  If that's true, then for the regular user, it will take around three months to get to max level, which really isn't too bad.  And of course, developers always underestimate these things, and players find a way to power level as efficiently as possible, so, well, there ya go.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 15, 2008, 09:36:18 AM
Lessen it, yes.  Significantly, no.  They threw people a small bone. 
But if people truly *want* and *like* the grind, how is lessening it "throwing them a bone" at all? You basically contradict yourself there...

Yes, it boils down to grind being 'sound financial mechanics' but it's different animal from player preferences. Has more to do with "how long can we keep people playing before they get fed up to point they quit" rather than what they actually like.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 15, 2008, 09:42:01 AM
People don't like the grind. They like to advance their character. They also realize that they're not going to get handed level 70 five minutes after starting a new character.

Everybody wriggles in the middle over levels and xp and advancement.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 09:51:25 AM
I think the advent of "The grind" is directly related to lack of diverse game play and the use of a sliding (and expanding) scale attached to experience and "Levels".

At level 1, you need to kill 10 things, at level 70 it seems to increase to 200 even if they are worth more. Thats "The grind" right there. Something that would cure this, is if mobs were more intelligent, or had more challenging ways to be defeated, instead of lumping more and more numbers on it.

Thats part of the reason i really like LOTRO "Dread" system, even if it isn't exactly a fix.

And why do encounters in mmogs always have to be about a MOB? Why cant it be about overcoming the environment (puzzles, NPC branching dialog, espionage, navigation) and THEN attacking a not over 9000 mob(basically the mob its self dosn't need to be supper HP etc inflated)? You know, skill of the player, not skill of the toon.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 15, 2008, 10:00:48 AM
At level 1, you need to kill 10 things, at level 70 it seems to increase to 200 even if they are worth more. Thats "The grind" right there. Something that would cure this, is if mobs were more intelligent, or had more challenging ways to be defeated, instead of lumping more and more numbers on it.

In daoc, it was exactly 10 snakes or rats to move from level 1 to level 2.

I vaguely remember calculating the number of Pirate Trees you had to slay in order to move from level 49 to level 50. It was in the hundreds of thousands.


What really got on my wick was Mythic declaring that this was important because level 50 had to feel like 'an achievement'.

Standing in one spot repeating the same action over a hundred thousand times is not an achievement.


It got slightly better after the first expansion when advancement became largely quest based, but even then, following instructions never really feels like an achievement.

I never understand why combat can't be made more interactive. CoX and EQ2 started moving a tiny distance along this road - but there is an awful long way to go.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 15, 2008, 10:07:11 AM
Isn't the issue there still latency between the client and server and server lag as it tries to process the actions of up to hundreds of characters at once in a particular zone?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 10:23:33 AM
Isn't the issue there still latency between the client and server and server lag as it tries to process the actions of up to hundreds of characters at once in a particular zone?

As far as i know, a lot of games still try to limit to the 56k limit. I am sure there are exceptions.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 10:37:35 AM
But if people truly *want* and *like* the grind, how is lessening it "throwing them a bone" at all? You basically contradict yourself there...

I think I'm just explaining myself poorly.  People want to feel like they've accomplished something and when a task seems a bit like a chore, the ding tastes a bit sweeter.  Does that makes sense?  It's like the pain of the task sweetens the deal.  If you trivialize the trip, people don't feel that same sens of accomplishment. 

Now I'm not saying that I agree with this... I just want to have fun.  It just seems like MMO gamers have some type of inborn pain fascination. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 15, 2008, 10:46:46 AM
You know, skill of the player, not skill of the toon.
Never underestimate exactly how low the LCD is.

But maybe something more along the lines of KotOR, where you could complete logic puzzles to rewire a robot, convince someone through dialog to do it for you, or just smash it with a hammer.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 10:50:43 AM
You know, skill of the player, not skill of the toon.
Never underestimate exactly how low the LCD is.

But maybe something more along the lines of KotOR, where you could complete logic puzzles to rewire a robot, convince someone through dialog to do it for you, or just smash it with a hammer.

I'm all for options for completion. But yeah, you get my point. It doesn't always have to be KILL MOB X.

For fucks sake, give me a multi branching, multi ending, which-way-book, murder mystery!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on April 15, 2008, 10:51:51 AM
I would love to see player skill and innovation take a front seat in PvP. I play BF2 (still!), and there are always several different ways to skin a cat there. I may not be the best player in a head to head shootout, but I can hold my own (and then some) by outthinking and outmaneuvering the other players. Playing a game on rails is exactly zero fun. Find a way to let the players be creative.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 10:55:47 AM
Latency is a bit of an issue, but play that centers around tactical decisions rather than twitch could easily remedy this.  I'd MUCH rather goal completion be determined by skill rather than time.  With cheat sites, UI upgrades, and the like I'm not sure how much skill these games really require beyond the first couple of times someone does an encounter.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 10:56:54 AM
With cheat sites, UI upgrades, and the like I'm not sure how much skill these games really require beyond the first couple of times someone does an encounter.

Thats why i said "multi branching, multi ending, which-way-book, murder mystery!". can end any number of way ETC...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 10:58:46 AM
Thats why i said "multi branching, multi ending, which-way-book, murder mystery!". can end any number of way ETC...

I think the last 10 years has shown us that no matter how clever a development house is, the playerbase will always find a creative workaround to any encounter.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on April 15, 2008, 11:03:00 AM
You know, skill of the player, not skill of the toon.
Never underestimate exactly how low the LCD is.

But maybe something more along the lines of KotOR, where you could complete logic puzzles to rewire a robot, convince someone through dialog to do it for you, or just smash it with a hammer.
75% of players will complain that the quest is bugged because the mob isn't attackable.

99.9% of the rest will simply read the walkthrough on Allakhazam and then complain about how pointless shit like this slows them down when they're just trying to level.

Better mob AI isn't a panacea either for much the same reasons. Complex AI still comes down to predictable responses to triggers, eventually players will map it and your complex mob that caused you weeks of pain on test because it was a bitch to get to work right becomes a speedbump just like the 10,000 other world mobs that are stood around waiting for someone to walk into their aggro radius. I'm all for cleverer design and a more immersive experience but it doesn't solve the problems that people seem to think that it does.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 15, 2008, 11:04:39 AM
I think I'm just explaining myself poorly.  People want to feel like they've accomplished something and when a task seems a bit like a chore, the ding tastes a bit sweeter.  Does that makes sense?  It's like the pain of the task sweetens the deal.  If you trivialize the trip, people don't feel that same sens of accomplishment. 

Now I'm not saying that I agree with this... I just want to have fun.  It just seems like MMO gamers have some type of inborn pain fascination. 
Hmm i see and yes it does make sense, but tbh i think the large part of playerbase is closer to your own stance; they want fun. People are increasingly into instant gratification and anything that ain't is likely to cause the whine. There might be some who will choose to plow on not even despite the cockpuncture but because of it, but i believe these to be minority nowadays.

Ratman put it well there, people like "ding ding ding" but not when it feels like work to get it... at least considering how no one seems to complain about speed of newbie levelling experience, but it's given there's pretty much always some comments "but past level X it turns into chore".


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 15, 2008, 11:12:40 AM
I think the last 10 years has shown us that no matter how clever a development house is, the playerbase will always find a creative workaround to any encounter.
10 years ain't mean shit, the inspiration comes from as far as 18 years back :awesome_for_real:

Sid Meier's Covert Action: http://www.the-underdogs.info/game.php?id=236

should be obligatory study for everyone yapping about the 'procedurally generated content' nowadays. srsly.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 11:13:16 AM
Thats why i said "multi branching, multi ending, which-way-book, murder mystery!". can end any number of way ETC...

I think the last 10 years has shown us that no matter how clever a development house is, the playerbase will always find a creative workaround to any encounter.

This happen all ready, so who cares! Point being, its not necessarily one way, it branches in the body, and the end. Like the game of clue in a way, but it dosn't have to end the same way for each person.

75% of players will complain that the quest is bugged because the mob isn't attackable.

99.9% of the rest will simply read the walkthrough on Allakhazam and then complain about how pointless shit like this slows them down when they're just trying to level.

Better mob AI isn't a panacea either for much the same reasons. Complex AI still comes down to predictable responses to triggers, eventually players will map it and your complex mob that caused you weeks of pain on test because it was a bitch to get to work right becomes a speedbump just like the 10,000 other world mobs that are stood around waiting for someone to walk into their aggro radius. I'm all for cleverer design and a more immersive experience but it doesn't solve the problems that people seem to think that it does.

AGAIN, it happens anyway. So, who cares. I mean dam, Wow has a UI add on that shows you where everything is IN GAME!

You have already stated that this will always happen, and it does now. So i don't think it can continue to be used as a reason not to.

The whole "complain because i'm just trying to level", that kind of a redundant statement. With systems like this, people wont just be trying to level. recall, thats the thing its trying to solve.

Mabye i'm not explaining myself well.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 11:20:12 AM
This happen all ready, so who cares! Point being, its not necessarily one way, it branches in the body, and the end. Like the game of clue in a way, but it dosn't have to end the same way for each person.

I'd love to see something like this... but what incentive is there to produce it when WoW has shown you can give a stylized and streamlined treadmill and garner 10 million subs?  The project you propose would likely eat up considerably more resources for less net payback.  (i.e. you don't have to give people steak if they'll be content with hamburger).  I guess we'll keep getting WoW clones until we start demanding better than WoW clones.  It's going to be a while.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on April 15, 2008, 11:23:32 AM
Find a way to let the players be creative.

Yes yes yes.

CoX does this with character creation.  ATiTD did it with crafting.

I don't know who has done it with pve combat, or what's been done with combat that's particularly creative in an mmo - I don't think I've seen it. Can't remember anything standing out (which may be why pve is my least favorite activity in an mmo).

PvP (or RvR) has a great deal of creativity, especially the first few weeks/months of a game before the min/maxers get everything figured out.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 11:23:47 AM
This happen all ready, so who cares! Point being, its not necessarily one way, it branches in the body, and the end. Like the game of clue in a way, but it dosn't have to end the same way for each person.

I'd love to see something like this... but what incentive is there to produce it when WoW has shown you can give a stylized and streamlined treadmill and garner 10 million subs?  The project you propose would likely eat up considerably more resources for less net payback.  (i.e. you don't have to give people steak if they'll be content with hamburger).  I guess we'll keep getting WoW clones until we start demanding better than WoW clones.  It's going to be a while.

I think its more of a paradigm change. Thinking about such a system, while trying to encapsulate it the Wow format will always lead to confusion.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on April 15, 2008, 11:29:31 AM

You haven't played DAoC for a while.  On the classic ruleset servers one can level a toon to 50 and gear it to the gills in about 2 days played or less.  Even getting a toon to 70 in WoW in 2 days would earn you some sort of record... and then there's the issue of gearing up. 

Yes, the grind in WoW is significantly longer than DAoC.  I'd say by a factor of 5.  I'm currently playing WoW, have several level 70's, and am feeling the grind. 

Wait, are you talking about soloing a toon to 50, or are you talking about getting some 50s to pbaoe your noob to 50 for you?

Aside:  You might not have felt the grind in WoW the way you did if you weren't so obsessively single minded about getting there!  You really worked at it quick, no wonder you burned out.  My druid's still only like 62, but my Outlands memories haven't faded enough for me to want to work very hard at it.  I still like stopping to pvp at the high end of the decades to figure out what I'm doing in the battlegrounds.  And I know that when I hit 70, my druid's going to be fodder for a couple of months in the BGs.  So I'm in no rush to hit max for that reason, either.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 15, 2008, 11:33:30 AM
Thats why i said "multi branching, multi ending, which-way-book, murder mystery!". can end any number of way ETC...

I think the last 10 years has shown us that no matter how clever a development house is, the playerbase will always find a creative workaround to any encounter.

A stubborn GM fights his players. A clever GM works with them to make the session cooler/morefun.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 15, 2008, 11:48:04 AM
75% of players will complain that the quest is bugged because the mob isn't attackable.

99.9% of the rest will simply read the walkthrough on Allakhazam and then complain about how pointless shit like this slows them down when they're just trying to level.

Better mob AI isn't a panacea either for much the same reasons. Complex AI still comes down to predictable responses to triggers, eventually players will map it and your complex mob that caused you weeks of pain on test because it was a bitch to get to work right becomes a speedbump just like the 10,000 other world mobs that are stood around waiting for someone to walk into their aggro radius. I'm all for cleverer design and a more immersive experience but it doesn't solve the problems that people seem to think that it does.
Well, I did say you could bash the robot if you wanted. Dinggratz!

But your points on walkthroughs and AI, I agree with those completely. However, now you're talking about designing around the LCD mindset. Just because some players want to use cheat guides to rob themselves of a quality gaming experience, everyone else has to deal with the watered-down, retarded gameplay we're left with.

So basically you're saying thinking adults who want an engaging game experience should hang it up because the thousands of kiddies out there don't want to think too hard on their way to dinggratz? Wow.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 15, 2008, 11:49:55 AM
Nebu: you didn't answer my and Merusk's question about how people can grind out level 50 in DAoC in two days. This is corrollary to what I asked as well. What is the basis for comparison, because DAoC AOE grind groups does not equal WoW solo quest grinding.

If the baseline is someone starting each game fresh, with no strong social ties in either one, I would wager quite strongly that WoW is the much faster game to level up in. I'd also say it's probably one of the fastest at which you can reach the cap, with GW edging past it only because there's 60% less levels to gain :wink:

Having asked that, I do totally agree with you here:

Quote from: Nebu
People want to feel like they've accomplished something and when a task seems a bit like a chore, the ding tastes a bit sweeter.

At the same time, I don't want MMOs to have better AI and more compelling stories. Otherwise we're sliding towards RPGs here with carefully crafted worlds guaranteed to make each person special. WoW already gets us most of the way there with so much compartmentalized content.

I'd rather see more open worldiness where the sting of defeat is not felt in your XP meter or gear so that players only mind it because they lost. Odd that the popularity of FPS games has never been hindered by them being full-PvP with permadeath.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 15, 2008, 11:58:18 AM
For fucks sake, give me a multi branching, multi ending, which-way-book, murder mystery!

If this is really what you guys are clamoring over, you may want to keep an eye out for the Bioware MMO.  Based on an interview a good while back (http://www.1up.com/do/newsStory?cId=3155486), they're looking to take the same style of quests from their single player games and inject them into an MMO.  I'm assuming that would include multiple solutions, etc.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 15, 2008, 11:59:06 AM
75% of players will complain that the quest is bugged because the mob isn't attackable.

99.9% of the rest will simply read the walkthrough on Allakhazam and then complain about how pointless shit like this slows them down when they're just trying to level.

Better mob AI isn't a panacea either for much the same reasons. Complex AI still comes down to predictable responses to triggers, eventually players will map it and your complex mob that caused you weeks of pain on test because it was a bitch to get to work right becomes a speedbump just like the 10,000 other world mobs that are stood around waiting for someone to walk into their aggro radius. I'm all for cleverer design and a more immersive experience but it doesn't solve the problems that people seem to think that it does.
Well, I did say you could bash the robot if you wanted. Dinggratz!

But your points on walkthroughs and AI, I agree with those completely. However, now you're talking about designing around the LCD mindset. Just because some players want to use cheat guides to rob themselves of a quality gaming experience, everyone else has to deal with the watered-down, retarded gameplay we're left with.

So basically you're saying thinking adults who want an engaging game experience should hang it up because the thousands of kiddies out there don't want to think too hard on their way to dinggratz? Wow.

Thousands of kiddies > a few thinking adults.  Why?  Hint:  its green and has pictures of Presidents and floating eyeballs!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 11:59:56 AM

At the same time, I don't want MMOs to have better AI and more compelling stories. Otherwise we're sliding towards RPGs here with carefully crafted worlds guaranteed to make each person special. WoW already gets us most of the way there with so much compartmentalized content.


You can have both. Sandbox world, with directed content areas. Including the type i am talking about.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 15, 2008, 12:01:50 PM
I'd rather see more open worldiness where the sting of defeat is not felt in your XP meter or gear so that players only mind it because they lost. Odd that the popularity of FPS games has never been hindered by them being full-PvP with permadeath.
Is there really any FPS with permadeath out there? Like, when you get shot in Battlefield or something, you lose all your unlocked gear and badges and stats and start with blank slate?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 15, 2008, 12:04:33 PM
I'd rather see more open worldiness where the sting of defeat is not felt in your XP meter or gear so that players only mind it because they lost. Odd that the popularity of FPS games has never been hindered by them being full-PvP with permadeath.
Is there really any FPS with permadeath out there? Like, when you get shot in Battlefield or something, you lose all your unlocked gear and badges and stats and start with blank slate?

No, i think he means if you die, your done with that session.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 15, 2008, 12:52:35 PM
Thousands of kiddies > a few thinking adults.  Why?  Hint:  its green and has pictures of Presidents and floating eyeballs!
Thanks for that quality bit of enlightenment.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 15, 2008, 12:57:10 PM
Nebu: you didn't answer my and Merusk's question about how people can grind out level 50 in DAoC in two days. This is corrollary to what I asked as well. What is the basis for comparison, because DAoC AOE grind groups does not equal WoW solo quest grinding.

A BD, Necro, Valkyrie, Reaver, Vamp, or any archery class would go like this: Level 1-25 in TD's.  Level 26 - 50 in the frontiers, PoC, or DF.  Cats quests and some of the quest lines to get your weapon finish the deal.  I soloed a valkyrie with no help, no gold, and entirely solo in about 30h played.  Knowledge of the game helped, but you can easily get that from the boards.  Then it's just farming Labyrinth quests and such to gear up, buy crafted armor to fill gaps, and have a spellcrafter imbue it all.  Done. 

Is it fun?  No.  Not at all.  It's horrible.  WoW wins hands down in the pve fun department. 

I leveled a BD, Valkyrie, Ranger, Hunter, Scout, VW, Reaver, and friar all this way.  If you have a second account with a 50 on it, the process gets much easier.  An AE group or even a friend with a necro/cleric combination can level someone from 1-40 in 2h.  I know, I've done it. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 15, 2008, 01:36:41 PM
Yea, 30h played to cap is pretty fast :-)

Quote from: Mrbloodworth
You can have both. Sandbox world, with directed content areas. Including the type i am talking about.
I can also have an MMOFPS in a fantasy setting with player generated crafted goods, houses to sell them in, cities to populate those with, politicians to run the show, an army of military guys to control, flight, driving, halberds. And a pony.

But am I going to get all of that?  :grin:

I may just be losing patience with brainstorming. There's so being done in so many places that I prefer to consider what could be in the context of what companies are actually going to do for markets that actually exist. I'd rather talk about what can be brought here to spice things up, rather than talk about how we can get more of the same but better. That corrolates with:

Quote from: Tmp
Is there really any FPS with permadeath out there?
I was half-kiddingly referrencing COD4 here. You launch in with whatever templated gear you've got. Then you pick up that crazy P40 thing with the AGOC scope you can get when you hit level 40. Then you die and drop your stuff. You just "lost your sh*t" to an opponent, which is how you got the P40 in the first place. And yet you're back in the game five seconds (or longer, depending) later.

Granted, FPS <> RPG player. But WoW got so big on the backs of gamers they attracted, people playing, like, other stuff.

What else can this genre borrow from the big successes of other ones?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 15, 2008, 02:08:02 PM
Find a way to let the players be creative.

Yes yes yes.

CoX does this with character creation.  ATiTD did it with crafting.

I don't know who has done it with pve combat, or what's been done with combat that's particularly creative in an mmo - I don't think I've seen it.

