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Title: Preview Weekend In Review - From Mark J
Post by: Morfiend on August 25, 2008, 02:28:38 PM
Found this on warhammeralliance.com

Quote
Folks,

Okay, it was a wild and crazy weekend in WAR and while some of you might be tempted to go all Samurai on us for a couple of the bugs, overall things went very, very well. As long-time readers of my notes now, I won’t do a Nick Winters and we are anything but pathological liars so we’ll always own up when we make a mistake and we made a couple here. So, let’s talk amongst ourselves and have a little chat about the top nine list of the biggest issues and where we stand in regards to them.

(1) Client Crashes – I’ve talked about this as one of the reasons why we didn’t release the NDA until recently. Here’s the current status.
- Just a little too many currently. While we are better off than we were in beta, we must do better still before release.
- A number of players will lower spec machines had more CTDs than higher spec machines.
- Number of fixes already in pipeline. They are working their way through our testing servers and will be pushed to the players once they have been vetted internally.
- Engineering time for CTD issue has remained heavily committed; our top engineers are working on the various issues.

(2) Monster Pathing and AI – Well, what can I say other than not even all of King Tut’s wealth could have made us feel better for messing up on this one. Well, maybe all his wealth. 
- “Yes, that monster seems to be behaving a little oddly”. Monster responsiveness was very sketchy, odd pauses and tethering issues.
- “Oh, was I supposed to go in that direction?” Pathing sometimes wonky - mobs get stuck or go in wrong direction.
- Utter confusion at times as both monsters and pets will engage and disengage seemingly at random
- Internal server optimizations last week broke the pathing/AI. And I mean really, really broke it. This truly was a “Opps, we broke this code” moment for us and we don’t have many of them.
- Going to ensure that this problem is fixed this week. As I said in my first Preview Weekend, this is a major concern for us. Fortunately we have no underwater combat in this game or some of the NPCs may have been appropriately dubbed land sharks.

(3) Pet Responsiveness – With similar issues to Monster Pathing and AI, this was not our finest hour.
- Need to transfer "combat responsiveness" fixes to pets - have pet move immediately on button press.
- “Oh no, Mr. Bill!” Pets suffer from same pathing and lack of response as general monsters. Pets hopping around like they were headed to Del Staters.


(4) Global Cooldown Timers –This seems to be a hot topic for players to talk about. However, things aren’t always as they seem.
- Reality and perception are two different things, Warhammer has a GCD of 1.4s, WoW has 1.5s
- “Ability not ready” messaging needs to be improve, a sound effect if Global Cooldown in effect, maybe more cowbell?
- Need to improve on the feeling of sluggishness of the GCD and UI. Bug with display where our timer shows 2s when it is really 1.4
- The next best thing to a queue is? We will add in better "slop timer" to allow players 0.3s extra to pre-queue a second ability followup.

(5) Better animations
- So much more coming in the next two versions of the client. We are currently incorporating serious amounts of new animations into the game. Hopefully nobody will sneak a coneheads model into the game.
- Look at what my XXXX does now? Over the next month we will address many class-attack specific issues across all 20 careers.
- “U think you can dance?” Nope, but we have added new racial animations for movement, fidgets and redid some emotes.

(6) Texture Blurring
- Textures are currently cached in a manner that results in blurriness on entering a region.
- We will look at adding a client scalar.

(7) Client Performance – This is one of those issues
- Need better scalers on effects, sounds, graphics, etc to help lower end machines (already lots of additions to coders)
- This thing loves memory like Dan Aykroyd loves bass. We have already improved the memory consumption of the client and taken 100M out of current test best.

( Targeting, Camera, etc
- Currently our targeting system differs from many MMOs in terms of our features and how we go about things. We will identify and make a more standard initial setup but allow flexibility.
- Will add additional keybinding selections to allow flexibility

(9) Renown rank gear
- Unfortunately, a new bug (well an old bug we fixed and then managed to break again) which allowed Rank 10 RR 6 players can go to Tier 2 to get better gear and then come back to Tier 1 and own scenarios. We are currently working on a fix.

I hope you enjoyed the Preview Weekend and we thank you for your interest and we hope, patronage of our game.

Guess what folks, that’s the news and I am outta here!

Mark

P.S. The reason for all the Saturday Night Live references was that a poster or two dared me to work a certain phrase into the update. I kinda took that and ran with it.


Title: Re: PReview Weekend In Review - From Mark J
Post by: murdoc on August 25, 2008, 03:01:13 PM
Glad to see that getting the armour in Tier 2 and going back to Tier 1 was a bug because you were ridiculously overpowered when you did that.


Title: Re: PReview Weekend In Review - From Mark J
Post by: tazelbain on August 25, 2008, 03:03:02 PM
> The next best thing to a queue is? We will add in better "slop timer" to allow players 0.3s extra to pre-queue a second ability followup.

Wait, what?

EDIT: Its good assecement of the problems of the game, how much can the get done by 9/18 I don't know.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Paelos on August 25, 2008, 03:11:40 PM
Good that they are looking into crashes. I couldn't keep the client up for more than an hour at a time. Also, the targetting really sucks. Why the hell would I want to target myself unless i'm a healer?


Title: Re: PReview Weekend In Review - From Mark J
Post by: tazelbain on August 25, 2008, 03:16:58 PM
It went from 2 times an hour to once every 3 outside of Altdorf over the course of 2 weeks.  I am guessing the closed beta didn't have a large variety on video cards.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Merusk on August 25, 2008, 03:22:45 PM
It went from 2 times an hour to once every 3 outside of Altdorf over the course of 2 weeks.  I am guessing the closed beta didn't have a large variety on video cards.

Nope, they had a limited list.. several cards out there being used by the preview folks probably weren't in the beta.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Ingmar on August 25, 2008, 03:27:27 PM
I never want to see or hear Mark Jacobs use the phrase "underwater combat" ever again.


Title: Re: PReview Weekend In Review - From Mark J
Post by: bhodikhan on August 25, 2008, 03:53:29 PM
I never want to see or hear Mark Jacobs use the phrase "underwater combat" ever again.

Well how's he gonna add in the 'Master Level' content? I just they don't Atlantis this game.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Fraeg on August 25, 2008, 04:41:46 PM
well that target list definately hits most of the glaring issues i have had.   



Title: Re: PReview Weekend In Review - From Mark J
Post by: cevik on August 26, 2008, 08:08:51 AM
I liked the monster pathing, over the course of the weekend I would say about 75-80% of the monsters I fought just stood there staring at me while I cast spells at range.  It was the easiest leveling EVER!

As far as the animations go, I have to say as it stands this game has probably the ugliest animations I've ever seen.  The Zealot was a million times worse than my Squig Herder though, so it may be limited to certain classes.  But man my Zealot casting animations were freakishly bad, like headache inducing bad.

One last thing that just seemed to kill me over the weekend was that even with the  totally different than wow 1.4s cooldown and a 2.0s cast spell, whenever I cast my spell and I could see the animation fly out and hit the target and damage appear on the target, I still had some chunk of time where I couldn't cast the next spell.  Even though the 1.4s GCD should have expired during the 2.0s cast time, there still was this weird sluggishness where I couldn't hit the next spell, and I never seemed to really be able to get the timing right.  Perhaps I am too used to WoW, but it just didn't feel nearly as responsive to me because of this little quirk.

Of course now that I think about it, WoW made a change not too long ago so that you no longer needed /stopcasting macros that allowed you to start the next spell at casting time minus server latency, i.e. if you are casting a 2.5 second spell and you have 200 ms latency you can start the next spell at 2.5 - .2 or 2.3 seconds, because the packet will theoretically arrive to the server at the 2.5 second mark and chain the next spell at exactly the right time.  The client used to work in such a way that it wouldn't let you SEND the packet until the entire 2.5 seconds passed (unless you used a /stopcasting macro to fool the client) so that you ended up, with 200 ms latency, having a 2.7s cast time.  It sounds like Mythic is going to implement essentially this same thing, but with a hard coded 300 ms "pre-queue" so that you can send the next command to the server 300 ms before the end of the spell cast, thus you can chain spells together without fear of latency (unless it's over 300 ms of latency). 



Title: Re: PReview Weekend In Review - From Mark J
Post by: Vinadil on August 26, 2008, 08:17:49 AM
I guess I am just not... efficient enough.  But, the whole spellcasting thing has never been more of an issue in WAR than it has been in every other MMo I have played.  After a while I have my powerbars memorized and never have to look at them.  I just use the skills necessary as the time calls for it.  The flow of battle means that I am rarely standing still long enough to "chain" anything anyway.  Perhaps classes with more insta-cast type spells would suffer from this, but my Runepriest has very few issues.