Being creative in PvE combat usually means 'using terrain/ spells in ways unintended by the designer.'  Things like Kiting, quad-kiting or bard-kiting or a really good Neco being able to solo Karnor's Castle in EQ.  Perching in AC2, Spawn Chaining in EvE or AOE grinding in WoW.  9/10 times these things are "fixed" in a later patch because, "We don't want you playing that way, it's imbalanced."

PvE is a harsh mistress this way.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 15, 2008, 02:12:24 PM
Nebu: you didn't answer my and Merusk's question about how people can grind out level 50 in DAoC in two days. This is corrollary to what I asked as well. What is the basis for comparison, because DAoC AOE grind groups does not equal WoW solo quest grinding.

DAoC had solo quest grinding, starting with shrouded isles which introduced it for the last bunch of levels, and working back down till catacombs made it available from start to finish.

WoW is prettier, and yes, much more fun in PvE, but both have the same fundamental design for soloers.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Xanthippe on April 15, 2008, 02:46:48 PM
WoW is prettier, and yes, much more fun in PvE, but both have the same fundamental design for soloers.

But one is fun and one is not.  They may have the same fundamental design for soloers, but I'll do one without complaint.

We are talking about games, things we play to amuse ourselves.  Not chores.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on April 15, 2008, 03:09:03 PM
I hate quests.

For me, DAOC PvE was much funnier than the quest grind we've been getting since WoW.  Find a good spawn, stay there for 2 levels, change spawn.  It added the puller role that is missing since games switched to quest grinding(raid still get it).  It wasn't perfect.  Some time all the good spawn were taken and what little quest they had were absolutely terrible.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 15, 2008, 04:24:32 PM
WoW is prettier, and yes, much more fun in PvE, but both have the same fundamental design for soloers.

But one is fun and one is not.  They may have the same fundamental design for soloers, but I'll do one without complaint.

We are talking about games, things we play to amuse ourselves.  Not chores.

I don't disagree, though for me at least neither game's grind reached through the barrier to 'actual fun', as the quests in both games never really feel interactive. It's just clicking the word in brackets and killing trivial mobs. Oh, and running, always with the endless tiresome running.

Daoc had the benefit of novelty which saw me through to the actual game of RvR.


But the question Darniaq was asking, as I understood it, was whether you could level up quickly in daoc by questing the way you do in wow.

You can. It is just uglier.

I rather hope that future iterations will do more than taking WoWs approach of just adding production values. It's not that I dislike production values. I'm all in favour. But I rather hope the core mechanics get some love along the way, at least as much as they did in say CoX or EQ2.


Quote
I hate quests.

For me, DAOC PvE was much funnier than the quest grind we've been getting since WoW.  Find a good spawn, stay there for 2 levels, change spawn.

FWIW I hate both. Totally burned out on each.

The 'form a team, do an instance' model of CoX holds some hope for me.

Without the group I think you lose the variety that variation in team abilities gives, and without the instance you end up with the horrid horrid horrid mechanic of respawning bad guys. The instances need much more variety than CoX's budget could provide ofc.

I have no sympathy for soloing quests - too many tiresome fedex quests which boil down to running, clicking on the word in [brackets], and killing trivial mobs that will always remain trivial because the power level of a single player is too predictable.

And I *really* have no sympathy for respawning bad guys. The Pirate Trees knocked that right out of me years ago.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 15, 2008, 04:38:59 PM
Yea.

I still long for two things in stats-combat:

Where range isn't a hard number but rather diminishing returns after a number. 100 yard range should be 100% chance to hit before calculating dodge and whatnot. 120 yard range is 80, 140 is 50, etc.

Using terrain for more than just LOS. If I'm standing 30 feet above you, I should be able to arc an arrow for longer or increase the penetration power depending on angle.

And give melees shields they can call at whim.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 15, 2008, 10:55:10 PM
Find a good spawn, stay there for 2 levels, change spawn.

You are what's wrong with video games, please stop.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: nurtsi on April 15, 2008, 11:22:56 PM

http://www.dawnspire.com

Googlefu, or have you both played either of these? And if so, either of these worth checking out? I see D2 clickfests rather than actual MMOFPS. But that's before I've installed (which I can't do until later while being curious now :wink: )

It gets boring really fast. I think I played it for a week or so. It was about a year ago so I don't know if they've added stuff lately to it. It was free to check out though when I tried it. The game isn't really an MMO, more like a bunch of WoW battlegrounds.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on April 16, 2008, 12:30:19 AM
The way I leveled alts in DAoC was to form a guild group and burn through a bunch of adventure wings. A lot of fun and great XP over item without requiring semi afk powerlevelling.

People who do PvE in the dullest way possible then complain that PVE isn't any fun don't get much sympathy from me.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 16, 2008, 04:45:53 AM
So, you guys talking about levelling, grinding, soloing, and questing... I wonder, what do you think of WAR's Public Quest system?

If you don't know what it is, here's an explanatory article (http://www.tentonhammer.com/node/28283), but the jist is that it's a system of area-specific, perpetually recurring PvE quests that players are fluidly allowed to jump in and out of, of their own volition.  So, imagine one PQ involves a friendly settlement being attacked by greenskins or whatever.  When the greenskins start attacking, everyone in the area sees on their screen, "Public Quest: Defend Settlement X from the Greenskins", and, if they want, can participate by going and helping defend.  Obviously, there are rewards.  If you get there, and all the other players are annoying asshats or whatever, you can leave and go do something else with no penalty or 'quest failure'.

The idea is that, because everyone in the area can participate, people are encouraged to work together and interact, rather than doing their loner solo thing. 

I know that the implementation will determine its effectiveness, but between this system and RvR quests and scenarios, I'm optimistic that Mythic is doing a lot to shake up the standard Diku levelling process.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 16, 2008, 08:38:24 AM
We are talking about games, things we play to amuse ourselves.  Not chores.
HERETIC! BURN HER!  :mob:
The idea is that, because everyone in the area can participate, people are encouraged to work together and interact, rather than doing their loner solo thing. 
I think it sounds like a great idea.
The way I leveled alts in DAoC was to form a guild group and burn through a bunch of adventure wings. A lot of fun and great XP over item without requiring semi afk powerlevelling.

People who do PvE in the dullest way possible then complain that PVE isn't any fun don't get much sympathy from me.
I like adventure wings with Buffalo Sauce. But that last bit, that was my point earlier about developing for the LCD. That's apparently how most people want to play, and then complain if it's not that way.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 16, 2008, 08:57:00 AM
So, you guys talking about levelling, grinding, soloing, and questing... I wonder, what do you think of WAR's Public Quest system?
That they existed in DAoC and were completely useless because of how they were designed.

It's nothing new. Those public quests should just be what directed PvP is, meaning that you have a precise flow. You can as well consider Alterac containing public quests. Quake Wars has public quests too.

If they are PvE massive grinds, then they are totally useless and already seen. If they are a way to set the flow of PvP, then they would be kind of implicit in the system.

It's like taking a Battleground, call it "scenario", and then pretend your game has something unique. Mythic has this habit of slapping new terms on standard concepts to pretend originality.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 16, 2008, 10:35:10 AM
Hey, look. It's HRose.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 16, 2008, 10:46:42 AM
So, you guys talking about levelling, grinding, soloing, and questing... I wonder, what do you think of WAR's Public Quest system?

It really all depends on whether the process is more interactive and rewards decision making to any greater degree than non-public questing.

I like the idea of making them a shared public experience (using the MMOG nature for something), but it sounds like you each contribute on a group or indvidual level, if so the public bit is really just flavour and community building. Not that flavour and community building aren't important, but they won't make or break the mechanic.

The temporary world impacting nature of the quests might be more important.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 16, 2008, 10:57:16 AM
PQs are an interesting idea on paper. I'm not going to talk about their implementation. But as you can see from the public article, it's basically an outdoor instance that rewards XP, money/loot from normal drops, and Influence. Analogous to any PvE faction-based instance in WoW like Tempest Keep or Arc or whatever.

The article itself seems to point out that the major outcome of PQs is Influence game which in turn net better gear. I can't say whether this matters or not.

Hey, look. It's HRose.
Where you've been for the last few pages? :wink:

Hrose or Nebu: I am curious as I never experienced PQs in DAoC: how'd they work?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 16, 2008, 10:58:28 AM
I'll be happy to discuss it after you tell me what a PQ is. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 16, 2008, 11:00:31 AM
That they existed in DAoC and were completely useless because of how they were designed.

It's nothing new. Those public quests should just be what directed PvP is, meaning that you have a precise flow. You can as well consider Alterac containing public quests. Quake Wars has public quests too.

If they are PvE massive grinds, then they are totally useless and already seen. If they are a way to set the flow of PvP, then they would be kind of implicit in the system.

What were they called in DAoC?  I unfortunately missed the boat on DAoC and can't find a decent wiki/knowledge base.

The difference between Alterac Valley's unified group goal and the PQs, though, is that with AV you're specifically entering an instanced area, to work as a team to accomplish a goal (that's the intent anyway).  With the PQ, by the sound of it, it's happening as you're running around the PvE areas, incidental to your normal comings and goings.

And even if they do end up massive PvE grinds, I still say it's a novel way to present PvE content.  It's like coaxing players into pick-up groups, but without necessarily making the quality of their experience reliant upon the other players (as would be the case if you joined a pickup group to tackle Karazhan or some WoW dungeon).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 16, 2008, 11:05:44 AM
Is HRose the Blair of WAR?  Good times ahead  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 16, 2008, 11:06:53 AM
WHAT THE HELL IS A PQ? 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 16, 2008, 11:11:44 AM
WHAT THE HELL IS A PQ? 
Dunno, but it doesn't sound good!

(http://i21.photobucket.com/albums/b268/jelielsdistrurbance/cartoon-43-pq.jpg)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 16, 2008, 11:29:08 AM
The difference between Alterac Valley's unified group goal and the PQs, though, is that with AV you're specifically entering an instanced area, to work as a team to accomplish a goal (that's the intent anyway).  With the PQ, by the sound of it, it's happening as you're running around the PvE areas, incidental to your normal comings and goings.

And even if they do end up massive PvE grinds, I still say it's a novel way to present PvE content.  It's like coaxing players into pick-up groups, but without necessarily making the quality of their experience reliant upon the other players (as would be the case if you joined a pickup group to tackle Karazhan or some WoW dungeon).
In fact I'm talking about the PvE side of public quests.

My impression is that they are zone-grinds that consequently trigger some funny scripting event. As I said the fun is to see it the first time, then you simply don't care. It works *now* because you never saw it, the concept seem cool. But just think after you have been there for months, and are grinding for the 100th times to that public quest. It doesn't seem to have any long term role in the game.

What Mythic is publicizing, so the community building and the glue between players, I don't think is gonna come from public quests. They work till they are new, you'll really see people collaborating. Then, a week later, everyone has already passed through it, it lost the novelty and the mechanic will become *completely* incidental. In the sense that no one really cares. It's like spawning Stitches in Duskwood, the first time it's cool, the second it's fun, then it just passes over your head.

I see it as a mechanic that will feel old quickly and that will then be ignored by the great majority of players.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 16, 2008, 11:31:17 AM
Hrose or Nebu: I am curious as I never experienced PQs in DAoC: how'd they work?
In the same way you may guess.

Probably what was in DAoC was the skeleton of what will be in Warhammer, but this doesn't mean the concept is new.

The "public quests" in DAoC simply showed in your quest log and were Realm-wide tasks, like having to take a keep, opening Darkness Falls and so on. I don't remember exactly the details, but there where these general tasks about the RvR. This system was introduced along the group tasks, where you could go to a NPC with your group and get a task in RvR, like taking a tower, or killing x enemies, or something like that.

It was a good idea with a poor implementation, like most of DAoC design.

Quake Wars goes beyond this. Not only you get the "public quest", but you can also get secondary missions that depend on your class. That's the PvP model I believe has a lot of potential.

As long it's about PvP, and not massive PvE grinds. The concept of public quest can only work in PvP, where it's a very old concept and not at all Mythic's idea.

I also have the impression that the PvE side of public quests will be soon forgotten as it happened with WoW's PvP open world objectives. They just sit there in a barren world. They work till they have the novelty effect. When you saw the scripting happen already 100 times, you get bored and stick to your path. They sound as a one-time use type of thing that are going to waste all the effort it goes into developing them.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 16, 2008, 11:37:06 AM
Oh... PQ stands for "Public Quest"?  Thanks to the crazy Italian. 

They were pretty much worthless in DAoC and limited to keep takes or realm-based objectives.  Why worthless?  Because organizing 50-120 mouthbreathers to undergo a single objective was too much of a nightmare for any single individual to cope with. 

Objectives should be smaller in scale with perhaps a number of completed objectives all contributing to a larger victory condition.  This allows for combinations of varying tasks for interest and allowing smaller patrols to feel like they have a sizeable contribution to the whole. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Vinadil on April 16, 2008, 11:44:19 AM
Also, a point to one of Hrose's arguments of the "new" wearing off.  This is only the case if you HAVE to run the public quest 100 times before you get to go to the "next" area.  This would be the case if the grind is VERY long, or if you constantly make Alts.  If the first is true, well then there is a different design problem at fault, not the PQ.  If the second, well you made an alt so you must enjoy the gameplay to some extent.

In my mind the PQ system is yet another way to pass the time through the content as you move up and enjoy the "other" part of the game... the RvR.  That seems to be their goal for the end-game, and while their may be PQs that are RvR driven, it seems the RvR design is not built around them as much as real-world PvP and instances/battlgrounds.

I have no idea how long it takes to move between their little staged areas, but if you only have to watch 5-10 of the same PQ (or if the rewards are good enough that you don't care how many you watch), then it might not be that big a deal.  In the end-game I cannot see PQs being a driving force for fun, but I don't see any down sides to it for the journey there.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Aez on April 16, 2008, 11:48:04 AM
Find a good spawn, stay there for 2 levels, change spawn.

You are what's wrong with video games, please stop.

Hehe, it's better than quest grind.  It's still shit.  I guess I should have expected it, discussing the color of shit and all.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on April 16, 2008, 11:52:39 AM
Oh... PQ stands for "Public Quest"?  Thanks to the crazy Italian. 

They were pretty much worthless in DAoC and limited to keep takes or realm-based objectives.  Why worthless?  Because organizing 50-120 mouthbreathers to undergo a single objective was too much of a nightmare for any single individual to cope with. 

Objectives should be smaller in scale with perhaps a number of completed objectives all contributing to a larger victory condition.  This allows for combinations of varying tasks for interest and allowing smaller patrols to feel like they have a sizeable contribution to the whole. 
Public Quests in WAR are absolutely nothing like the realm missions in DAoC. There is a brief overview at TenTonHammer (http://www.tentonhammer.com/node/28283) and a more recent explanation from Rowland Cox at Hexus.net (http://gaming.hexus.net/content/item.php?item=12470).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 16, 2008, 11:55:35 AM
Objectives should be smaller in scale with perhaps a number of completed objectives all contributing to a larger victory condition.  This allows for combinations of varying tasks for interest and allowing smaller patrols to feel like they have a sizeable contribution to the whole. 
As I said WoW also had this in the form of open world PvP objectives. You enter a zone and see UI elements that show some kind of mini-game between horde and alliance. And if you participate you get tokens to use with NPC vendors.

And we know how much players care about them.

Warhammer public quests should be at least a bit more elaborated, with multiple steps and different phases. It's a good idea to give a flow to PvP, especially if players can elaborate some strategy and if these quests are granular enough to not have just a linear, strictly defined progression.

You could imagine the Stitches encounter in Duskwood mixed with open world PvP objectives. That should give an idea.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 16, 2008, 11:59:35 AM
I was thinking something more like

a) One group must hold a pass that is the key path for reinforcements.

b) One group cuts supply lines.

c) One group takes and holds tower a

d) One group takes and holds tower b

These things open the keep gates which allow for the completion of the objective.  (i.e. HAVE FUN STORMING TEH CASTLE!)


Then the hard part is deciding how to reward the castle take while not punishing the losing side into oblivion. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 16, 2008, 12:05:16 PM
Public Quests in WAR are absolutely nothing like the realm missions in DAoC. There is a brief overview at TenTonHammer (http://www.tentonhammer.com/node/28283) and a more recent explanation from Rowland Cox at Hexus.net (http://gaming.hexus.net/content/item.php?item=12470).
I read the article and still can't see the difference in the PvP side of it.

On the PvE side they are massive grinds as already commented. Quoting:
Quote
These quests have huge goals that would be daunting for even an average group to accomplish in the time frame provided. This is where the word "Public" comes into play.
Then:
Quote
There's three different types of rewards. The first is experience
Ok.
Quote
The second type of reward is influence. Each chapter has an NPC that acts as the hub for that Public Quest. As you progress through the quest you'll be gaining influence with that NPC hub for your participation in that chapter. At the end of the quest, you can use your influence gained to get rewards from the NPC hub.
Aka reputation in WoW, as Darniaq commented.

The one part I don't understand is this:
Quote
Public Quests, much like the other quests in Warhammer, are broken up into chapters. However, there are no one shot Public Quests. You start off in one area and when you're finished with the quest there, you move on into the next area.
Does this mean that public quests are one-time and aren't repeatable? The rewards are fixed or are rolled randomly?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on April 16, 2008, 12:07:04 PM
Is HRose the Blair of WAR?  Good times ahead  :awesome_for_real:

OMG I had forgotten all about Blair. God he was amusing in a monkey flinging feces kind of way.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 16, 2008, 12:09:08 PM
I was thinking something more like

a) One group much hold a pass that is the key path for reinforcements.

b) One group cuts supply lines.

c) One group takes and holds tower a

d) One group takes and holds tower b

These things open the keep gates which allow for the completion of the objective.  (i.e. HAVE FUN STORMING TEH CASTLE!)


Then the hard part is deciding how to reward the castle take while not punishing the losing side into oblivion. 
Yep, that exactly like Quake Wars works. With the difference that there are class-based secondary missions, that contribute to the overall task and reward you personally.

It's exactly the model I encourage and that gives the PvP a flow. It's also exactly the direction DAoC should have taken, instead of focusing on 8vs8 ganking groups, where the keeps warfare became just a flavor on the background.

P.S.
About what you say in the last line. I used theoretically this scripting system exactly to solve that problem. It's four years that I rant about THIS.

SINCE you have a dynamic scripting system to use in RvR, you ALSO have the possibility to adapt on the fly the task for a realm. This helps solving balance problems. If one realm dominates the other you don't give the weaker realm an equal mission (as it happens on DAoC). Instead you can dynamically adapt the task to be calibrated on the specific situation.

I use this example: lets say that there are 200 players sieging a keep. The keep defenders are 50 poor guys. The mission wouldn't be "conquer the keep" for attackers and "defend the keep" for defenders. Instead it would be dynamically adapted so that both defenders and attackers have equal chances. So, "conquer the keep" for attackers, and, maybe, "hold the keep for 15 minutes" for defenders.

Holding the keep for that amount of time would mean that the defenders "won" (and will be rewarded accordingly), even if they actually lost the keep.

My idea was exactly about this "asymmetric" kind of PvP.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 16, 2008, 12:21:51 PM
One point that I don't think is getting through here very well is that for PQs, you don't have to group.  Sure, you may need a lot of people to actually finish the quest, but you can participate for part of it (purely randomly, say killing some of the required mobs during an xp grind) and still have a lottery shot at the good loot at the end.  That feature is what, for me, makes this intriguing.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 16, 2008, 12:31:36 PM
One point that I don't think is getting through here very well is that for PQs, you don't have to group.  Sure, you may need a lot of people to actually finish the quest, but you can participate for part of it (purely randomly, say killing some of the required mobs during an xp grind) and still have a lottery shot at the good loot at the end.  That feature is what, for me, makes this intriguing.
From the articles it seems that only the first stages of these quests are soloable, then you have to join up for the later phases.