Title: Re: PReview Weekend In Review - From Mark J
Post by: cevik on August 26, 2008, 08:59:53 AM
I guess I am just not... efficient enough.  But, the whole spellcasting thing has never been more of an issue in WAR than it has been in every other MMo I have played.  After a while I have my powerbars memorized and never have to look at them.  I just use the skills necessary as the time calls for it.  The flow of battle means that I am rarely standing still long enough to "chain" anything anyway.  Perhaps classes with more insta-cast type spells would suffer from this, but my Runepriest has very few issues.

Yeah I keybind everything and have everything memorized, I don't look at what I'm casting, I just know what will be cast.  There seems to be a little bit of a flash animation at the end of the cast where, even though you're done casting and out of the GCD you can't hit the next key.  That's the part that's annoying the hell out of me, I can't get the timing right, probably because I'm looking at my opponent and not at the spell bar.  In addition I'm used to the feel of WoW, which lets you hit the next spell during that time so that you end up with a chain.  It was a huge issue for me, like "eh, I'm not sure I want to waste time logging into WAR" type issue.


Title: Re: PReview Weekend In Review - From Mark J
Post by: tazelbain on August 26, 2008, 09:07:45 AM
Easily the most horrible thing about WAR.  You can expect bugs to be fixed, classes to be balanced, missing features to be added.  But you can expect anything will be done when you have boneheaded designers who take a philosophical stance against a very necessary function in an online environment.  You basically have to hope someone gets fired so someone else reasonable takes their place.

Unless this "slop timer" is really a .3 second skill queue, but would have Mark just have said that?

Another problem is difference between the animation speed and the GCD.  Many spell animations are longer than 1.4.  So there is a time between when the GCD ends and when the animation ends where your skill bar looks like you can send in another command but you can't.


Title: Re: PReview Weekend In Review - From Mark J
Post by: cevik on August 26, 2008, 09:11:44 AM
Another problem is difference between the animation speed and the GCD.  Many spell animations are longer than 1.4.  So there is a time between when the GCD ends and when the animation ends where you skill looks like you can send in another command but you can't.

I think this must be what was happening to me.  I was done casting, I had spent my 2 seconds standing still doing my nuke, it was time to run and pop a heal on my heal target (which I like the targeting btw, you can have a friendly and a hostile targeted, makes for much easier dpsing and healing at the same time), but for some reason there was some period in there where I had already cast and damaged the target where I just couldn't cast the next spell.  It may be that the client was finishing the animation and returning to the "ready" position and thus not letting me cast.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Zetor on August 26, 2008, 10:35:38 AM
Yeah, the lack of a spell queue is easily the most frustrating thing about WAR atm, and the 0.3s 'grace period' won't fix it for me.

I'm a european playing on US servers [international guild] and have constant 600+ latency. Yeah, sounds like a barrel of button-mashing fun waiting to happen! :P

edit: I'm sure Aussies feel the same way...


-- Z.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Triforcer on August 26, 2008, 10:45:20 AM
Er...at 600 latency, I'm not sure there is anything Mythic can do to make your experience more enjoyable.  Buy you a house stateside maybe? 


Title: Re: PReview Weekend In Review - From Mark J
Post by: Draegan on August 26, 2008, 10:47:24 AM
I hope to see the animations etc fixed.  Good thing they have more in store for us.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Zetor on August 26, 2008, 10:52:37 AM
Er...at 600 latency, I'm not sure there is anything Mythic can do to make your experience more enjoyable.  Buy you a house stateside maybe? 
I dunno... they could, maybe, implement a queuing system like WOW [and probably X more MMOGs]. I'm fine with having to play a caster or healer due to my ping.. heck, I can even accept that my global cooldown is 2 seconds instead of 1.5. I'm not fine with having to constantly mash the keyboard just so I can cast spells 1/2 as fast as someone with zero ping.

And like I said, ask some aussies about their ping to US WOW servers. 500+ is not uncommon.