The question is what happens if the quest stalls. Does it sit there till someone finishes it, or does it reset back to its first stage?

The article also says that the more people participating, the worse the loot (as the quest is easier). So I wonder what happens when there aren't anymore hundreds of players in the starting zone. Is the quest even doable if you don't have the big numbers?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on April 16, 2008, 12:32:33 PM
You really, really, really don't have to respond to every post.

You look like the Mythic Stalker again.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: palmer_eldritch on April 16, 2008, 12:45:38 PM
One point that I don't think is getting through here very well is that for PQs, you don't have to group.  Sure, you may need a lot of people to actually finish the quest, but you can participate for part of it (purely randomly, say killing some of the required mobs during an xp grind) and still have a lottery shot at the good loot at the end.  That feature is what, for me, makes this intriguing.
From the articles it seems that only the first stages of these quests are soloable, then you have to join up for the later phases.

The question is what happens if the quest stalls. Does it sit there till someone finishes it, or does it reset back to its first stage?

The article also says that the more people participating, the worse the loot (as the quest is easier). So I wonder what happens when there aren't anymore hundreds of players in the starting zone. Is the quest even doable if you don't have the big numbers?

Yeah, but joining up means running over to the monster someone else is hitting and hitting it too, as far as I can see. No need to group or do anything complicated.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 16, 2008, 12:47:07 PM
I reply to those parts that interest me.

For example I didn't comment the discussion going on about spawn camping and levelling times.

It may be about Mythic or not, but I always enjoy discussing the PvP aspects of game design, and continue to post till the discussion goes on and new themes are introduced. So every time these aspects come up, I come back to comment. Whether it is Mythic or not.

I actually wish there was something for PvP on the horizon beside Mythic. I'd definitely like to ignore them ;)

But as long they are the only ones doing PvP...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 16, 2008, 12:50:27 PM
Yeah, but joining up means running over to the monster someone else is hitting and hitting it too, as far as I can see. No need to group or do anything complicated.

It's gonna be interesting seeing how well they can get this reward-by-contribution system working.  It's easy enough to track DPS and even healing, but what about tanks and other more support/CC oriented roles?

Edit: Also, lulz, once upon a time, this would have been called kill stealing, and you'd be making people very angry.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on April 16, 2008, 01:04:40 PM
Ha, I remember when Mythic put a warning that healing people without there consent could get you in trouble.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 16, 2008, 01:05:39 PM
It is my understanding that the public quests involve more than just combat, and in regards to combat, its what you do that counts, not some tracking of damage done ETC...Because not all of them are combat related. Public quests are not, in my understanding, RAIDS.

Public Quests in WAR are absolutely nothing like the realm missions in DAoC. There is a brief overview at TenTonHammer (http://www.tentonhammer.com/node/28283) and a more recent explanation from Rowland Cox at Hexus.net (http://gaming.hexus.net/content/item.php?item=12470).

Yes, it seems like there is a lot of assumptions and whatnot being applied to them in this thread.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 16, 2008, 01:47:22 PM
Maybe if the NDA was lifted....  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 16, 2008, 04:25:23 PM
Yea, that's the trouble. We're also still at the stage where things can change.

The realm-wide objectives thing from DAoC (thanks for the explanation, sorry for the confusion Nebu) was there when I played, based on the descriptions given. The TTT article outlines where WAR current PQs differ.

The discussion following that has been enlightening :-)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on April 16, 2008, 06:35:57 PM
The PQ system sounds interesting, but if 300 have been developed, it will take a month to find the best 2 for each lvl range and the rest will be as empty as an election promise.

They better scale to the number of people involved very well too - there's no fun in constanting failing because you can't kill 500 squibs in 10 minutes with the small group you have available because half your squad logged off. Otherwise it becomes like a raid but without the commitment.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 16, 2008, 06:49:21 PM
They better scale to the number of people involved very well too - there's no fun in constanting failing because you can't kill 500 squibs in 10 minutes with the small group you have available because half your squad logged off. Otherwise it becomes like a raid but without the commitment.
That's what surprised me as well when I read the article.

The system would work much better if these public quests would adapt depending on the number of players in the zone (also considering in the formula the faction numbers, if the public quest is one faction versus the other). It's not even hard to implement as it can be done through a simple proportional formula.

Instead the article says there's no such adapting system (yet?) and the only difference is if there are a lot of players the rewards will be worse.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on April 16, 2008, 07:01:09 PM
Instead the article says there's no such adapting system (yet?) and the only difference is if there are a lot of players the rewards will be worse.

 :ye_gods: :ye_gods: :ye_gods:

WAR needs to look at how CoH/V did its Rikti Invasions - a message pops up saying Zone X is under attack, every one who is interested heads to Zone X and the Rikti beam down in numbers proportional to the number of characters in the area (with more characters seeing the Rikti bring out their big guns). It's set-up so that that attack / defence capabilities of the mobs scale to the level of the character who attacks them / they attack, so a lvl 1 doesn't get one-shotted but a lvl 50 can still have a fight on their hands.

That's a public quest - everyone gets XP and rewards proportional to their level. The more characters, the better the fight, but a duo can still work just as well (solo is possible, but my squishie Blaster gets overwhelmed on occasion).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Numtini on April 17, 2008, 03:42:26 AM
The NDA is killing me here.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 17, 2008, 05:30:59 AM
The NDA is killing me here.

Its killing us too- I know you can't even do a simple "it rox/sux."  The problem is that right now, the only people willing to talk about the game are (as Mr. Jacobs said) usually those who got banned because they submitted a 50 page design doc on system X that was "ignored by the devs."  I've stopped reading those kind of reviews because the reviewer is always clearly insane.   


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 17, 2008, 06:15:55 AM
The NDA is killing me here.

Its killing us too- I know you can't even do a simple "it rox/sux."  The problem is that right now, the only people willing to talk about the game are (as Mr. Jacobs said) usually those who got banned because they submitted a 50 page design doc on system X that was "ignored by the devs."  I've stopped reading those kind of reviews because the reviewer is always clearly insane.   
I don't read them either but I do like to use the number of lunatics that come out of the woodworks to rant as a suck metric.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on April 17, 2008, 06:43:35 AM
Settle in. No way we are seeing NDA drop until at least August for an October release date.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: waylander on April 17, 2008, 06:59:12 AM
Settle in. No way we are seeing NDA drop until at least August for an October release date.

I don't think they should drop the NDA until the day of release.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 17, 2008, 07:22:14 AM
They should bust down some barriers and be the first game to have an NDA after launch, you can never talk about it.  The first rule of Warhammer is...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 17, 2008, 08:40:10 AM
On the other side the NDA prevents us to have a meaningful discussion, and them to see our precious, precious enlightenment ;)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 17, 2008, 09:40:10 AM
There's plenty of people having meaningful discussions about this already. 

I'd like to see them not drop the NDA until launch either. This not artistic pursuit.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on April 17, 2008, 09:46:11 AM
I don't think they should have NDAs at all.  For anything.  Ever.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 17, 2008, 10:21:49 AM
A "News from the Front" article (http://herald.warhammeronline.com/warherald/NewsArticle.war?id=123) just went up on the official site, dropping a few details about their latest beta testing.  Closest thing that us not in the beta are likely to get, but no real info that I saw.  Few neat RvR screenshots though.

http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_7.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_7.jpg)
http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_8.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_8.jpg)
http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_21.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_21.jpg)
http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_23.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_23.jpg)
And a chicken. (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_11.jpg)

Lots of Legolases... Legaoli?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 17, 2008, 10:57:14 AM
... What's up with all those naked bodies on the ground?

Then it really looks like DAoC on WoW's style of terrain.

Another quirk: more than one character looks exactly the same. Sometime even the same posture.

And I hope they remove those ugly targeting circles with arrows pointing to threats.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 17, 2008, 11:07:20 AM
Nitpicking more:
(http://www.cesspit.net/misc/warclip.jpg)

Clipping issues, hair sticking out the helmet and hands not centered on the sword.

Sure, it's beta. But DAoC had plenty of this clipping ugliness after they decided to remake the models. One wonders if they'll do a better work.

On that screenshot the characters models seem even a step below the quality in DAoC.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 17, 2008, 11:26:51 AM
Settle in. No way we are seeing NDA drop until at least August for an October release date.
WoW dropped their NDA in, what March/April '04 for a November '04 release?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 17, 2008, 11:27:37 AM
HRose: Queer Eye for the MMO Guy.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: shiznitz on April 17, 2008, 12:05:37 PM
A "News from the Front" article (http://herald.warhammeronline.com/warherald/NewsArticle.war?id=123) just went up on the official site, dropping a few details about their latest beta testing.  Closest thing that us not in the beta are likely to get, but no real info that I saw.  Few neat RvR screenshots though.

http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_7.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_7.jpg)
http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_8.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_8.jpg)
http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_21.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_21.jpg)
http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_23.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_23.jpg)
And a chicken. (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_11.jpg)

Lots of Legolases... Legaoli?

Looks like a fantasy version of Clone Wars with all the model/clothing duplication.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 17, 2008, 12:53:26 PM
Players don't care about customization.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 17, 2008, 01:11:46 PM
A "News from the Front" article (http://herald.warhammeronline.com/warherald/NewsArticle.war?id=123) just went up on the official site, dropping a few details about their latest beta testing.  Closest thing that us not in the beta are likely to get, but no real info that I saw.  Few neat RvR screenshots though.

http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_7.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_7.jpg)
http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_8.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_8.jpg)
http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_21.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_21.jpg)
http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_23.jpg (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_23.jpg)
And a chicken. (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_11.jpg)

Lots of Legolases... Legaoli?
Needs more fucking brown.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Driakos on April 17, 2008, 01:32:18 PM
All the trees are clones/references of the same few (2?) models too.  Everything is just jammed into the ground.  There's no sculpting.  You can't get away with that anymore.  Massage those verts!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 17, 2008, 01:46:34 PM
I don't think they should drop the NDA until the day of release.
Is that having in mind their own comments how the later NDA drops, the worse current shape of the game?  :uhrr:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Riggswolfe on April 17, 2008, 01:56:29 PM
Hmmm....those screenshots look horrible. It's like WOW without the artistic direction.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 17, 2008, 02:12:33 PM
It's a class-based MMO. I wouldn't expect much variance in character appearance at the top-end, given that it's got an equipment system.   Unless they add-in an 'appearance' system a-la LoTR or EQ2, yes, you're going to see folks that look alike.

I wonder how much of the art is done at this phase, though.  The racial faces & hair do all look alike from those screen shots.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 17, 2008, 02:56:26 PM
There were more shots than just those I linked to, which I posted just because they showed RvR in action.  If you want pretty non-brown landscapes: 1 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_4.jpg), 2 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_1.jpg), 3 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_3.jpg), 4 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_15.jpg), 5 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_28.jpg), 6 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_18.jpg).

The clones have me wondering too.  I'm guessing it has something to do with how the beta is set up, or maybe they just don't have character customization in yet.  I mean, I'm assuming you at least get to choose to be a brown-haired elf (Elrond).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 17, 2008, 03:49:08 PM
There were more shots than just those I linked to, which I posted just because they showed RvR in action.  If you want pretty non-brown landscapes: 1 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_4.jpg), 2 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_1.jpg), 3 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_3.jpg), 4 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_15.jpg), 5 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_28.jpg), 6 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_18.jpg).

The clones have me wondering too.  I'm guessing it has something to do with how the beta is set up, or maybe they just don't have character customization in yet.  I mean, I'm assuming you at least get to choose to be a brown-haired elf (Elrond).

I don't mean to agree with Hrose about clipping but these are some sorry looking identical corpses...
(http://img504.imageshack.us/img504/6137/clipsr1.jpg)

Were these images leaked by someone in early alpha who had a really bad graphics card or are these official releases?  I mean I'm not a graphics whore, I care far more about gameplay, but there's a difference between low quality graphics and a half assed job.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 17, 2008, 04:45:16 PM
I really can't get over the daoc deja vu when I look at WAR beta screenshots.

I'm not putting this down as either a bad or good thing, but the art direction just screams daoc 2.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: pxib on April 17, 2008, 09:58:16 PM
Warcraft's art direction has us spoiled. They went out of their way to make sure that every object, every character, every plant and bridge and building and bucket and texture felt like it belonged. They meshed together as a whole. These screenshots display a lot of jarring differences between players and their surroundings. Art quality and tone varies from texture to texture, and model detail is wildly variant.

I believe the clone wars problem is part of their design decision to have classes and races be immediately identifiable from a distance. Theybut the may eventually have more customizability, but they're still going to look more similar than some might like.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 18, 2008, 03:08:09 AM
Warcraft's art direction has us spoiled. They went out of their way to make sure that every object, every character, every plant and bridge and building and bucket and texture felt like it belonged.
Tbh the one thing i remember from WoW is incredibly low rez textures of armour and million designs that's basically the one and the same thing in different hues. Oh and the two inn layouts all over the world. Which is certainly not unlike any other MMO out there, but it's just hardly the bees knees people make it sound to be.

WAR is for some reason shooting itself in foot with decision to post numerous screenshots of 'early work in progress' which are completely missing the lighting/shading layer, specular highlights etc. It looks flat, it looks like shit and they know it, so it's bizzare why they didn't take time yet to finish even a single zone appearance-wise so they could show it off proper. It makes you wonder if there's something with performance of their gfx engine that has them scrambling behind the scenes trying to fix it. Or alternatively what the performance is even going to be at all once all parts are in place.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: DarkSign on April 18, 2008, 04:37:22 AM
Warcraft's art direction has us spoiled. They went out of their way to make sure that every object, every character, every plant and bridge and building and bucket and texture felt like it belonged.
Tbh the one thing i remember from WoW is incredibly low rez textures of armour and million designs that's basically the one and the same thing in different hues. Oh and the two inn layouts all over the world. Which is certainly not unlike any other MMO out there, but it's just hardly the bees knees people make it sound to be.

QFT.  It's usually only fanbois or people who've never modeled or textured something who think the art direction is amazing in WoW.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Driakos on April 18, 2008, 04:44:26 AM
It's definitely not the polygon count in WoW.  The models are simple and low res.  It is the continuity between the environment, dynamics, and statics that give WoW its pop.  You don't have shiny, waxy characters, running over lambert/flat shaded terrain.  The style minimizes uncanny valley effect.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 18, 2008, 05:04:49 AM
This is an old debate, where I think both sides get it wrong.

The fanbois aren't talking about fidelity. They're talking about style. Big difference there. Nobody's going to compare the fidelity of the WoW graphics to anything the enthusiast gamer refers to when they talk about fidelity. Completely different conversations.

For all the high tech that WoW's graphics aren't, Blizzard did an amazing job making a good-looking* self-consistent world that runs on anything built since 1999. That they pushed the graphics into the hyperbole has more to do with how Warcraft had been defined previously.

* subject to your own tastes of course.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 18, 2008, 05:28:43 AM
There were more shots than just those I linked to, which I posted just because they showed RvR in action.  If you want pretty non-brown landscapes: 1 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_4.jpg), 2 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_1.jpg), 3 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_3.jpg), 4 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_15.jpg), 5 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_28.jpg), 6 (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_18.jpg).

The clones have me wondering too.  I'm guessing it has something to do with how the beta is set up, or maybe they just don't have character customization in yet.  I mean, I'm assuming you at least get to choose to be a brown-haired elf (Elrond).

Oh look, it's Hibernia.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: pxib on April 18, 2008, 07:38:58 AM
The fanbois aren't talking about fidelity. They're talking about style. Big difference there. Nobody's going to compare the fidelity of the WoW graphics to anything the enthusiast gamer refers to when they talk about fidelity. Completely different conversations.

For all the high tech that WoW's graphics aren't, Blizzard did an amazing job making a good-looking* self-consistent world that runs on anything built since 1999. That they pushed the graphics into the hyperbole has more to do with how Warcraft had been defined previously.

Indeed, this is precisely what I mean... on both sides. I don't claim that the models and textures are anything special technically... they're often overly simple and cartoonish. The character models and textures in WAR blow them out of the water, but look at actual screenshots. Zoom out and zoom in. In WoW there will be layers of detail, plants, stones, and bits of cruft on the ground... levels of texturing on the ground that give it life even in the long view. Small hills and gulleys, a variety of shrubs and trees.

Then look at this (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_3.jpg) or this (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_21.jpg). Jarring transitions: dull landscape and tree models juxtaposed against wildly complex and detailed building and character models... player shadows but no scenery shadows on those cannons. Like in DAoC, the battles are happening in flat, expansive plains rather than in WoW's undulating, debris-littered fields.

Not modeling, not texture art, not lack of distinct inns and houses... ART DIRECTION.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 18, 2008, 07:56:48 AM

Indeed, this is precisely what I mean... on both sides. I don't claim that the models and textures are anything special technically... they're often overly simple and cartoonish. The character models and textures in WAR blow them out of the water, but look at actual screenshots. Zoom out and zoom in. In WoW there will be layers of detail, plants, stones, and bits of cruft on the ground... levels of texturing on the ground that give it life even in the long view. Small hills and gulleys, a variety of shrubs and trees.

Then look at this (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_3.jpg) or this (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_21.jpg). Jarring transitions: dull landscape and tree models juxtaposed against wildly complex and detailed building and character models... player shadows but no scenery shadows on those cannons. Like in DAoC, the battles are happening in flat, expansive plains rather than in WoW's undulating, debris-littered fields.

Not modeling, not texture art, not lack of distinct inns and houses... ART DIRECTION.

That second screenshot especially is just horrible.  I mean hell, even this (http://tekener.com/camelot/NF/Cathal1.jpg) looks better.  Which one is the new game again?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Hutch on April 18, 2008, 08:07:07 AM
Settle in. No way we are seeing NDA drop until at least August for an October release date.
WoW dropped their NDA in, what March/April '04 for a November '04 release?

This. Up until a certain point, an NDA says "we're not 100% sure this is how the game is going to work at retail."

But after a certain point, an NDA says "We know going in that our game won't stand up to criticism, and that we aren't going to get more than two or three hundred thousand subs, so every sub counts. Keep your yap shut."

If these people want to have Blizzard level success, they really need to take better notes.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 18, 2008, 08:16:10 AM
This is an old debate, where I think both sides get it wrong.

The fanbois aren't talking about fidelity. They're talking about style. Big difference there. Nobody's going to compare the fidelity of the WoW graphics to anything the enthusiast gamer refers to when they talk about fidelity. Completely different conversations.

For all the high tech that WoW's graphics aren't, Blizzard did an amazing job making a good-looking* self-consistent world that runs on anything built since 1999. That they pushed the graphics into the hyperbole has more to do with how Warcraft had been defined previously.
Yup, i wasn't too precise with my comment there. I get the point of "style" with WoW graphics, i quite like their approach for that matter. The thing that tingles my bullshit meter though is when people talk about 'each single bit of world lovingly crafted' ... when the large parts of that words are --while certainly lovingly crafted-- the same bits reused and copied all over again. At some point it stops being 'ohh how stylish and how much it feels like it belongs here' and turns into "i've seen this shit million times already" and that doesn't imply really *that* much care put into the world design. Or at least less than people make it out to be.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 18, 2008, 08:28:58 AM
Warcraft's art direction has us spoiled. They went out of their way to make sure that every object, every character, every plant and bridge and building and bucket and texture felt like it belonged.
Tbh the one thing i remember from WoW is incredibly low rez textures of armour and million designs that's basically the one and the same thing in different hues. Oh and the two inn layouts all over the world. Which is certainly not unlike any other MMO out there, but it's just hardly the bees knees people make it sound to be.

QFT.  It's usually only fanbois or people who've never modeled or textured something who think the art direction is amazing in WoW.

Alls I know is that I like looking at WoW. I don't necessarily care about looking at something like Crysis. (For example)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: pxib on April 18, 2008, 08:32:16 AM
I get the point of "style" with WoW graphics, i quite like their approach for that matter. The thing that tingles my bullshit meter though is when people talk about 'each single bit of world lovingly crafted' ... when the large parts of that words are --while certainly lovingly crafted-- the same bits reused and copied all over again. At some point it stops being 'ohh how stylish and how much it feels like it belongs here' and turns into "i've seen this shit million times already" and that doesn't imply really *that* much care put into the world design. Or at least less than people make it out to be.
Well sure, but compare those WAR screenshots to this one (http://upload.wowhead.com/images/screenshots/resized/4782.jpg). When I stop and look at it that shit still takes my breath away from time to time. Yes, it gets old but so will WAR... and faster. Those WAR screenshots are embarassing.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 18, 2008, 08:33:41 AM
Alls I know is that I like looking at WoW. I don't necessarily care about looking at something like Crysis. (For example)
I quite like looking at WoW but doubt bit higher fidelity would spoil that effect, really. Vide LotRO (http://kittenslitter.files.wordpress.com/2007/02/lotro-the-shire.jpg), e.g.

edit: and yeah, WAR is doing itself no favour posting these screens. Said about as much in the earlier reply.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 18, 2008, 08:35:00 AM
Anyone here play LotRO?  The game is beautiful.  The gameplay... forgetable. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 18, 2008, 08:39:29 AM
Art direction. Art direction. Art direction. Art direction.

Consistency. Consistency. Consistency. Consistency.

I have had this discussion here before, no amount of tech (Shaders, normal maps, bloom, high poly count, magical programmer technique #48976) is going to automatically create awesome. But a high amount of solid art direction will.

I give more credit to artists that don't rely, or NEED the Tech to create incredible looking objects.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 18, 2008, 08:44:03 AM
I give more credit to artists that don't rely, or NEED the Tech to create incredible looking objects.
I'm bit wary of that simply because it's often easier to make low tech good looking caricature that relies on viewer's brain to fill the blanks, than a highly realistic item. Uncanny valley effect and all that.

This is not to say high tech makes it harder per se, but overall it's probably more difficult to fully utilize wider toolset to full effect.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 18, 2008, 08:45:02 AM
I get the point of "style" with WoW graphics, i quite like their approach for that matter. The thing that tingles my bullshit meter though is when people talk about 'each single bit of world lovingly crafted' ... when the large parts of that words are --while certainly lovingly crafted-- the same bits reused and copied all over again. At some point it stops being 'ohh how stylish and how much it feels like it belongs here' and turns into "i've seen this shit million times already" and that doesn't imply really *that* much care put into the world design. Or at least less than people make it out to be.
Well sure, but compare those WAR screenshots to this one (http://upload.wowhead.com/images/screenshots/resized/4782.jpg). When I stop and look at it that shit still takes my breath away from time to time. Yes, it gets old but so will WAR... and faster. Those WAR screenshots are embarassing.

Who forgot to cap the goddamned farm?!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HaemishM on April 18, 2008, 08:49:04 AM
Is HRose the Blair of WAR?  Good times ahead  :awesome_for_real:

OMG I had forgotten all about Blair. God he was amusing in a monkey flinging feces kind of way.

One of the few people I ever banned. But he so deserved it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 18, 2008, 08:53:09 AM
Are you people intentionally not looking at the other screenshots?

LOL all wow mounts look the same only three kinds

(http://img440.imageshack.us/img440/3580/cabbarvsjunrau6lt9.jpg)

Handcrafted loving objects everywhere, not flat and bland

(http://news.softpedia.com/images/reviews/large/WOW_RA_009-large.jpg)

Seriously, you guys are looking like fucking morons right now. Shut up until you're not ignorant, please.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 18, 2008, 08:58:52 AM


Seriously,

Work on cleaning up your ui, take 5 minutes, thanks.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 18, 2008, 08:59:00 AM
I give more credit to artists that don't rely, or NEED the Tech to create incredible looking objects.
I'm bit wary of that simply because it's often easier to make low tech good looking caricature that relies on viewer's brain to fill the blanks, than a highly realistic item. Uncanny valley effect and all that.

This is not to say high tech makes it harder per se, but overall it's probably more difficult to fully utilize wider toolset to full effect.

It doesn't matter if you used the fancy, expensive pen, or, if you use 12 pens. Ass is ass. Some of the greatest works of art and music are the greatest because of the simplicity and solid focus. They make it LOOK easey.

But now i'm getting all philosophical about art, and not referring to the ongoing conversation.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 18, 2008, 09:08:42 AM
It doesn't matter if you used the fancy, expensive pen, or, if you use 12 pens. Ass is ass. Some of the greatest works of art and music are the greatest because of the simplicity and solid focus. They make it LOOK easey.
Yes, what i mean is it might be quite harder to colour-coordinate your 12 pens work than single pen doodle, even if you use both options to cover exactly the same subject. The extra tools don't guarantee the better effect, they just may require you to take additional factors in the account and bring additional areas where lack of skill dooms the overall work to a fail.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 18, 2008, 09:09:20 AM


Seriously,

Work on cleaning up your ui, take 5 minutes, thanks.
Because I play WoW.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 18, 2008, 09:31:16 AM
Well sure, but compare those WAR screenshots to this one (http://upload.wowhead.com/images/screenshots/resized/4782.jpg). When I stop and look at it that shit still takes my breath away from time to time. Yes, it gets old but so will WAR... and faster. Those WAR screenshots are embarassing.
I believe that a lot of WoW's beauty comes from ground textures and terrain modeling.

My controversial opinion is that it isn't about good art, but good TECH.

If you notice WoW's terrain is modeled in a way that is easily recognizable and every zone has the same rounded style. What I think is that Blizzard is using an editor that with a few clicks of your mouse creates pretty terrain while also placing textures on the fly, depending on the height and slopes.

Not only it allows them to keep that style consistent, but I also think they can make the terrain very quickly (and a new zone is just a set palette of new textures). Even the grass placeable are probably added by the editor itself.

I'm even sure that the style of terrain modeling has its own special technical term.

Even *YOU* can make a pretty zone in a very short time, if you had the right tools.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 18, 2008, 09:33:52 AM
I really hope WAR's graphics are better than those screenshots.  What killed DAoC for me (I only played the free month back in 2001) was the drabness of the landscape.  Everything was brown, black or grey.  I rolled Hibernian (lol), killed a few dark green frogs on a dark brown  hill, and then logged off forever. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 18, 2008, 09:37:11 AM


Seriously,

Work on cleaning up your ui, take 5 minutes, thanks.
Because I play WoW.

To clarify then, in both those screenshots about 90% of the screen space is taken up by player-made addons and really have nothing to do with the game. That's something someone devoted to raiding would set up(and someone very lazy to be that cluttered) It's an unfair comparison then to introduce that as evidence when compared to developer taken screenshots meant to highlight WAR in a favorable light.

To expand on the screenshots though.

1. Durotar is brown, no excusing that really but the SS itself is of what, 50 people just putzing around? It's hard to make anything out like that regardless of the game.

2. AQ40 - it would have been a great zone if they hadn't just made the silithid caves bigger, added some more flavor work like murals or more stonework underneath but it still wasn't a horrible dungeon and it had a lot of original boss fights(though not models necessarily) I will say again though that this particular SS looks like shit not because of anything to do with wow but the addons(many of which are NOT necessary for raiding or simply badly organized)

In short Apples --> oranges


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 18, 2008, 09:44:50 AM
Well sure, but compare those WAR screenshots to this one (http://upload.wowhead.com/images/screenshots/resized/4782.jpg). When I stop and look at it that shit still takes my breath away from time to time. Yes, it gets old but so will WAR... and faster. Those WAR screenshots are embarassing.
I believe that a lot of WoW's beauty comes from ground textures and terrain modeling.

My controversial opinion is that it isn't about good art, but good TECH.

If you notice WoW's terrain is modeled in a way that is easily recognizable and every zone has the same rounded style. What I think is that Blizzard is using an editor that with a few clicks of your mouse creates pretty terrain while also placing textures on the fly, depending on the height and slopes. The rounding again, is art direction choice, not an automatic of the tool. Its Vert smoothing.

Not only it allows them to keep that style consistent, but I also think they can make the terrain very quickly (and a new zone is just a set palette of new textures). Even the grass placeable are probably added by the editor itself.

I'm even sure that the style of terrain modeling has its own special technical term.

Even *YOU* can make a pretty zone in a very short time, if you had the right tools.

Wow Terrain = Hight map, Texture splattering, vector coloring, distance LOD, Bump/displacement, Specularity. Very old tech. 90% of game engines use it, with exceptions such as anything by ID (though newer ones have it now) and some others. Differences in Wow terrain are the inclusion of specularity, and a bump/displacement, but thats a application level requirement dependent on what your doing/need. Tech has nothing to do with it, again, this is old tech, used WELL.

Also, most of Wows terrain textures are painted on, using texture splating (http://en.wikipedia.org/wiki/Texture_splat) (Basically using many layers of textures and an alpha for each to revealing the layers underneath). guaranteed they used slope, hight, and constraints on initial creation, but that always needs to be touched up.

Point being, again, it takes someone skilled to make anything good. You can still, and will see, a sea of ass even using tools like this, and all of it means nothing with out good textures/art that are expertly crafted, lots of pre-development and follow a strong art direction.

With in a few clicks is a huge understatement.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 18, 2008, 09:47:56 AM
It makes you wonder if there's something with performance of their gfx engine that has them scrambling behind the scenes trying to fix it. Or alternatively what the performance is even going to be at all once all parts are in place.
They are using a shit engine, and already admitted in interviews that they are working hard on the performance and before the last pass the cities were moving at 2 FPS.

One should remember the incredible long clip plane of WoW and the fact, contrarily to EVERY other MMO, it has no pop-up/adapting detail (or LOD).

WoW's is amazing because it keeps awesome performance with a fuckload of players all fighting, with all spell effects on everyone and all animations fluid, without losing any detail. Every other MMO I played gets bogged down when there are more than an handful of players and usually cuts detail (spell effects, models detail, animations), and still slows down.

I said from the very beginning that Mythic's first enemy is the engine they chosen. They chosen it because they already know it, but it still is crap.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 18, 2008, 09:49:53 AM
One should remember the incredible long clip plane of WoW and the fact, contrarily to EVERY other MMO, it has no pop-up/adapting detail (or LOD).

You are wrong here. Again, this is the work of very talented artists. You don't even notices the transitions, and that was the goal. Not that with the low polygon counts they have very many steps. They also use "LOD "on the textures. (ala Mip-mapping)

Once again, the real talent, is to make it look easy. They got you.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 18, 2008, 09:55:53 AM
Wow Terrain = Hight map, Texture splattering, vector coloring, distance LOD, Bump/displacement, Specularity. Very old tech. 90% of game engines use it, with exceptions such as anything by ID (though newer ones have it now) and some others. Differences in Wow terrain are the inclusion of specularity, and a bump/displacement, but thats a application level requirement dependent on what your doing/need. Tech has nothing to do with it, again, this is old tech, used WELL.
Nope, I didn't comment the rendering, I commented the *modeling*.

Even Morrowind has heightmaps. Every game now has them. And even WoW's terrain is heightmap.

The problem is that in Morrowind you click on the terrain and the terrain rises. My suspect is that WoW is using an editor that does on its own a whole lot more things. Go back at that screenshot, see all those bumpy hills in the background?

Do you really think that a designer spent a week or more modeling EVERY SINGLE ONE. And then texturing every single one?

What I'm saying is that this editor must have some preset brushes that do everything on their own. You give a general direction, a few mouse clicks and the terrain comes to life with all the textures placed and blended following a precise formula. That ALSO makes all the game, everywhere, look consistent (because they are applying textures and modeling conventions as RULES then applied by the editor itself).

I'm rather sure that if WoW's editor was leaked it would become the very biggest new of the year and a lot of people in the industry would finally see why Blizzard can, and they can't.

P.S.
Just to say. Warcraft RTS already had a lot of this. In fact you could do pretty maps much, much, much, much faster compared to all other RTS editors. And the visual quality would be indistinguishable from Blizzard's own works (beside the gameplay, obviously).


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 18, 2008, 10:00:11 AM
1. Durotar is brown, no excusing that really but the SS itself is of what, 50 people just putzing around? It's hard to make anything out like that regardless of the game.
I think that screenshot was in response to comment about people on WAR screenie looking like clones. Gotta admit there isn't much variety to these people all on their identical looking mounts, either.

The UI is srsly complete red herring, i believe people have enough common sense to look past it literally and on the 'in-world' content, given the context.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 18, 2008, 10:00:28 AM
Wow Terrain = Hight map, Texture splattering, vector coloring, distance LOD, Bump/displacement, Specularity. Very old tech. 90% of game engines use it, with exceptions such as anything by ID (though newer ones have it now) and some others. Differences in Wow terrain are the inclusion of specularity, and a bump/displacement, but thats a application level requirement dependent on what your doing/need. Tech has nothing to do with it, again, this is old tech, used WELL.
Nope, I didn't comment the rendering, I commented the *modeling*.

Even Morrowind has heightmaps. Every game now has them. And even WoW's terrain is heightmap.

The problem is that in Morrowind you click on the terrain and the terrain rises. My suspect is that WoW is using an editor that does on its own a whole lot more things. Go back at that screenshot, see all those bumpy hills in the background?

Do you really think that a designer spent a week or more modeling EVERY SINGLE ONE. And then texturing every single one?

What I'm saying is that this editor must have some preset brushes that do everything on their own. You give a general direction, a few mouse clicks and the terrain comes to life with all the textures placed and blended following a precise formula. That ALSO makes all the game, everywhere, look consistent.

I'm rather sure that if WoW's editor was leaked it would become the very biggest new of the year and a lot of people in the industry would finally see why Blizzard can, and they can't.

I can't discuss things like this if you don't know what your talking about. lol. Wows editor is nothing new (but every engine on an application level has its own special needs). In fact, you can buy just like it here (http://www.garagegames.com/).

Stephen Zepp, if you read this link this guy the post where someone imported Wow assets/tewrrain into torque please =) Looked, couldn't find it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 18, 2008, 10:10:30 AM
WoW's is amazing because it keeps awesome performance with a fuckload of players all fighting, with all spell effects on everyone and all animations fluid, without losing any detail. Every other MMO I played gets bogged down when there are more than an handful of players and usually cuts detail (spell effects, models detail, animations), and still slows down.
Now, now. WoW does get benefit of low fidelity models to help things going smoothly enough, but throw enough stuff at it and it breaks just like any other game. There's enough people bitching about performance in crowded places, and enough events crashed and burned into nothing more than lag fest to disprove that supposed amazingness.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 18, 2008, 10:14:38 AM
That graphics or network lag though. For me, all times I've ever had problems has been the latter. Even on my crappy old laptop WoW runs like a dream, and at lowest settings doesn't look like butt.

Quote from: Nebu
Anyone here play LotRO? The game is beautiful. The gameplay... forgetable.
Yep, and yep. Though I don't think Turbine sacrificied game play for graphics (because I think the gameplay turned out that way due to other reasons), I do think it's a good example of a game being perceived that way.

Quote from: tmp
I'm bit wary of that simply because it's often easier to make low tech good looking caricature that relies on viewer's brain to fill the blanks, than a highly realistic item
That's exactly why I agree with Mrbloodworth though. It's easier to push technology beyond the edge in a mistaken pursuit of ultra-realism when we're still very far from that behaviorally. I think it's harder to make a game look good with old tech.

Having said that, some would say it'd be hard to make WoW's art style survive transition into, say, a photoreal Unreal engine. But then I'd just point to their CGI animations :-)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 18, 2008, 10:15:29 AM
I can't discuss things like this if you don't know what your talking about. lol. Wows editor is nothing new (but every engine on an application level has its own special needs). In fact, you can buy just like it here (http://www.garagegames.com/).

Stephen Zepp, if you read this link this guy the post where someone imported Wow assets/tewrrain into torque please =) Looked, couldn't find it.
How this would prove anything?

You can import WoW's textures even in NWN2, so what?

I'm talking about tools that let you manipulate objects. Not the objects themselves. You can let someone make a picture pixel by pixel, or you can give him some broader tools. What you are saying here is that MS Paint is the exact same program of Photoshop.

SURE IS.

But can't you see that doing what Photoshop does into MS Paint would require years of work?

Tools.

So: try to use NWN2 editor to make a small zone with the terrain that look similar to WoW. Even use an existing zone as a model. I'm sure it will pass six months and you are still tweaking things.

And I'm sure it would only take a few hours to make a good looking zone with the editor Blizzard is using and that is giving that consistent look to ALL the terrain in ALL their zones.

You think this is the result of awesomely awesome art direction, or that maybe there's one slave who's doing all the terrain in all WoW. I say it's because a multitude of designers are using the same tools, so producing similar results.

And I know this because I did use tools in various games, and I know that the most difficult thing is to actually make things look DIFFERENT from everything else in the same game and produced by the same tools.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 18, 2008, 10:30:14 AM
That's exactly why I agree with Mrbloodworth though. It's easier to push technology beyond the edge in a mistaken pursuit of ultra-realism when we're still very far from that behaviorally. I think it's harder to make a game look good with old tech.
We may be focusing on bit different aspects then -- i'm not denying it's probably easier to add to game engine the technological bits for specular maps, normal maps, ambient occlusion and whathaveyou ... than it is to come up with consistent graphics style for the game, even if that game uses older tech. However i think these extra features themselves won't make the end effect any better in comparison if they utilize bad/mediocre art, and their existence actually increases number of areas where things are possible to go wrong and ruin the final effect... thus increasing the bar for the artist rather than lowering it.

Or in other words, when you have the game using old tech then people don't go and nitpick the quality of skin shader, if the shadows are correct, if the reflections take into account fresnel effect, if the body proportions are right, if the cloth dynamics is entirely believable... etc, because none of these things is there in your game to jump at them and make them scream 'zomg it's so badly done'


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 18, 2008, 10:33:19 AM
1. Durotar is brown, no excusing that really but the SS itself is of what, 50 people just putzing around? It's hard to make anything out like that regardless of the game.
I think that screenshot was in response to comment about people on WAR screenie looking like clones. Gotta admit there isn't much variety to these people all on their identical looking mounts, either.

The UI is srsly complete red herring, i believe people have enough common sense to look past it literally and on the 'in-world' content, given the context.
Yes. One shot shows many people looking similar. The other shows shitty terrain. I do not make assumptions about the entirety of WoW based on them, or I'd look exceedingly ignorant, something many people in this thread apparently have no fear of. Ignorance upon ignorance based on a couple screenshots, also ignoring other screenshots linked in this thread, and anyone who could enlighten any opinions in this thread is  :nda:

The UI? Not at all part of anything I'm talking about, please stop commenting on it already.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 18, 2008, 11:05:55 AM
HRose,

You are completely misunderstanding me, and making a lot of assumptions. Most of what your saying i said, i didn't, but thats not because of me (I used no moon language that i am aware of). You are just not understanding the things you are talking about.