-- Z.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Numtini on August 26, 2008, 10:59:36 AM
I played and actually had quite a good time. I did notice the animations were a little sketchy. The spell queue / cooldown warning are really truly irritating. My ping was find and I spent most of the time spamming a key and filling my window with yellow not ready messages.


Title: Re: PReview Weekend In Review - From Mark J
Post by: eldaec on August 26, 2008, 11:03:42 AM
Regarding the skill queue, why can't they just have an unlimited slop timer? Effectively the same as a one-skill queue.

I'd like to take credit for this incredible bit of design myself, but actually, I just looked at what daoc did.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Slyfeind on August 26, 2008, 11:05:28 AM
I dunno... they could, maybe, implement a queuing system like WOW [and probably X more MMOGs].

WoW has no queue for abilities. I'm used to "Not Ready Yet" messages because my frost mage has been saying them to me for the past three years.



Title: Re: PReview Weekend In Review - From Mark J
Post by: Zetor on August 26, 2008, 11:13:01 AM
I dunno... they could, maybe, implement a queuing system like WOW [and probably X more MMOGs].

WoW has no queue for abilities. I'm used to "Not Ready Yet" messages because my frost mage has been saying them to me for the past three years.
There is a queue, but it was implemented relatively recently [2.3], and only for spells with casting times. Cevik explained it a few posts up... it's not a perfect system, but still better than WAR's, imo.


-- Z.


Title: Re: PReview Weekend In Review - From Mark J
Post by: cevik on August 26, 2008, 11:16:41 AM
I dunno... they could, maybe, implement a queuing system like WOW [and probably X more MMOGs].

WoW has no queue for abilities. I'm used to "Not Ready Yet" messages because my frost mage has been saying them to me for the past three years.

Short answer:  Yes it does, sorta.

Long answer:  It has the exact same queue as what Mark Jacobs is talking about creating above, only with a sliding window instead of the static .3 second window.  The sliding window in WoW's queue is tied to your current latency, so the person with 600 ms latency can queue the next command .6 seconds before the previous command finishes.  I tend to run with a 100 ms latency (worst case) so my queue is always around .1 seconds.

You used to have to emulate this with a macro that did a /stopcasting before every spell (the "best" dpsers always used that macro), but WoW implemented this functionality into the core game as of patch 2.3.  Thus when someone has a high latency they are just as effective as someone with a low latency, because they are able to send the next command in advance so that it will arrive as the current spell finishes.

Before the solution in WoW, a person with a 600 ms ping would, without a /stopcasting macro, take 3.1 seconds to cast a 2.5 second spell, after the fix that person could cast a spell in 2.5 seconds.  The same is true right now for WAR, a person with a 600 ms ping will take 3.1 seconds to cast a 2.5 second spell.  The solution that Mark has proposed above means that a person with a 600 ms ping will take 2.8 seconds to cast a 2.5 second spell, but anyone with a 300 ms ping or lower will be able to cast the spell in exactly 2.5 seconds.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Abelian75 on August 26, 2008, 12:15:06 PM
Yeah, pretty sure WoW does exactly what he's talking about, and always has (except it only recently was added for cast times).

You may have noticed that current in WAR if you use an ability really soon after a GCD it will sometimes start to execute and then a moment later stop and say "ability not ready."  Pretty sure that's happening because the GCD is being simulated client-side and starts the moment you press the ability button, so if your latency isn't perfectly consistent, the server might get the second ability message before the GCD has fully expired fro its perspective.

In WoW, this never happens, and yet the GCD is simulated client-side there as well.  So they must be handling the pathological case somehow.  Most likely, the server hangs onto the second ability for the fraction of a second until the GCD expires, and then executes it.  In other words, a .3 second ability queue.

Basically, if they do it right, you probably would never have noticed it if MJ didn't specifically call it out, you'd just be like, "this is smoother."