I'm also about 90% sure War uses the same technologically (terrain wise), of course, adapted to the application layer features they need. So its once again down to the art used ETC...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 18, 2008, 11:09:41 AM
Those WAR shots I posted, by the way, are indeed from beta, and I'm inclined to think that they were taken by testers, judging by the fact that they're of varying sizes and just not framed like your typical marketing shot.  If you want to compare WAR to WoW it'd probably be more fair to take shots from here (http://www.warhammeronline.com/screenshots/index.php).

Also, most of Wows terrain textures are painted on, using texture splating (http://en.wikipedia.org/wiki/Texture_splat) (Basically using many layers of textures and an alpha for each to revealing the layers underneath). guaranteed they used slope, hight, and constraints on initial creation, but that always needs to be touched up.

Nice.  I've wondered what that technique is called.  I remember Blizzard used it back with Warcraft 3 too.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: sidereal on April 18, 2008, 11:14:10 AM
You think this is the result of awesomely awesome art direction, or that maybe there's one slave who's doing all the terrain in all WoW. I say it's because a multitude of designers are using the same tools, so producing similar results.

And I know this because I did use tools in various games, and I know that the most difficult thing is to actually make things look DIFFERENT from everything else in the same game and produced by the same tools.

In other words, every major MMO uses a similarly complex set of terrain modeling tools, and it's these tools that make for consistent zone look and feel, so every major MMO has great looking zones.

Oh wait. . .
I don't think you're proving what you think you're proving.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 18, 2008, 11:14:21 AM
Personally, I found WoW felt *too* consistent, espeicially for a game that is pushing its production values as the core selling point.

Other MMOGs tend to sell themselves on a particular experience you can't get elsewhere - often pvp or shared-experience related; and as a result could get away with weaker art.

For me, WoW set up to deliver a super polished world, but didn't deliver enough on it's own terms to keep me on board. It might still have the most polished environment, but it wasn't polished enough for that to be enough for the game to stand on it alone.

I suspect WAR will stand or fall on the RvR and sport-PvP systems, not on world design and production values.




But...

1) I played horde.
2) I know 8 million people disagree.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 18, 2008, 11:36:18 AM
War uses the same technologically (terrain wise)
Beside the fact your english is as funny as mine, I, once again, didn't comment on the rendering or technology itself. But on the tools used.

Or better: not the work of artists, but the work of level designers who use editors to put the art assets together and make a zone. Level designers who also don't have necessarily to be artists themselves.

My point is that the consistent and pretty look of WoW's terrain is also due to powerful tools they use and that, through conventions and rules applied on the fly by the editor, make the terrain look very consistent and matching an overall style.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 18, 2008, 11:40:15 AM
This is easy.

Group A has awesome artists, awesome tools, and awesome support from management.
Group B has awesome artists and crappy tools, but awesome support from management.
Group C has crappy artists and awesome tools, but awesome support from management.

Who's going to win?



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Signe on April 18, 2008, 11:45:44 AM
Anyone here play LotRO?  The game is beautiful.  The gameplay... forgetable. 

Righ and I are fiddling around with it at the moment, slowly but we're there.  Righ's been a bit busy at work but... YAY... it's Friday and, hopefully, we'll be on over the weekend.  He's mostly on at night, and I play mostly in the day.  Right now, however, my computer is wonky because I've obviously accidentally turned someone on or off and I'm too cranky to sort it out. 

We're on the server wot starts with A. 

PS  HRose is Italian, Mr. B.  If you mock his English, you mock a good half of my family.  A good half, not THE good half.  Anyway, it's more fun to mock his weirdy beardy.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 18, 2008, 11:56:12 AM
War uses the same technologically (terrain wise)
Beside the fact your english is as funny as mine, I, once again, didn't comment on the rendering or technology itself. But on the tools used.

Or better: not the work of artists, but the work of level designers who use editors to put the art assets together and make a zone. Level designers who also don't have necessarily to be artists themselves.

My point is that the consistent and pretty look of WoW's terrain is also due to powerful tools they use and that, through conventions and rules applied on the fly by the editor, make the terrain look very consistent and matching an overall style.

I'm going to end this. If an editor works with hightmaps, they have a vertices's smoothing function. Its not automatic. All thought there is a procedure that can be applied across a terrain to smooth all vertices's as defined by the parameters entered.

It comes down Art direction, and the specific plan for that area. Not the tool. I am still describing a very common feature to all hightmap editing tools, dosnt matter if they are painted externally, manipulated buy the world editor, or procedurally generated.

The choice to round off all the mountains was ART DIRECTION. The look, in all regards is art direction. Tools only do what you make them, as with all art, the mastery over your media of choice is the part that makes you an artiest, and the ability to reproduce it.

Quote
Or better: not the work of artists, but the work of level designers who use editors to put the art assets together and make a zone.

Art direction. And those guys ARE ARTISTS! (unless they are just writers)

I'm not mocking anyones English, i just cant spell and have horrible grammar  :grin: "Moon language" is a self deprecating term.... look around, and my sig, lol.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 18, 2008, 12:05:07 PM
I'm going to end this. If an editor works with hightmaps, they have a vertices's smoothing function. Its not automatic. All thought there is a procedure that can be applied across a terrain to smooth all vertices's as defined by the parameters entered.
In all fairness if it's heightmap based and there's some terrain features (like specifically rounded out hills) then it wouldn't be complicated to make set of brushes matching shapes of such hills. Then it's just matter of stamping with such brush around the map in additive mode or whatever... reducing the need to painstakingly adjust stuff each time by hand.

Of course that's by no means highly advanced creation tools so it's somewhat moot point.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 18, 2008, 12:07:25 PM
I'm going to end this. If an editor works with hightmaps, they have a vertices's smoothing function. Its not automatic. All thought there is a procedure that can be applied across a terrain to smooth all vertices's as defined by the parameters entered.
In all fairness if it's heightmap based and there's some terrain features (like specifically rounded out hills) then it wouldn't be complicated to make set of brushes matching shapes of such hills. Then it's just matter of stamping with such brush around the map in additive mode or whatever... reducing the need to painstakingly adjust stuff each time by hand.

Of course that's by no means highly advanced creation tools so it's somewhat moot point.

This is 100% true. But thats still common.  Most tools give you 900 ways to do something, thats why its a tool. It was still art direction that created the need for the custom brushes. Again, its all in the art, and manipulation. lol.

Hes talking like Wow has the baby jesus of world editors, when most of it is quite common (http://www.heroengine.com/world.asp). (<-- baby jesus of world editors, lol Look at the second movie down)

Round and round  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 18, 2008, 12:12:24 PM
2) I know 8 million people disagree.
Ten million (http://www.blizzard.com/us/press/080122.html).  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 18, 2008, 01:19:09 PM
PS  HRose is Italian, Mr. B.  If you mock his English, you mock a good half of my family.  A good half, not THE good half.  Anyway, it's more fun to mock his weirdy beardy.
Are you mocking the good half of my face?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 18, 2008, 01:20:22 PM
Are you mocking the good half of my face?

I think that depends on how you slice it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 18, 2008, 03:27:53 PM
Then look at this (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_3.jpg) or this (http://mythicmktg.fileburst.com/war/us/herald/images/newsfromthefront/hede_ss_21.jpg). Jarring transitions: dull landscape and tree models juxtaposed against wildly complex and detailed building and character models... player shadows but no scenery shadows on those cannons. Like in DAoC, the battles are happening in flat, expansive plains rather than in WoW's undulating, debris-littered fields.

Not modeling, not texture art, not lack of distinct inns and houses... ART DIRECTION.
Yes it's like they had a character model team, a terrain team and a building/structures team who were all doing their own thing without a unified plan.  Each separate item viewed by itself is probably presentable but then when they threw it all together by putting "generic elf base" full of "identical character models" in "zone devoid of personality" it actually looks far worse than the separate ingredients and doesn't flow together at all.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 18, 2008, 04:41:21 PM
In all fairness if it's heightmap based and there's some terrain features (like specifically rounded out hills) then it wouldn't be complicated to make set of brushes matching shapes of such hills. Then it's just matter of stamping with such brush around the map in additive mode or whatever... reducing the need to painstakingly adjust stuff each time by hand.

Of course that's by no means highly advanced creation tools so it's somewhat moot point.
That's more or less what I wanted to say.

I used some of the tools that come with games, like Morrowind, Oblivion, NWN2, Paraworld, Titan Quest, Unreal and so on. All these games have in a form or another heightmaps, but to replicate the overall "shape" of a WoW's zone would require really a crazy amount of time because none of them really had advanced brushes and tools to automate the design.

Even the way they have large parts of landmass inclined in the Outlands isn't something easily doable in a normal editor, but it is easily doable if someone makes a preset brush for it.

I'm only saying that evidently (and also following what's already in the RTS editor) they put a lot of work toward it. And it is guaranteeing them a consistent look at the possibility to make terrain rather quickly.

The same already for the RTS editor, that is far, far superior to all the editors that I tried in other RTS games. They just improved from there. Warcraft 3 editor is one of the best out there.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 18, 2008, 05:13:35 PM
This is Warcraft 3, I made this in less than 2 minutes:

(http://www.cesspit.net/misc/war3editor.jpg)

See on the tool tab there's a "apply cliff" brush. It means that everything you see in that small example is done automatically by the preset. It sets the terrain and also adjust the textures dynamically. The result is a decent looking image without ANY effort.

Making a pretty map in Warcraft 3 editor is the easiest thing ever.

So I'm not surprised if in WoW they worked more on those kind of preset and made them both more flexible and complete. And I'm not surprised if then that overall look WoW has is not the result of a wonderful artist who did all the work, but the work done in presets, so that no matter which hand ueses the editor, the result is always consistent.

Using simple heightmaps (in the tool tab under "apply height") is insane. It takes way too much time and it's the reason why the great majority of editors I used in other games suck greatly compared to the ones in Blizzard games.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Johny Cee on April 19, 2008, 12:12:40 PM
Are you mocking the good half of my face?

I think that depends on how you slice it.

So, Nebu will be playing Chaos.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: McCow on April 20, 2008, 09:34:09 AM
Drifting around I found this a gameplay vid and a interview with Jeff Hickman.  Warning...FRENCH  (The Hickman invterview is in English with French subtitles).

Gameplay: http://www.jeuxvideo.tv/video/warhammer-online-age-of-reckoning.html#view:240998 (http://www.jeuxvideo.tv/video/warhammer-online-age-of-reckoning.html#view:240998)
Jeff: http://www.jeuxvideo.tv/video/warhammer-online-age-of-reckoning.html#view:241000 (http://www.jeuxvideo.tv/video/warhammer-online-age-of-reckoning.html#view:241000)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Engels on April 20, 2008, 02:24:16 PM
Wow, looks entirely like WoW. Sad.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 20, 2008, 02:39:46 PM
Those targeting circles are WORSE than those in Vanguard.

The animations instead are better than Vanguard, but still rather bad.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 20, 2008, 03:22:43 PM
The videos kept stalling on me. But from what I saw, I understand the perception. However, consider not just what it looks like, but the sort of info it conveys (I have no idea if these are "final" anything). Big pretty curly-cue targeting reticles and those gigantic early-EQ2 floating arrow things wouldn't work so well here.

As an aside, I am getting really tired of this crappy footage (movies and screenshots) being shown. It's pissing me off the sort of light it's putting the game in.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 20, 2008, 06:01:39 PM
The first vid was the only one I watched. The second one had the same suttering problem Darniaq mentioned.  What's the deal with the book thing?

Wow, looks entirely like WoW. Sad.

Eh? How?  Because it has a hotkey bar, hit points and targeting circles?  Looks nothing like WoW to me outside of the standard MMO UI features, but then I've actually played WoW.

Hrose, which circle? The one under the mob, or the one under the player?  The one under the mob looked fine, the one under the player, yeah, needs work.  Those arrow things looked like they were pointing at group members or whatever you've got targeted. That's kind of nifty. Saves having to look up at your mini map.  You seem to be falling into your usual "MYTHIC SUCKS AND CAN DO NO GOOD" mode. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 20, 2008, 07:20:17 PM
He can only comment on what he can see.

I agree on it not looking like WoW though. It seems to have been departing from WoW in style over time. When it was first announced and they has those Orc screenies (and that sizzle CGI video), carbon copy.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on April 21, 2008, 04:03:30 AM
my opinions, whether you want em or not!

Arrows/Targeting: I didn't have any problem with the circles, seemed like a nice enhancement (arrows on your circle pointing to group-mate (ideally this would be limited to the group-leader, so you know who to form on), another arrow pointing to the quest-giver of the quest you were one, etc).  I think the arrows are helpful (ideally they are configurable so that people who feel otherwise can turn them off)

What I'd like to see is in Alterac-Valley-like PvP have "objectives" (like PvE has quests), so that a commander (read: raid-leader) can apportion objectives to the troops and have each player know where they are supposed to go, and what they're supposed to do.  I know people hate to be told what to do, but having people mill about together is just tiring.

Art: World looks sparse.  Kind of like an early renaissance painting, all the trees, etc, are mostly just symbols of what a real structure would look like.  If they are keeping things sparse to allows more people in-frame at a given time, it would be nice for them to communicate that now (as a selling point), otherwise they are likely turning off people who might expect a bit of eye-candy to go along with their MMO.

Characters are, as noted previously, very similar.  Again, this won't be a problem for me if the reason given is to not have massive lag during large fights, and is communicated as being the reason for the sameness.

Combat:  The video shows a great deal of PvE movement.  I'm think this is because the player was just a huge twitch (or there was lag), but maybe it was it a conscious decision by Mythic to have NPCs be more mobile to simulate playing against another player.  If the thought is to have all players be somewhat conversant with PvP, then this might be a good idea (although people, including me, will bitch about how the NPCs bop around) as long as I don't have to kill large numbers of NPC to level and the AI that dictates mob movement during combat is varied.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nevermore on April 21, 2008, 06:03:58 AM
He can only comment on what he can see.

I agree on it not looking like WoW though. It seems to have been departing from WoW in style over time. When it was first announced and they has those Orc screenies (and that sizzle CGI video), carbon copy.

The graphics are definitely moving away from WoW, from what I remember of a very early gameplay video.  It looks closer to upgraded DAoC than WoW now, imo.  That's not a bad thing except it just looks kind of dull now.  That GUI was almost a carbon copy of WoWs, though.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 21, 2008, 06:32:03 AM
Remember DAoC beta? :-) Seriously, Mark had to explain why he chose to use / commands when people were accusing him of "carbon copying" EQ1. This speech isn't directed at you :wink:

In my opinion, you go with what you expect the players to know. Back then, DAoC was going to attract way many more players from EQ1 than it was AC1 or UO, simply by virtue of the number of people in EQ1 versus the other two. So having the "casting bar" (hotkeys) in the upper left, a scrolling dedicated tabbed window for chatting, and slash commands for functions you didn't map to icons straightaway made sense.

Nowadays, the default format for many MMOs is:

  • Hotkeys at bottom
  • Minimap in upper right
  • Buffs on top or right
  • Group member health bars on left or upperleft
  • Use of / commands
  • Highly configurable chatbox in lower left, with tabs

Much of WoW's UI came from earlier ones. Same with EQ2. Same with CoX, GW, etc.

The genre isn't a series of new inventions. It's more evolutionary than that.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 21, 2008, 06:48:21 AM
Oh, and an official response on the graphics (http://www.warhammeralliance.com/forums/showthread.php?p=777706#post777706), at Warhammer Alliance:

Quote from: Greg Grimsby
All,

I have read many posts here concerning the visuals of WAR. There have been many praises. Thank you! There have been some criticisms. Thank you also. Everything we read here, at least in broad strokes, is digested and considered against our design and visual goals. The subject of this thread caught my attention in particular because it speaks to the status of where we are with WAR’s development. So first I will discuss a general point that has been echoed here before.

The visuals in WAR are a work in progress. I liken it to rendering CG movies, like the Incredibles or some of the great stuff Blur has done for us. When you watch a pre-lighting render, things just look flat. There are no shadows. There is no ambient occlusion. There is no atmospheric lighting. There is no real surface lighting. How does that relate to WAR? Well, many of the videos and screenshots we have released have been without even a first lighting bake, let along our final lighting pass, which we have never shown. You also have not seen specular maps on our terrains. We don't even have final skies, light balancing, or final light settings for our terrain shaders.

This means that you have seen visuals in varying degrees of finish depending upon how recently we worked on a zone. None of the environments we have shown you are in their full glory. The hard work of the team shows through despite being shy of complete. And that is where we are now. We are polishing, tweaking, and lightmapping like crazy and we will up until the very last stamp for gold. Until then, yes. Some stuff may look flat, or some animations may look jerky. Heck our lead animator and I finally had a moment of joy as one of the last animation system "quirks" that was making the motions look staccato and choppy was finally fixed. Huray!

In terms of visual variety, I believe we have a diverse palette of environments from ancient forests and eldritch swamps to a huge, gothic city floating over a swirling, Chaotic Abyss. With that said, even now we are working on more cool, signiture landmarks for the zones. I believe anyone browsing our material in depth will agree there is a lot there to enjoy.

So by all means continue dialoguing about what you see, let us know what you like and what you don't, and stay tuned for some more finalized shots.

Thanks!
__________________
Greg Grimsby
Art Director

Hey ma, lookit me being all fanboi! :wink:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: caladein on April 21, 2008, 10:08:50 AM
So... the secret graphics patch that will cure world hunger is coming right down the pipe!  :awesome_for_real:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 21, 2008, 10:10:38 AM
You doubt the existence of a Secret Beta Patch That Fixes Everything?
Heretic! (http://img.photobucket.com/albums/v491/Itzena/emot-commissar.gif)
(Yes, I know - 40K not Fantasy. Shush)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 21, 2008, 10:20:19 AM
Oh, and an official response on the graphics (http://www.warhammeralliance.com/forums/showthread.php?p=777706#post777706), at Warhammer Alliance:
Yeah i read that one... saw also some video that shows off difference between the same zone bits with the lighting/shadows applied and without and it's huge, as expected. This is actuallly more of reason i can't figure out why they don't try to polish fully even one zone, so then they can show off the screenshots from it... and instead keep posting the work in progress garbage. They must realize it's hurting them so if they just keep doing it... there's probably some good reason sitting in their way. And that in turn makes one wonder about the game performance with all stuff applied.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: MarkJacobs on April 21, 2008, 10:47:18 AM
Folks,

   LOL, I wish we had a secret patch that fixed everything.  All we have is the ongoing work of the team to make the game better every day as we add lots of new things to it.  I'll leave the secret patches to other games and developers who have a richer fantasy life than me.  However, do remember that we always have a version that is being stability tested (not tested for gameplay, not tested for leveling speed, fun, etc.) and/or getting stuff added to it for the next stage of beta before it is released to the players.  We do this because releasing an unstable version of the game to beta testers is just dumb and the beta testers have enough to focus on without worrying about us constantly updating the client/server and making things worse in the short-term.

   If you ever hear me or Mythic say that we have a secret patch that will fix the numerous and widespread problems/issues/nonsense/etc. in the game right before release, run away as far from the game as you can.  Hearing that from any developer always makes me cringe. 

Mark


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on April 21, 2008, 10:51:31 AM
It is a ruse. MJ just wants to surprise everyone when he unleashes the negative ping code.

I may have said too much.  :nda:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: MarkJacobs on April 21, 2008, 10:58:07 AM
Oh, and an official response on the graphics (http://www.warhammeralliance.com/forums/showthread.php?p=777706#post777706), at Warhammer Alliance:
Yeah i read that one... saw also some video that shows off difference between the same zone bits with the lighting/shadows applied and without and it's huge, as expected. This is actuallly more of reason i can't figure out why they don't try to polish fully even one zone, so then they can show off the screenshots from it...

Sometimes the answer is as simple as "WTF! We did what?"  Pretty much summed up the hours between midnight last night and noon today.  :ye_gods:

Mark


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Riggswolfe on April 21, 2008, 11:38:24 AM
I have to admit, that gameplay video gave me more hope than those screenshots did. The people looked the same but I'm willing to let that go since we have 6 months of beta left.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 21, 2008, 11:55:37 AM
I'd believe what they say on the lighting.

Even in DAoC they launched the new capital cities and then finished the lightmaps and patched them later. It's actually weird that their engine forces them to do this double work and double textures without a lighting system that does it on its own.

Instead I said the targeting circles are horrible because I'm not a fan of UI pushed in your face like that. WoW's UI was also good because it minimized the chaos of the standard UIs we had.

I don't consider, as Darniaq said, an evolution adding more and more UI widgets. I'd consider instead evolution a type of control more visceral and direct, with less buttons, less noise, less targeting circles, colored bars and arrows.

So, while all that stuff may be virtually useful, it's just more noise that makes the game look complicate and off putting.

It's a drift toward pointless minutiae, not evolution.

Blizzard has fine designers because they distill the gameplay. Not because they make the bigger pile of crap.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: WayAbvPar on April 21, 2008, 12:01:28 PM
Can you point to the part of the doll where Mythic touched you? Or, alternatively, you could STFU. It is seriously getting old.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 21, 2008, 12:32:50 PM
It's actually weird that their engine forces them to do this double work and double textures without a lighting system that does it on its own.
Custom light maps allow for much better quality lighting, since it can be calculated by non-realitme renderers like Maya or Lightwave and take into account stuff like rays bouncing off the nearby items and such. As example consider Max Payne which iirc was one of first games to push the pre-rendered lighting quality to such levels.

Guess just need to wait some more for the game to show off its full visual glory then  :-)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 21, 2008, 12:52:11 PM
Why bother, in an open PvP game with hundreds of people fighting in the same area you're going to have to turn all that off no matter how bleeding edge your computer is anyways.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 21, 2008, 01:14:14 PM
Can you point to the part of the doll where Mythic touched you? Or, alternatively, you could STFU. It is seriously getting old.
In the targeting circle.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 21, 2008, 01:14:28 PM
To me there's no such thing as 'max' setting for graphics. You have intended graphics and you have turned down graphics.  I want to know if WAR is a game my machine can run the way it is supposed to look and the way it is supposed to be played(rvr) without dropping another $500 or more into my machine. 

To me this is going to be the biggest hurdle for mythic, it's not about how good your game looks in the developers lab or on paper, it's how good will t look to the majority of people who see the pretty screens on the box and buy it.  How well will RvR look to all the people playing it?  If I want to see 40 people waging war am I going to turn my graphics down to < ass? 

People(pc game designers) need to really get it beaten into their skulls that you cannot make games for systems people do not have or will at some point have.  Console designers aren't making games that will run on the PS5 because no one would be able to play them and even then the PS3 has a still comparatively sparse library because I promise you no one is beating down doors to put titles on a system that is still not nearly as widespread. I want WAR to succeed, I'm going to play it but I feel like there are certain lessons not being learned here.

Are people seeing the success of wow and saying "let's do that, only our way"? I see people copying things like UI, or interfaces and thinking because wow took the best technical elements of other games, that is what made it popular. That's a part of it probably but design philosophy is the key to it all. 

My question to Mark or anyone at mythic is, what kind of specs are required to run the game, as it stands on highest(intended) graphics and enjoy a 20vs20 battle with more then 15fps.  If that's a hard or difficult question, it shouldn't be.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 21, 2008, 03:38:39 PM
So here's something that may stir things up.  It recently became evident that there's some manner of auto-facing function in WAR.  It can be seen most clearly near the end of this video, in which a Zealot takes on a spazzy Swordmaster (http://www.youtube.com/watch?v=v-ozaoklgcE&feature=related) or this video, in which a Chosen takes on a Bright Wizard (http://www.youtube.com/watch?v=YlEjUxRdbzo).  I'm not sure that anybody knows the real details yet, but it appears to only lock on when you're using a special ability. 

Of course, there are a number of people on WHA (http://www.warhammeralliance.com/forums/showthread.php?t=34509) complaining that this removes all skill from combat and a number of others countering that WAR is not and should not be a twitch game.  I've read that this function was in DAoC, which may suggest this is a tried-and-true part of the game Mythic wants to make.

Thoughts? 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 21, 2008, 03:44:14 PM
Of course, there are a number of people on WHA (http://www.warhammeralliance.com/forums/showthread.php?t=34509) complaining that this removes all skill from combat and a number of others countering that WAR is not and should not be a twitch game.  I've read that this function was in DAoC, which may suggest this is a tried-and-true part of the game Mythic wants to make.

Thoughts? 

/stick and /face
Saved my ass from graphics chop and internet latency many times in a close fight.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 21, 2008, 04:23:07 PM
/stick and /face
Saved my ass from graphics chop and internet latency many times in a close fight.

I LOVED people that used /stick and /face in combat.  I could use them to my advantage to get many runthrough back stuns. 

They're a crutch that is easily used against the person employing them.  I hope that /stick and /face vanish from all pvp games.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 21, 2008, 04:41:11 PM
My preference goes for less twitch combat, but without commands.

I'd just give a hit penalty to all those players jumping around and running.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on April 21, 2008, 06:52:52 PM
complaining that this removes all skill from combat and a number of others countering that WAR is not and should not be a twitch game.  I've read that this function was in DAoC, which may suggest this is a tried-and-true part of the game Mythic wants to make.

Thoughts? 

MMOs do better as they become twitchy-er. Combat, which makes up a large component of most MMOs, has to be involving and engaging, which generally doesn't happen if you hit auto-attack and then watch what happens.

Turning to face your opponent isn't a skill, either.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 21, 2008, 07:20:47 PM
Twitch appeals to a subset of all MMO players.  That's the subset with the twitch skill.   It ignores those of us with arthritis, single hands, slow reflexes or parapalegics who can partake in Diku-esque combat just fine.

While there's certainly room for a twitch MMO, if it were to be the center of all combats I think you'd see a lot less interest in the games in general.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 21, 2008, 09:41:10 PM
Ah, if we're going to compare desired combat mechanics... circlestrafing and bunnyhopping annoys the shit out of me. It turns combat into a spazfest. I prefer tactical choices, like using teh fire against teh ice monster. Whatever.

FPSes (and the like) I can play, but it gets frustrating to hit the limit of your reflexes and realize that you're done and the game goes in the closet, cause you aint' gettin any faster than little Jimmy who's hyped up on pixie stix and Mt. Dew.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 21, 2008, 11:58:23 PM
/stick and /face are for people who can't cope with actual combat in MMOGs.  :drill:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Zetor on April 22, 2008, 12:26:42 AM
I wish WOW had /stick or /face... even though I played on a fairly good arena team in the 1800s (until I quit playing my warlock, that is) and I'm not THAT horrible at twitch (I hold my own in FPS, I'm not amazing, but then most people aren't).

The reason: I play with a 500-800 ping, and trying to face people for a spellcast who're purposely running through me over and over again is pretty much impossible. Not because I'm slow with the mouse to face towards them, but because the client is reporting an OLD position, so even though I'm facing them on my screen, I'll randomly get a "target must be in front of you" error.

Same with melee and trying to hit targets who are right in my face on my screen, but actually 10 yards ahead, so I'd get spammed with 'out of range' errors. Guild Wars did this right with melee automatically trying to 'keep up' with the target when a melee attack was queued; of course slowing / rooting / stunning abilities would prevent it, but that's fine.


-- Z.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on April 22, 2008, 03:41:23 AM
Let's be clear here - running through an opponent is cheesy as hell.  It doesn't make physical sense, it causes problems with LOS and the amount of force that can be brought to bear on a single target and makes formations pointless.  If a certain subset of people weren't so naturally asshatacular it would have been turned on and left on and the justification for /stick and /face would be reduced to the aforementioned lag and support for player handicaps being the only two I can think of.

I'm not a fan of /face and /stick, but I can see the reasoning for adding them in games without collision detection, with lag, or with geomotry that can be exploited (the ranger is hiding in trees! no, no "amongst trees", physically inside the tree!), to name those issues right off the top of my head.  This is basically all the MMO games we currently have.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 22, 2008, 05:04:05 AM
ob: did someone say twitch?

 :oh_i_see:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: bhodikhan on April 22, 2008, 05:14:11 AM
If they aren't going to have collision detection then a quick and simple way to keep the PvP somewhat sane is to allow casting in ANY direction. I can't tell you how much I hate "target must be in front of you" error while a rogue runs through me and back while I can't cast a single spell.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Miasma on April 22, 2008, 05:22:22 AM
Or at least be able to move yourself and still cast.  I've never liked this artificial "you must stand still to cast" mechanic.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lantyssa on April 22, 2008, 06:10:14 AM
Magic has been stuck trying to emulate the original DnD mechanics for far too long.  Everyone tries to tweak it, but they almost always keep one problematic thing or another.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 22, 2008, 08:01:38 AM
Or at least be able to move yourself and still cast.  I've never liked this artificial "you must stand still to cast" mechanic.

This is why games add instants.  I like the stand and cast.  Strafing and jumping like an idiot should have a profound effect on accuracy.  If you want to strafe and jump while running, most casters have instants that they can cast while doing this.  If they want to do the big damage, they need to be stationary.  It's all about trade-offs. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 22, 2008, 08:13:57 AM
Strafing and jumping like an idiot should have a profound effect on accuracy. 

But in a game like WoW, it doesn't. You can leap around and shimmy and still have the same chance to hit, cause it's all DIKU/D&D combat. Everything else (running around, jumping) is playing LagTag.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 22, 2008, 08:19:30 AM
But in a game like WoW, it doesn't. You can leap around and shimmy and still have the same chance to hit, cause it's all DIKU/D&D combat. Everything else (running around, jumping) is playing LagTag.

Yes... and I agree with your post on this in another thread as well.  I think that FPS and MMO's would benefit from giving high accuracy bonuses to players that do this less as well as penalizing those idiots hoping to exploit server latency by doing the lag/jum/strafe dance. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 22, 2008, 08:22:23 AM
Unless you consider LoS or positional abilities.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 22, 2008, 08:26:48 AM
Unless you consider LoS or positional abilities.

1) If you're going to have positionals, you also need to have collision detection.  I think the reasons why are obvious (run through back stun ftw).  Positionals were also designed to accomodate multi-attacker, single target situations or combat openers.  I think the latency exploiters have taken this to a whole new level. 

2) I am all for LoS as long as several checks are made (not just an initial LoS).  Running around a corner only to see an arrow/missle chasing you is a bit ridiculous. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 22, 2008, 09:36:31 AM
2) I am all for LoS as long as several checks are made (not just an initial LoS).  Running around a corner only to see an arrow/missle chasing you is a bit ridiculous. 
That's for simplification. You have already to keep LOS at the beginning of casting, then end of casting. If you need LOS all the way till the spell lands then playing a caster would be rather frustrating.

I'm glad to see I'm not the only one who would be glad about accuracy penalty for jumping and strafing.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 22, 2008, 10:39:03 AM
The battlefield series says you're wrong. Unfortunately, the less penalty they had for bunnytarding, the more popular the franchise got.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 22, 2008, 12:43:35 PM
The battlefield series says you're wrong. Unfortunately, the less penalty they had for bunnytarding, the more popular the franchise got.

I'm not sure you can make such a causal distinction.  I'm sure there were other factors that contributed to the popularity beyond this.  Granted, the bunnytards got around this whole thing by dolphin diving in the original BF1942 anyway. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 22, 2008, 01:16:52 PM
Yes... and I agree with your post on this in another thread as well.  I think that FPS and MMO's would benefit from giving high accuracy bonuses to players that do this less as well as penalizing those idiots hoping to exploit server latency by doing the lag/jum/strafe dance. 

Planetside, Cone Of Fire. (Can also be seen in other FPS, varying degrees)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: eldaec on April 22, 2008, 03:42:49 PM
So here's something that may stir things up.  It recently became evident that there's some manner of auto-facing function in WAR.  It can be seen most clearly near the end of this video, in which a Zealot takes on a spazzy Swordmaster (http://www.youtube.com/watch?v=v-ozaoklgcE&feature=related) or this video, in which a Chosen takes on a Bright Wizard (http://www.youtube.com/watch?v=YlEjUxRdbzo).  I'm not sure that anybody knows the real details yet, but it appears to only lock on when you're using a special ability. 

Of course, there are a number of people on WHA (http://www.warhammeralliance.com/forums/showthread.php?t=34509) complaining that this removes all skill from combat and a number of others countering that WAR is not and should not be a twitch game.  I've read that this function was in DAoC, which may suggest this is a tried-and-true part of the game Mythic wants to make.

Thoughts? 


Interrupted!
You are not ready yet!
You are not ready yet!
You are not ready yet!


Now that *really* takes me back to daoc.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 22, 2008, 04:08:32 PM
Positional attacks do not require collision detection per se. CD would make it better of course, but it's just an assessment of orientation and location.  They do require the target not be bunnyhopping though :-)

Quote from: Hrose
Instead I said the targeting circles are horrible because I'm not a fan of UI pushed in your face like that. WoW's UI was also good because it minimized the chaos of the standard UIs we had.
Consider the difference between launch-WoW (and really, 1-70 WoW) and launch-WAR is being set up to be. WoW's default UI can remain simplistic because it's you against one target most of the time you're playing casually/leveling up. Notice what happens to your UI when you start BGs, Arenas, or Raids though. We don't all need Sky's plachinko array of health bars of course :wink:, but things get complex later on.

Compare that to how WAR is trying to bring players into these varied activities much earlier than the endgame. Scenarios (BGs), PQs (mini-Raids), and the usual PvE questing/traveling all roughly together. You can see there's already much info to situationally toggle.

There's enjoyment of the aesthetic and there's usefulness of the tool. WAR requires more of them sooner than WoW did.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on April 22, 2008, 04:22:27 PM
I have to the the animation in that Chosen vs Bright Wizard video makes the game look much better than any of the recent screenshots would let on.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 22, 2008, 04:30:10 PM
Man, that BW was an affront to all BWs...

And it still amazes me that people can click their hotkey buttons while PvPing. That just seems so slow!


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 22, 2008, 05:05:42 PM
Consider the difference between launch-WoW (and really, 1-70 WoW) and launch-WAR is being set up to be. WoW's default UI can remain simplistic because it's you against one target most of the time you're playing casually/leveling up. Notice what happens to your UI when you start BGs, Arenas, or Raids though. We don't all need Sky's plachinko array of health bars of course :wink:, but things get complex later on.

Compare that to how WAR is trying to bring players into these varied activities much earlier than the endgame. Scenarios (BGs), PQs (mini-Raids), and the usual PvE questing/traveling all roughly together. You can see there's already much info to situationally toggle.

There's enjoyment of the aesthetic and there's usefulness of the tool. WAR requires more of them sooner than WoW did.
I'd argue it's exactly the opposite.

It's when things are complex that you have to work to strip the superfluous. Or you'll make another Eve-Online. A great game that doesn't exactly appeal to everyone.

Then I really don't understand the link between targeting circles and the "varied activities". Waypoints can stick to a map, you don't have to put them in the center of the screen at all times.

The point is that most games now copy WoW's UI and the very few elements that they decide to change are for the worse (like health bars in Warhammer being unnecessarily long). Not only there's this habit to copy, but they aren't even good at doing it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 22, 2008, 06:06:34 PM
Quote from: Hrose
I'd argue it's exactly the opposite.
Wow, really? :wink:

Waypoints and what you're looking at on the target circles are mutually exclusion. You can see that in the video. Now, if you want to debate target circle arrows vs screen-edge arrows ala XvT, PS, SWG:JTL and so on, that's fine. But that's also taste, not objective.

I'd also argue your Eve example. Blaming Eve's UI for its nicheness is like blaming SB's lack of mass success on SB.exe. The total experience is niche as a concept.

WoW has a simplistic default UI because at heart it's a simplistic game. When a player seeks a more complex experience, the UI gets more complex to match.

But they only got there by evolving the better genre elements and wrapping them in a better package. They did not invent quest indicators over NPCs, minimaps, hotkey bars, scrolling chat boxes, system interface buttons, graphically-interesting UI elements, health/mana/power bars, quest logs, crafting UIs and the paperdoll, any more than WAR is only copying WoW, any more than DAoC was only copying EQ1.

WAR's UI is not done. It's not even customizable (as they've said). I understand you can only comment on what you see. But if you assume WAR is only copying WoW, then you also know how much more iteration is going to come before and after launch.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 22, 2008, 07:58:10 PM
Waypoints and what you're looking at on the target circles are mutually exclusion. You can see that in the video. Now, if you want to debate target circle arrows vs screen-edge arrows ala XvT, PS, SWG:JTL and so on, that's fine. But that's also taste, not objective.

I'd also argue your Eve example. Blaming Eve's UI for its nicheness is like blaming SB's lack of mass success on SB.exe. The total experience is niche as a concept.
So what am I looking to?

Either they are waypoints or they point to enemies in PvP. Which is an aid tool that definitely diminishes the game (I hide behind a bush, but there's an arrow pointing right at me).

Quote
WoW has a simplistic default UI because at heart it's a simplistic game. When a player seeks a more complex experience, the UI gets more complex to match.
I completely disagree. You really believe that?

Quote
WAR's UI is not done. It's not even customizable (as they've said). I understand you can only comment on what you see. But if you assume WAR is only copying WoW, then you also know how much more iteration is going to come before and after launch.
Who cares if it's not done? I'm not giving definitive judgements, just commenting what I see. If things change I'll change my comments too.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 22, 2008, 08:02:18 PM
Can't answer the first one unfortunately.

Quote from: Hrose
I completely disagree. You really believe that?
So you raid, or battleground, or arena, at level 70 with the same UI you started the game with?

Quote
Who cares if it's not done? I'm not giving definitive judgements, just commenting what I see. If things change I'll change my comments too.
"Those targeting circles are WORSE than those in Vanguard" is a comment with definitive judgment tonality.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 22, 2008, 08:11:24 PM
Man, that BW was an affront to all BWs...

Seconded.  I wept when I watched his "stand unmoving in axe range and casually stroll ten feet away after 15 seconds, repeat" strategy. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 22, 2008, 08:54:38 PM
So you raid, or battleground, or arena, at level 70 with the same UI you started the game with?
For me yes.

There's only one widget for the PvP scoring.

The comments about Vanguard targeting circles are obvious if you go back and see them. They aren't bad because they have arrows, but because they are HUGE and have fancy patterns around them.

The same could be said for EQ2, that had fancy circles AND arrows pointing down. Luckily you could remove all of that.

A targeting circle is required for a game that is based on target selection. But it should only need to convey that information, not to crowd the screen with all kinds of widgets.

I just don't like a fantasy game with an UI that looks like the bridge of a space ship.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 23, 2008, 06:42:42 AM
On that part we agree. I prefer a clean UI, and that was the feature of TR that topped the list for me initally (at whatever-E3 I played it at). I think it's fair to critique WAR based on what is being shown publicly. I also think that there's a lot of stuff that is placeholder.