Title: Re: Preview Weekend In Review - From Mark J
Post by: Numtini on August 26, 2008, 12:49:22 PM
I would go with the verbal warning. I think that is one of the cutest things in WoW. I still get a little laugh out of my gnome telling me she's not ready yet. The yellow spam on the screen is just way annoying. Even without the queue stuff, it feels like I'm spamming a lot more in War tho. I'm not sure what is going on there with perception.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Simond on August 26, 2008, 04:15:10 PM
So EA-Mythic are planning to fix these problems within three weeks, presumably via some sort of...miracle patch?  :awesome_for_real:


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 26, 2008, 04:54:18 PM
So EA-Mythic are planning to fix these problems within three weeks, presumably via some sort of...miracle patch?  :awesome_for_real:

I was hoping someone else noticed this. :)

EDIT: Of course the truly frightening thing from my perspective is that CE beta couldn't start/NDA couldn't be lifted until there was a miracle patch, but then the miracle patch seemed to break a lot of stuff (the mob pathing was HORRENDOUS) and not really fix the critical things (CTD anyone?).  Now there is going to be a new miracle patch to fix all these newly broken things that will go relatively untested (I assume "open" beta will be about 4-5 days, considering then they have to get things ready for the pre-release keys and then release). 


Title: Re: Preview Weekend In Review - From Mark J
Post by: Falwell on August 26, 2008, 05:07:08 PM
I myself haven't had a chance to give this a go yet, but looking at what the hot topics are for WAR as compared to many other MMO's at this point, that seems like a pretty reasonable list of problems. Reasonable as in not game breaking and actually DO have the potential to be addressed before launch. The CTD's being the exception depending on frequency.



Title: Re: Preview Weekend In Review - From Mark J
Post by: Trippy on August 26, 2008, 05:10:00 PM
So EA-Mythic are planning to fix these problems within three weeks, presumably via some sort of...miracle patch?  :awesome_for_real:
Nah they'll just reimplment the NDA :awesome_for_real:


Title: Re: Preview Weekend In Review - From Mark J
Post by: Rasix on August 26, 2008, 05:12:10 PM
The CTD's being the exception depending on frequency.

Oddly enough, CTDs were my biggest issues with DAoC's launch.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Tannhauser on August 26, 2008, 05:18:12 PM
CTD's weren't bad for me but the AI pathing was aggravating fo sho.

I wish they had LOTRO's skill queue, I had a good rhythm going with that.


Title: Re: PReview Weekend In Review - From Mark J
Post by: Slyfeind on August 26, 2008, 06:43:43 PM
Yeah, pretty sure WoW does exactly what he's talking about, and always has (except it only recently was added for cast times)

Woah, holy crap I never knew that! I thought my timing was just getting better.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Khaldun on August 26, 2008, 08:36:35 PM
I remember DAOC having mob pathing issues.

As long as Jacobs stays this reasonably honest in some kind of public space about the issues they're having, things should be ok. But he doesn't have the best track record on that point, and when he did his whole "we don't really want to be talking to our customers because you're all whiny bitches" thing, that didn't inspire confidence.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Abelian75 on August 26, 2008, 09:07:06 PM
Eh, to be fair this isn't really miracle patch material, pretty much just bug fixes and polish.  It's already a pretty solid game, imho.  Performance is good, classes are all fairly fun, plenty of content, etc.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Morfiend on August 26, 2008, 10:22:36 PM
Also, mob pathing was fine until the Preview Weekend patch. Also, the patch did a LOT to fix the CTD issues. Before the preview weekend I was CTD about once every 10 to 20 minutes. During the preview weekend I think I had maybe 2 all weekend, and I played quite a lot.

From seeing how much stuff gets fixed each patch, I have faith that if they say they are working on them, then a real fix will come soon. Unlike AoC patches that have to rank up there with the worst dev confidence ever.


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on August 27, 2008, 04:04:49 AM

EDIT: Of course the truly frightening thing from my perspective is that CE beta couldn't start/NDA couldn't be lifted until there was a miracle patch, but then the miracle patch seemed to break a lot of stuff (the mob pathing was HORRENDOUS) and not really fix the critical things (CTD anyone?).  Now there is going to be a new miracle patch to fix all these newly broken things that will go relatively untested (I assume "open" beta will be about 4-5 days, considering then they have to get things ready for the pre-release keys and then release). 

DOOOOMMMMMMMM!!!!!!!!!


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 27, 2008, 05:13:58 AM
Also, mob pathing was fine until the Preview Weekend patch. Also, the patch did a LOT to fix the CTD issues. Before the preview weekend I was CTD about once every 10 to 20 minutes. During the preview weekend I think I had maybe 2 all weekend, and I played quite a lot.

From seeing how much stuff gets fixed each patch, I have faith that if they say they are working on them, then a real fix will come soon. Unlike AoC patches that have to rank up there with the worst dev confidence ever.