I preferred EQ2's UI over WoW's initially mostly because you didn't need to leave the game in order to customize it. However, WoW's UI was superior in my opinion because by default it was a cleaner UI for the masses so at start really didn't need much customization. Same with graphics settings. EQ2's laundry list of options is a turnoff to the person who wants to get in and play. Another game suffers from that as well...

Can't find any good screens of VG that show the targeting circle, and my memory of beta is very hazy. EQ2 I remember well though, and I liked their circle as it conveyed info and was stylized. But that WAR's at present is not stylized I file under the category of "incomplete". So it doesn't bother me. For their needs now, it's functional. If it launches that way, then we'll talk :wink:

I'm curious what you actually do at the endgame to need only one widget. Maybe if you're completely focused on 3v3 Arenas, you don't need all of the doo-dads?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 23, 2008, 06:53:16 AM
On that part we agree. I prefer a clean UI, and that was the feature of TR that topped the list for me initally (at whatever-E3 I played it at). I think it's fair to critique WAR based on what is being shown publicly. I also think that there's a lot of stuff that is placeholder.

I preferred EQ2's UI over WoW's initially mostly because you didn't need to leave the game in order to customize it. However, WoW's UI was superior in my opinion because by default it was a cleaner UI for the masses so at start really didn't need much customization. Same with graphics settings. EQ2's laundry list of options is a turnoff to the person who wants to get in and play. Another game suffers from that as well...

Can't find any good screens of VG that show the targeting circle, and my memory of beta is very hazy. EQ2 I remember well though, and I liked their circle as it conveyed info and was stylized. But that WAR's at present is not stylized I file under the category of "incomplete". So it doesn't bother me. For their needs now, it's functional. If it launches that way, then we'll talk :wink:

I'm curious what you actually do at the endgame to need only one widget. Maybe if you're completely focused on 3v3 Arenas, you don't need all of the doo-dads?

To be fair a lot of what used to be third party add-on functionality was added to the stock UI, I always thought Blizz was doing this correct in that providing the tools to allow Ui customization but when something became so popular, including it or removing the functionality to increase game-play, ie fun. Example of the former being things like debuff timers and targets casting bar examples of the later are things like one click curing (decursive) and automatic heal canceling. I don't have a problem with the target circle from those WAR videos, it seems to convey information that is readily available in most mmo's but simplifies it (who is targeting you, where is your current target, etc...). 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 23, 2008, 06:56:10 AM
That's a good point about Blizzard adopting UI elements. But it also feeds into my debate with Hrose that later-play WoW features more complex UIs than the level 1 variety. :wink:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 23, 2008, 09:46:41 AM
This can do:

(http://www.games32.com/web4/games_catalog/games/Vanguard-Saga-of-Heroes-PC/images/md_7423.jpg)

I think it was also animated.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 23, 2008, 10:01:23 AM
This can do:

(http://www.games32.com/web4/games_catalog/games/Vanguard-Saga-of-Heroes-PC/images/md_7423.jpg)

I think it was also animated.

That guy is level 6.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 23, 2008, 10:02:25 AM
Managed to find some images from my screenshots folder in the meantime. Seems to be a bit more understated than the EQ2 variety.

Ironically the image you post shows a somewhat poorly layout collection of UI elements for a newbie character :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on April 23, 2008, 11:07:36 AM
Is that guy fighting on the surface of a cake with vanilla frosting?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Arrrgh on April 23, 2008, 11:21:11 AM
Is that guy fighting on the surface of a cake with vanilla frosting?

On a diet?



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: ajax34i on April 23, 2008, 12:24:14 PM
WTF is he doing with that shield?  Look at the shadow of his arm/shield.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on April 23, 2008, 12:59:48 PM
Penis shield.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: murdoc on April 23, 2008, 01:05:35 PM
I wish I had kept my original DAoC screenshots where all the icons were the same.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 23, 2008, 01:24:37 PM
That guy is level 6.
I believe it was in response to "Can't find any good screens of VG that show the targeting circle". It does look rather pointlessly busy on that screenshot.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 23, 2008, 03:16:23 PM
It was. And that was the irony  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 23, 2008, 04:04:09 PM
D'oh. Guess that's karma for all the times i got cheap with the green ink  :ye_gods:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lakov_Sanite on April 24, 2008, 07:29:41 AM
This can do:

(http://www.games32.com/web4/games_catalog/games/Vanguard-Saga-of-Heroes-PC/images/md_7423.jpg)

I think it was also animated.

*doubletake*  First thing I thought was a really shitty wow screenshot, that's the vanguard UI? jesus, it's like they didn't even take 5minutes to make it look original. How does a game like that even get released?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on April 24, 2008, 08:47:18 AM

*doubletake*  First thing I thought was a really shitty wow screenshot, that's the vanguard UI? jesus, it's like they didn't even take 5minutes to make it look original. How does a game like that even get released?

Have you seen LotRO UI?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Simond on April 24, 2008, 11:17:47 AM
*doubletake*  First thing I thought was a really shitty wow screenshot, that's the vanguard UI? jesus, it's like they didn't even take 5minutes to make it look original. How does a game like that even get released?
The Vanguard articles in the news section actually explain it quite well.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 25, 2008, 06:39:20 AM
That guy is level 6.
I believe it was in response to "Can't find any good screens of VG that show the targeting circle". It does look rather pointlessly busy on that screenshot.

Ah, i thought it was in response to the UI conversation. Because yeah, wait till that guy gets to 40+ and then look at the "Clean uncluttered UI" lol.

I did really like Vanguards 3d Targeting circle, it wasn't just a projection decal onto the terrain, it was a partial 3d cone. Spun nicely, and was tintable, best part was is that you could see it from most angles, instead of just a few, really nice in congested situations.

On the topic of UI look, you make a UI that your customer, or target audience can recognize. You don't make a cell phone with a hand crank that raises the antenna just to be different. Reinventing the wheel and all that.

The three or so games people are harping on for having similar UI's to World of warcraft (as if they invented it) have UI's like that BECAUSE ITS WHAT THE PEOPLE WANT.

To its credit, the vanguard UI had some sexy ideas about it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on April 25, 2008, 06:50:08 AM
I'm going to get fried for even mentioning this, but I think Vanguard was full of good ideas.  I liked the dual targeting, the diplomacy mini-game, the newbie areas, the character races, and many of the character classes.  Sadly they were doomed by their implementation. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Merusk on April 25, 2008, 06:55:14 AM
I'm going to get fried for even mentioning this, but I think Vanguard was full of good ideas.  I liked the dual targeting, the diplomacy mini-game, the newbie areas, the character races, and many of the character classes.  Sadly they were doomed by their implementation. 

You're not going to get fried by me at least.  If you'd said the GAME was good, or the design philosophy behind any part of it from tech to play was sound, I'd dogpile away.  However, I agree with you on the ideas part.  I've read some stuff about the game that really makes me want to try it at times.  From the healing/ damage class to the way bards were implemented it sounds like some really, really good and different ideas were put into it.   Shame about the rest.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Draegan on April 25, 2008, 10:06:03 AM
The classes in VG were actually their best aspect.  The rest of the game was dogshit though.  The classes were great, or atleast their general theme.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: shiznitz on April 25, 2008, 10:37:06 AM
I'm going to get fried for even mentioning this, but I think Vanguard was full of good ideas.  I liked the dual targeting, the diplomacy mini-game, the newbie areas, the character races, and many of the character classes.  Sadly they were doomed by their implementation. 

I am with you and I bet anyone who played VG would agree. We have all learned, though, that ideas are easy. Playable implementation is the bitch.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 25, 2008, 10:51:02 AM
so, Guild Beta invites are going out. Thats a good sign, the next newsletter should have some info on guilds in general as well.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 26, 2008, 04:56:25 PM
I'm going to get fried for even mentioning this, but I think Vanguard was full of good ideas.  I liked the dual targeting, the diplomacy mini-game, the newbie areas, the character races, and many of the character classes.  Sadly they were doomed by their implementation. 

I am with you and I bet anyone who played VG would agree. We have all learned, though, that ideas are easy. Playable implementation is the bitch.

Prexactly.

It does disappoint me that only the good ideas tied to successful games get iterated. I say it all the time at work: just because something wasn't a market success doesn't mean concepts within it should be forgotten. VG is like this. CoX was too. And PS, to me anyway. Many good ideas lost to the lack of OMGMONEYHATS.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on April 27, 2008, 09:42:22 PM
It does disappoint me that only the good ideas tied to successful games get iterated. I say it all the time at work: just because something wasn't a market success doesn't mean concepts within it should be forgotten. VG is like this. CoX was too. And PS, to me anyway. Many good ideas lost to the lack of OMGMONEYHATS.

On this point - it takes at least 3 years for a MMO to go live from start to finish, probably longer if you take into account pre-development doodling of ideas.

I think it will probably take at least 5 years for some of the good ideas of MMOs that weren't chart toppers to perculate through the system. ChampO is arguably CoHv2, while some of the money flowing into the industry is being diverted into MMOs that aren't trying to replicate WoW. However, whether those companies get the other things right is another story and the MMO may not launch, but there are plenty of people that want to develop "... done right" or are taking the best bits of other MMOs and combining them.

However, MMO development is still a hard industry to crack, so it tends to be the ideas that are easiest to understand that get the most traction.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 28, 2008, 03:22:57 AM
That's true for AAA quality retail-purchased MMOs when one is talking about system-level design (like, say, RPG vs FPS).

What I'm talking about is the sort of features that can be patched in though. Things like mentoring/sidekicking, hiring NPC thugs, porting any one friend to you any time you want, porting to any point on a map you've discovered, environments made accessible by scaling the encounter to the level of the single or group participants, etc.

Basically, anything we liked from everything else that is getting ignored because Blizzard didn't copy it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Trippy on April 28, 2008, 06:56:10 AM
What I'm talking about is the sort of features that can be patched in though. Things like mentoring/sidekicking, hiring NPC thugs, porting any one friend to you any time you want, porting to any point on a map you've discovered, environments made accessible by scaling the encounter to the level of the single or group participants, etc.
Mentoring/sidekicking is very difficult to add in later if the game wasn't originally designed to support it.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 28, 2008, 07:20:43 AM
I just wanted to add to the: "good ideas of MMOs that weren't chart toppers".

Now, i may be over reacting here. But i find that many people do not want innovation, and i'm talking about the players here. They want familiar, easy, and consumable. They seem to want to transition from one game to the next and carry over there knowledge of how the last game played to the next, and get angry or frustrated with crys of "THIS SUCKS" if it doesn't play as it did in the last game. I hate to do it, but i see a lot of people who play Wow, complain in one hand that an orc isn't green (in the new game, This would be mechanic X, or class X, or the combat, ETC..), and in the same breath say a game is to much like Wow (What they really want).

Case in point, i'm sure many have heard about the  discussion, and argument about necromancers in AOC, especially the pets. Basically, people are complaining that they do not work like every other MMO, so they "suck". What this says to me is, that people will ignore the fact that A: this is a different game, and B: the class may have a name as in other games, but it is a unique take on it and the game as a while plays differently (IE: From what i know, every single class in AOC has real melee ability's, unlike other games where if your a caster type..don't even try.)

Anyway, i hope i got my point across, and i did use AOC, but only as a recent example, this can be applied to any game, so try not to focus on AOC in replays, as that kind of misses my point.I could have easily used LOTRO, Or even something as simple as "Elves".

Everyone knows what an elf is, diverge from that, and your fucked....... or so it seems.

I guess people like to feel knowledgeable about something, and if they find out its different, then it sucks because they cant "already know" how to play.

Or something :drill:.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: ajax34i on April 28, 2008, 09:39:20 AM
Oh, I want innovation.   But, I am a consumer; I expect a game to function, have very few bugs, have certain elements in it, a bit of polish, etc etc., and what hooks me to or drives me a way from a (mmo)RP game are the immersion, the storyline, and the fun.  I'm not playing these games to detect and catalogue the innovative elements in them, basically.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 28, 2008, 12:27:54 PM
Speaking of Innovation, I've been paying attention of late to the Tome of Knowledge information out there, and I'm really impressed. Granted alot of what it does is not new in individual segments (quest log, story line, achievements) but what mythic is doing with putting it all together in a neat little package will be one of the shining points of WAR.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 28, 2008, 12:46:43 PM
Speaking of Innovation, I've been paying attention of late to the Tome of Knowledge information out there, and I'm really impressed. Granted alot of what it does is not new in individual segments (quest log, story line, achievements) but what mythic is doing with putting it all together in a neat little package will be one of the shining points of WAR.

People will still complain because they are encountering something new, and will say it sucks because it does not react like X game.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 28, 2008, 01:54:13 PM
Quote from: mrbloodworth
But i find that many people do not want innovation, and i'm talking about the players here.
Veterans flocked to WoW because it was tradition done better. There's still a lot of room for improvement even the basic formula of what's been successful so far (Fantasy DIKU). My post was entirely about the history of what's worked but is being ignored because it wasn't EQ1 then FFXI then WoW.

If you want true invention though, you're talking about adding MMO to another existing genre (which is also being tried). This genre has its rules now. And it's not because of the MMO, but rather the MMORPG. People expect the RPG part.

When an MMOFPS comes out done for FPS players (not the tiny crossover group in PS), then we can debate what a true "MMO" is  :grin:

What I'm talking about is the sort of features that can be patched in though. Things like mentoring/sidekicking, hiring NPC thugs, porting any one friend to you any time you want, porting to any point on a map you've discovered, environments made accessible by scaling the encounter to the level of the single or group participants, etc.
Mentoring/sidekicking is very difficult to add in later if the game wasn't originally designed to support it.

Good point. I was assuming though that the game would already have on-the-fly stat adjustments where everything was based on formula rather than hard-coded data. However, I am beginning to wonder if it's safe to assume that :-)


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lantyssa on April 28, 2008, 04:04:44 PM
Good point. I was assuming though that the game would already have on-the-fly stat adjustments where everything was based on formula rather than hard-coded data. However, I am beginning to wonder if it's safe to assume that :-)
I'm not sure it's ever safe to assume a MMO will do something smart.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kail on April 28, 2008, 04:34:33 PM
Anyway, i hope i got my point across, and i did use AOC, but only as a recent example, this can be applied to any game, so try not to focus on AOC in replays, as that kind of misses my point.I could have easily used LOTRO, Or even something as simple as "Elves".

Everyone knows what an elf is, diverge from that, and your fucked....... or so it seems.

I guess people like to feel knowledgeable about something, and if they find out its different, then it sucks because they cant "already know" how to play.

Well, that's the whole point of using a fantasy setting, though: I already know what Elves and Orcs and Ochre Jellies are.  If you want to do a game where your badass race of burly, muscular, unshaven warriors are called "Elves," you can't complain about people whining about how your Elves are different; you intentionally created that parallel when you named them.  The benefit of doing something as a fantasy game is that you don't have to have page after page of backstory explaining who the fuck the Oompa-Loompas are and why they're at war with the Donglefobs and hate technology but love sailing and so on and so on.  People already know the basics of Dwarves and Knights and so on.  If your fantasy MMO setting has elves and wizards and stuff AND ALSO requires you to read pages of background about why your Elves aren't like traditional elves, then that tells me that A: You're an unoriginal designer who thinks that putting a new twist on something somehow equates to writing something that's actually original, and B: You're not likely to have admitted this to yourself, which means I can expect more of the same.

When your game is a 75% clone of WoW (which itself is not exactly breaking a lot of new ground), then you have only yourself to blame when people start carping about why the other 25% isn't as good as WoW.  After all, you are, by a bizarre coincidence, going to be appealing to an audience comprised largely of people who have played WoW.  If you want to do something completely original and groundbreaking, that's awesome (provided it, y'know, works), but if the pitch for this original and groundbreaking game begins with the words "It's basically a fantasy setting, except..." then I reserve the right to vigorously roll my eyes at you.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 28, 2008, 05:35:40 PM
poned  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lantyssa on April 28, 2008, 05:59:44 PM
If you're putting a twist on something familiar, which means it needs story to explain it, then why not make a new name for them instead of calling them 'elves'?  Otherwise, why bother differentiating them at all?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 28, 2008, 06:44:58 PM
Quote
"It's basically a fantasy setting, except..."

Didn't they use the same line at the presentation by 38 studios at the ny comic con


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: UnSub on April 28, 2008, 06:53:07 PM
It's obvious there is nothing to talk about regarding WAR given how far off topic we've wandered.

... but on the above note, there are really on 'fantasy' and 'sci-fi' (and 'modern', perhaps) as broad genres to set games. By "It's basically a fantasy setting, except ..." the speaker really means "It's a European medieval fantasy setting as accepted in Western society which means it is heavily influenced by Tolkien, except ...". There are plenty of free MMOs that use Chinese fantasy as their setting (be it the Romance of the Three Kingdoms or Chinese folklore) and I could get excited about a GOOD MMO that used a Japanese medieval fantasy setting.

Or a modern setting. More MMOs should be set in the modern era, with dashes of sci-fi / fantasy to add to the escapism.

But, to agree with Bloodworth, most players don't want revolution, they want evolution, often of very specific systems e.g. PvP, crafting, in-game economy.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 28, 2008, 08:46:18 PM
Nope, players want risk, and game companies don't for obvious reasons.

Revolution is good if the game is also really good. The problem is that it's easier to make a good game by just copying what already works.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Ratman_tf on April 28, 2008, 08:47:15 PM
"It's basically a fantasy setting, except..."

Why am I reminded of Ascheron's Call?  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 29, 2008, 04:39:36 AM
Nope, players want risk, and game companies don't for obvious reasons.
Is this why the most wildly popular 'regular' MMO out there is a 'classic' DIKU with cookie cutter races and classes, just extra coat of polish? What risk exactly all these players are finding in it?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: schild on April 29, 2008, 04:41:11 AM
Nope, players want risk, and game companies don't for obvious reasons.
Is this why the most wildly popular 'regular' MMO out there is a 'classic' DIKU with cookie cutter races and classes, just extra coat of polish? What risk exactly all these players are finding in it?

Don't respond to him, he's just crazy and lives on another fucking planet.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: murdoc on April 29, 2008, 06:11:35 AM


Well, that's the whole point of using a fantasy setting, though: I already know what Elves and Orcs and Ochre Jellies are.  If you want to do a game where your badass race of burly, muscular, unshaven warriors are called "Elves," you can't complain about people whining about how your Elves are different; you intentionally created that parallel when you named them.  The benefit of doing something as a fantasy game is that you don't have to have page after page of backstory explaining who the fuck the Oompa-Loompas are and why they're at war with the Donglefobs and hate technology but love sailing and so on and so on.  People already know the basics of Dwarves and Knights and so on.  If your fantasy MMO setting has elves and wizards and stuff AND ALSO requires you to read pages of background about why your Elves aren't like traditional elves, then that tells me that A: You're an unoriginal designer who thinks that putting a new twist on something somehow equates to writing something that's actually original, and B: You're not likely to have admitted this to yourself, which means I can expect more of the same.


Not really related, but when I was trying, unsuccessfully, to get my wife to play DAoC, I thought she might like to be in Hibernia, so I told her that she could make an elf character. Unfortunately, her version of an elf was the one that helps Santa make toys in the North Pole and thought that would be the most ridiculous thing ever. It went downhill from there, really.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 29, 2008, 07:21:29 AM
You guys are focusing on the elf thing, it was only one example. Again, what i was talking about could be things like, the quest window, the trade window.. The way  NPC dialog is handled, How "Trait" points are granted, the currency conversion ETC.. Elves wasn't really my point.

Not really related, but when I was trying, unsuccessfully, to get my wife to play DAoC, I thought she might like to be in Hibernia, so I told her that she could make an elf character. Unfortunately, her version of an elf was the one that helps Santa make toys in the North Pole and thought that would be the most ridiculous thing ever. It went downhill from there, really.

that kinda goes with what my point was. She wanted to use her already existing knowledge, but the idea/experience was tainted because he knowledge was incorrect or did not apply.Carrying preconceived, comfortable notions to a new experience, creating frustration.

I guess another example i could give is this: Hot bars in Wow, VS the directional and combos of AOC. People will be faced with a learning curve with this UI element, and a lot (as is with many people using a program for the first time, that is equivalent to a program they once had, we can compare photoshop and GIMP here if you like) will simply wright it off in frustration.

Going back to what i was saying, a good portion of MMO players do not want something new.

Another i can through out is Mages VS Loaremaster. The Orcs of Wow VS the Orcs of Tolkens LOTR. ETC.. But really it can be applied to many many different aspects.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 29, 2008, 07:58:50 AM
Quote from: Mrbloodworth
You guys are focusing on the elf thing, it was only one example. Again, what i was talking about could be things like, the quest window, the trade window.. The way NPC dialog is handled, How "Trait" points are granted, the currency conversion ETC.. Elves wasn't really my point.
No, but I need to remind you of what was said earlier. This is about knowing not just what is, but why it is.

This whole genre, including all elements within, is evolutionary. There's no real clear invention of anything, just end results of player behavior and innovative execution. For example:

  • UO didn't really have zone-wide and server wide chat. My first exposure to that came with EQ1. Other games may have had that.
  • What quest window? I think the first time I ever saw an actual quest log that was updated in real time was AO, which followed in later expansion packs for EQ1.
  • Oh, and those clear indications of which NPCs have quests and which don't? And which are vendors? Oh, and which are attackable and what are your chances against them? None of that noted via text in UO. You took your chances and ran upon failure.
  • Again on quests, before there was an Accept/Decline button, there was the need to read key words from NPC text to decode the reply you needed to give them to initiate the text. One of DAoC's improvements was to make that word clickable so you didn't need to guess. Later EQ1 expansions added clear highlighting of the word, but you still typed it.
  • First time I saw Trait Points was with Alternate Advancement XP gains at the level cap in some earlier time of EQ1 (maybe Shadows of Luclin era?). Prior to that you had the XP/levels that EQ1 was still popularizing for a larger offering than the dikuMUD folks would ever reach. And that was alongside the still-meritable skills-based game that was UO (the function of gaining skills through use was also in EQ1, but they were shackled by level caps along the way while UO was only shacked at a single point).
  • Trade windows have been around since the earliest days of EQ1 and UO.

I could go on:

  • Things like Faction have actually devolved over the years. Back in EQ1, you could grow beloved in one faction while hated in another and that mattered. Nowadays you're locked into it based on race choice in most games, and you'll never change it.
  • There used to be XP loss upon death and you could lose levels if you lost enough XP. This evolved into XP debt (you didn't lose but in order to gain you had to pay off the debt). WoW took the step further removing XP loss altogether and converting "penalty" to a coin value (repairing armor) and an impact on effectiveness (stat debuff) unless you found your body and rezzed there... which is something I first experience in a more basic form in DAoC. Heck, in EQ1 you could die, lose XP, lose a level, and lose your body and all your gear if you died in a bad spot.

What else?

This isn't about what players want today or what businesses should do today to invent new rules. It's never been about that. Each step taken is based on the successes prior.

At the most academic/ethereal pie-in-sky level, it's all fungible. We could debate all day long the "best" this or the "cleanest" that. But without accounting for player expectations and prior business successes, it's useless brainstorming.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 29, 2008, 11:03:29 AM
I do like pie.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Mrbloodworth on April 29, 2008, 11:04:16 AM
I do like pie.

But would you like a square pie.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 29, 2008, 11:17:25 AM
Going back to what i was saying, a good portion of MMO players do not want something new.
And you are wrong again.

"New" doesn't equal "better". Or even "good".

If you can deliver something "new" that is also "better" or at least "good", the players will love it. The problem is that doing it is harder and risky. It has seen much less iterations.

If thousands of companies work on a particular game model, it is likely that after 1000 games that model is refined enough to be a good one. If instead one model is tried once, it is very unlikely that it will work perfectly on the first try and best everything else on the market (especially because they won't have the budget as the money goes where it is more safe).

But yet it doesn't mean that one model is better than the other, or even that the players just have chosen their preferred model. It's just that the market has flown in one direction, and consolidated there.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on April 29, 2008, 11:37:11 AM
Hi, my name's HRose. I love generalities so that no one can really argue with me, I love quotation marks to add emphasis to words that people already understand, and I love that people don't listen to me.

Iterability of videogames? The fuck? Are you trying to imprint Derrida on the MMOG industry? I'd also point out that if something is truly "new," it has had zero iterations. Else, it is a copy. I think you mean to say "iteration of systems," giving reference to the different systems that are stock between games (Grouping, PVP, EXP, et al).


Also, I really think MBW is right: A good number of MMO players do not want something new, but something like new. But, I would have to defend this by noting that games like EVE do flourish. However, PVP has been around for a long time, so perhaps the true concept behind EVE isn't world-pvp, but functional world-pvp.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Sky on April 29, 2008, 12:11:21 PM
I do like pie.

But would you like a square pie.
Yes. But DQ said I was having academic/ethereal pie, with fungus. Not sure I want mushrooms in my pie. Unless it's a pizza pie. But even then they should be sautéed.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Lantyssa on April 29, 2008, 01:45:46 PM
Is ethereal pie glutten free?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 29, 2008, 01:54:36 PM
Is ethereal pie glutten free?

Yes, but its loaded with Trans(cendental) fats  :grin:


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on April 29, 2008, 02:36:28 PM
I'd argue that players DO want new experiences and novelty.  It's just that players buy and play games for a LOT of different reasons, and novelty isn't always at the top of the list.  For a lot of players, fast and reliable satisfaction is much higher.

I think most players welcome the kind of evolution that Darniaq is talking about — sensible alterations and streamlining to familiar ideas and conventions.  Innovation becomes a more difficult sell when you're pursuing novelty and uniqueness for the sake of being novel and unique though, and it becomes even more difficult when you're pursuing novelty and uniqueness at the expense of playability.  Take Sacrifice (http://en.wikipedia.org/wiki/Sacrifice_%28video_game%29), for example.  It was an interesting twist on the RTS, but ultimately I found it far more difficult to grasp and control than the humble Starcraft clone, without necessarily adding a lot to the mix in terms of real gameplay entertainment. 

So, my take is that innovation needs a purpose and goal.  For that innovation to then succeed in the marketplace, the goals have to be relevant to what the customers are looking for.  If I make an MMO that promises to CHANGE THE WAY YOU THINK ABOUT MMO UIs FOREVER, it's probably going to bomb, because "badass immersive UI" is not typically at the top of the WANT LIST for MMO players.

Oh, and unrelated, here are a few new WAR videos (http://war.mondespersistants.com/?news=931).  They're in French, lack audio, and are all in the same, rather dull-looking graveyard scenario.  What you DO see though is a Bright Wizard running around in sky blue (second video) and a Zealot wearing a yellow and lime green skirt/robe thing (third video).  It's an example of the dying system, I guess.

Also, the April newsletter should be coming pretty dang soon.  As per this thread (http://www.warhammeralliance.com/forums/showthread.php?t=35260), some of the webpages are already going up.  No hint of the fourth High Elf class though.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on April 29, 2008, 02:52:47 PM
I'd argue that players DO want new experiences and novelty.  It's just that players buy and play games for a LOT of different reasons, and novelty isn't always at the top of the list.  For a lot of players, fast and reliable satisfaction is much higher.
Early adopters get excited by design decisions, innovation and rockstar devs. The rest of your market - which is to say the vast majority of the people you see roaming in any particular game are there because their friends are. As long as the ducks are lined up for them - genre, gameplay focus, art direction, compatibility with their PC - they tend not to care too much about whether their game du jour is riding the screaming edge of games design.

For once I'm not even pulling numbers out of my ass. I even did a survey (http://antipwn.wordpress.com/2008/04/15/gaming-survey/).

Retention of those same players is a whole 'nother thing however. Again no-one leaves a game because it didn't push the envelope, they leave it because it wasn't fun or because all their friends got bored of it or because it was plain broken.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on April 29, 2008, 02:56:59 PM
IainC, have you seen any industry research on Shklovskyan ideas of novelty and newness as reflected in video games?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: IainC on April 29, 2008, 03:09:10 PM
IainC, have you seen any industry research on Shklovskyan ideas of novelty and newness as reflected in video games?

I can think of several devs who appear to be running a long experiment on just that topic.

Quote
The technique of art is to make objects ‘unfamiliar’, to make forms difficult, to increase the difficulty and length of perception because the process of perception is an aesthetic end in itself and must be prolonged. Art is a way of experiencing the artfulness of an object; the object is not important." (Shklovsky, "Art as Technique"


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on April 29, 2008, 03:13:53 PM
The rest of your market - which is to say the vast majority of the people you see roaming in any particular game are there because their friends are. As long as the ducks are lined up for them - genre, gameplay focus, art direction, compatibility with their PC - they tend not to care too much about whether their game du jour is riding the screaming edge of games design.
If that was true then WoW would be one of the game least played, as it's not simple to keep the same pace of your friends, level at the same speed, and gear up to keep on raiding and don't be kicked out of guilds.

If that was true than players would prefer playing without group restrictions, level restrictions, servers restrictions and so on.

In fact I would say that WoW isn't successful because it removes the barriers between you and your friends. But because it allows to play easily alone, solo, and grouping occasionally with people you'll never meet again and forget within a few minutes after the group disbanded.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: cmlancas on April 29, 2008, 03:23:37 PM
I can think of several devs who appear to be running a long experiment on just that topic.
Quote
The technique of art is to make objects ‘unfamiliar’, to make forms difficult, to increase the difficulty and length of perception because the process of perception is an aesthetic end in itself and must be prolonged. Art is a way of experiencing the artfulness of an object; the object is not important." (Shklovsky, "Art as Technique"

I see your ninja edit! I saw it! I did I did!

Anyway, yeah. I think there's some credibility to that statement.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 29, 2008, 03:59:52 PM
In the realm of the most popular games, I draw a distinction between games as artistic pursuit and games as service business. This is because the former is most times both driven and constrained by the realities of the latter in this space. The process of going from pencil sketch to e-commerce requires it.

If you're doing art for the sake of doing art, you're in a different business :-)

And heck, art itself seems evolutionary until movements and periods are retroactively applied to describe clear distinction. But that's a discussion for people who didn't jump from Fine Art to Industrial Design in college after two months of the former 20 years ago. :wink:

I prefer the greater overlap, the art that both inspires and are market successes. I'm just too base a person...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Typhon on April 30, 2008, 03:36:09 AM
I can think of several devs who appear to be running a long experiment on just that topic.

Quote
The technique of art is to make objects ‘unfamiliar’, to make forms difficult, to increase the difficulty and length of perception because the process of perception is an aesthetic end in itself and must be prolonged. Art is a way of experiencing the artfulness of an object; the object is not important." (Shklovsky, "Art as Technique"

and here I thought IainC's quote was a clever jab at "Games with Gind (TM)"... Darniaq, what are you babbling about?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Venkman on April 30, 2008, 02:54:03 PM
The artistic sub-topic. Throwing in my thoughts early in case it goes anywhere.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tazelbain on April 30, 2008, 03:12:16 PM
Another scenerio write up:  Not looking good.  More capture the flag and king of the hill,  Mythic is firmly inside the box.  It pointless to have so many Scenerios but only 3 templates to follow.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Triforcer on April 30, 2008, 04:54:18 PM
I plan to do world pvp and pretend those scenarios don't exist. 


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 30, 2008, 04:58:39 PM
Another scenerio write up:  Not looking good.  More capture the flag and king of the hill,  Mythic is firmly inside the box.  It pointless to have so many Scenerios but only 3 templates to follow.

Is there even a lot of room for innovation in team based gaming scenarios?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on April 30, 2008, 06:20:08 PM
Is there even a lot of room for innovation in team based gaming scenarios?
Well, Valve sort of just did with their gold rush map for TF2? Though i'm not sure, maybe that's not new; i don't play the FPS enough to know.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on April 30, 2008, 07:54:12 PM
Is there even a lot of room for innovation in team based gaming scenarios?
Well, Valve sort of just did with their gold rush map for TF2? Though i'm not sure, maybe that's not new; i don't play the FPS enough to know.

One could argue that goldrush is just a variation on capture point. what could mythic put into the scenarios that would make it seem "outside the box"?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: tmp on May 01, 2008, 04:56:20 AM
One could argue that goldrush is just a variation on capture point. what could mythic put into the scenarios that would make it seem "outside the box"?
Possibly, nevertheless it is a variation rather than plain copy of the old concept. Which i guess is essential difference between thinking outside the box (if to limited degree) and staying firmly in...


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on May 01, 2008, 10:28:21 AM
I guess the monthly newsletter is out, though I haven't received it yet.  From what I've heard, the final High Elf class is not revealed, so this video on WAR's guild system (http://mythicmktg.fileburst.com/war/us/herald/flash/pp_2008-04_guilds.html) is probably the most notable new bit of information.

Getting back to the Scenarios though, it seems to me that they're perhaps the biggest unknown in WAR's design.  Even Blizzard was seemingly unable to get them to work exactly as desired, but maybe because they're just a PART of WAR's overall PvP experience and not the be-all end-all, it'll be easier to overlook the flaws?  I've heard that Scenario matches are set to last only around 15 minutes, which will probably be a good thing if they're sticking to the ol' FPS stand-bys — CTF, point domination, etc.

It's easy to imagine where issues will arise though.  Under-population, balance, rewards.  It's gonna be messy!

EDIT:  Oh yeah!  Something I wanted to mention about the guilds video... it mentions that guilds can level up, and, from this, there are practical stat bonuses that can be gained.  It sounds neat enough, but then at the same time, it's totally a positive feedback loop, where the strong just get stronger.  Typically not a good thing for competetive games. 

Also, I'm left wondering just HOW guilds level up.  Could a guild of only 8 people ever get their guild to the rank cap?  Won't huge uber guilds just fly to the guild rank cap?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Morfiend on May 01, 2008, 10:55:48 AM
Also, I'm left wondering just HOW guilds level up.  Could a guild of only 8 people ever get their guild to the rank cap?  Won't huge uber guilds just fly to the guild rank cap?

EQ2 has guild levels, and I feel it is done pretty well, it doesnt seem to offer anything super overpowered, but as the same time, there is some nice stuff. I guess it really depends on unknowns, what needs to be done to level it up, and what the rewards are.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Kirth on May 01, 2008, 11:16:50 AM
Getting back to the Scenarios though, it seems to me that they're perhaps the biggest unknown in WAR's design.  Even Blizzard was seemingly unable to get them to work exactly as desired, but maybe because they're just a PART of WAR's overall PvP experience and not the be-all end-all, it'll be easier to overlook the flaws?  I've heard that Scenario matches are set to last only around 15 minutes, which will probably be a good thing if they're sticking to the ol' FPS stand-bys — CTF, point domination, etc.

It's easy to imagine where issues will arise though.  Under-population, balance, rewards.  It's gonna be messy!


I'd conjecture for this and some other reasons is why they did the beta shutdown last year and re-worked the contribution that the scenarios offered to the campaign as well as introducing keeps.

EDIT:  Oh yeah!  Something I wanted to mention about the guilds video... it mentions that guilds can level up, and, from this, there are practical stat bonuses that can be gained.  It sounds neat enough, but then at the same time, it's totally a positive feedback loop, where the strong just get stronger.  Typically not a good thing for competetive games. 

Also, I'm left wondering just HOW guilds level up.  Could a guild of only 8 people ever get their guild to the rank cap?  Won't huge uber guilds just fly to the guild rank cap?

Trying to find a quote, but I believe I read that guild member contribution will be calculated based on guild size so larger guilds don't have a huge advantage over smaller ones.



Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: HRose on May 01, 2008, 11:22:05 AM
EDIT:  Oh yeah!  Something I wanted to mention about the guilds video... it mentions that guilds can level up, and, from this, there are practical stat bonuses that can be gained.  It sounds neat enough, but then at the same time, it's totally a positive feedback loop, where the strong just get stronger.  Typically not a good thing for competetive games. 

Also, I'm left wondering just HOW guilds level up.  Could a guild of only 8 people ever get their guild to the rank cap?  Won't huge uber guilds just fly to the guild rank cap?
This already all existed in DAoC and was decently executed.

The guild rewards shouldn't be another path to grind or even offer advantages over others. Either that or they broke again what in DAoC worked.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Schazzwozzer on May 01, 2008, 03:00:45 PM

This already all existed in DAoC and was decently executed.

The guild rewards shouldn't be another path to grind or even offer advantages over others. Either that or they broke again what in DAoC worked.

Ach, everything is either a lift from DAoC and thus has likely been discussed to death, or is under NDA and thus can't be discussed with a well-informed perspective.

It does seem that competetive MMOs, as a general rule, rarely offer enough negative feedback loops though — systems that allow the non-catass underdogs to remain competetive. 


I'd conjecture for this and some other reasons is why they did the beta shutdown last year and re-worked the contribution that the scenarios offered to the campaign as well as introducing keeps.

Yeah, you're probably right.  From what I've heard, it seems that testers were clamoring for keeps to come back, which makes sense if Scenarios weren't doing a good job of providing the large-scale RvR experience that lots of players want.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on May 02, 2008, 10:02:33 AM
This already all existed in DAoC and was decently executed.

The guild rewards shouldn't be another path to grind or even offer advantages over others. Either that or they broke again what in DAoC worked.

I don't remember anything like this in DAoC beyond the use of guild banners in RvR.  Are you thinking about EQ2 or something?


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: KallDrexx on May 02, 2008, 10:05:53 AM
I don't remember anything like this in DAoC beyond the use of guild banners in RvR.  Are you thinking about EQ2 or something?

A while back they added rvr experince for guilds iirc.  Guilds could then use this for bonuses such as faster xp gain and some other stuff. 

It's been too long for me to remember the specifics.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: shiznitz on May 02, 2008, 10:39:23 AM
Also, I'm left wondering just HOW guilds level up.  Could a guild of only 8 people ever get their guild to the rank cap?  Won't huge uber guilds just fly to the guild rank cap?

EQ2 has guild levels, and I feel it is done pretty well, it doesnt seem to offer anything super overpowered, but as the same time, there is some nice stuff. I guess it really depends on unknowns, what needs to be done to level it up, and what the rewards are.

For those that don't know, EQ2's guild levels provide one useful perk: faster mounts. The rest is cosmetic stuff (heraldry for cloaks) that is nice to have but has no impact on gameplay. Guild exp is earned by doing adventure writs (kill X number  of Y) or tradeskilling writs (make X number of Y) primarily, but you do get status points for raid mobs and Heritage Quests. The way an individual player's status is added to guild status has changed 3 times since launch.  It was initially divided by number of guild members. Then an upper and lower cap was implemented. Then guild members was changed to unique accounts. Finally it was changed to a simple personal status earned / 12 = guild status.


Title: Re: WAR - another newsletter - more RvR, less sport PvP
Post by: Nebu on May 02, 2008, 11:52:16 AM
A while back they added rvr experince for guilds iirc.  Guilds could then use this for bonuses such as faster xp gain and some other stuff. 

It's been too long for me to remember the specifics.

I remember now.  You could buy guild buffs like an increase in pve xp, rvr xp, or crafting speed.  Pretty minor stuff.  Thanks for jogging my memory.