Mob pathing was fine, until they did the last miracle patch and broke it.

Now they are going to do an untested miracle patch to fix mob pathing.  Good luck with that. ;)


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 27, 2008, 05:14:26 AM
DOOOOMMMMMMMM!!!!!!!!!

Marking this so I can quote it in the "WHAT WENT RONG!!?!?!" thread.


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on August 27, 2008, 05:51:59 AM
DOOOOMMMMMMMM!!!!!!!!!

Marking this so I can quote it in the "WHAT WENT RONG!!?!?!" thread.

This is like the third time you have said something similar to this.  We get it, this game is not your bag and you think it is going to flop.  Time will tell if you are right, and if you are feel free to gloat (if thats important to you, and apparently it is).

I think you are too grumpy about this, and need a hug. :why_so_serious:


Title: Re: Preview Weekend In Review - From Mark J
Post by: Abelian75 on August 27, 2008, 07:17:18 AM
I REALLY think we're abusing the term "miracle patch" here.  A patch to fix mob pathing is not a miracle patch, that's just a patch.


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 27, 2008, 07:20:15 AM
Any patches that fixes something shortly before release that MUST BE FIXED BEFORE RELEASE - in other words, a patch with a HARD DEADLINE - is a miracle patch.


Title: Re: Preview Weekend In Review - From Mark J
Post by: tazelbain on August 27, 2008, 07:33:03 AM
The "miracle" is not making the deadline.  It's turning a shit game to good just in time for release.  YMMV on whether WAR is a shit game.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on August 27, 2008, 07:34:00 AM
I REALLY think we're abusing the term "miracle patch" here.  A patch to fix mob pathing is not a miracle patch, that's just a patch.

I agree.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 27, 2008, 07:52:06 AM
The "miracle" is not making the deadline.  It's turning a shit game to good just in time for release.  YMMV on whether WAR is a shit game.

Well, a game where you can level just by standing still and nuking any mob you want at range until it's dead with no risk qualifies as pretty shitty in my book.  And we're not talking about some "sooper sekrit" exploit to do it, it happens with any mob.

But the true miracle will be turning the animations from total crap to something decent in 3 weeks, I'll believe it when I see it.


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on August 27, 2008, 08:15:02 AM
The "miracle" is not making the deadline.  It's turning a shit game to good just in time for release.  YMMV on whether WAR is a shit game.

Well, a game where you can level just by standing still and nuking any mob you want at range until it's dead with no risk qualifies as pretty shitty in my book.  And we're not talking about some "sooper sekrit" exploit to do it, it happens with any mob.


...and they know the problem, it didn't exist in earlier patches, and they are going to fix it. 

Whatever is said or done, I think Mythic needs to get a little credit for at least acknowledging the problems before the game is released and doing their level best to be honest with the community about the source of the problems and the solution.  PvE mob issues may be an enormous concern to some, but almost everyone I talked to are primarily in this game for the PvP, and rushing to max level via PvE kinda misses the point and really won't put you that far ahead of everyone else anyway. 

On a tangent: Every MMO has some leveling exploit that folks discover the first few weeks of the game that results in someone hitting levle cap far before they should.  I rmemebr WoW had a terrain exploit near the Dwarf zone that let you get into an unfinshed area where you could one shot high levle mobs that had only 1 hit point.  It was fixed, but it took a couple of weeks.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Paelos on August 27, 2008, 08:27:47 AM
Can they keep the game from constantly crashing whenever I'm in the Chaos starting zone? That would be super.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Khaldun on August 27, 2008, 08:28:50 AM
The mob pathing was so broken, though, it wasn't even consistently borked in a single way. I was playing a Chosen during the weekend, so sometimes I'd lob an axe at something and it would run to the edge of the map in the opposite direction. Ok, sez me, be that way, and I'd go to work on something else. Five minutes later, it's my runner friend, suddenly hot to fight. Kind of makes management of pulls a wee bit difficult. Now if the runners also aggroed shit they ran next to (as frankly they ought to, as this is pretty crucial to PvE design) we have us a very bad situation. This is definitely not one of those things where you can say, "Ok, fix it when you can, every MMOG has its bugs at launch". They have to fix it before live.

One thing I'm getting really fucking sick of, btw, with this MMOG and every other one, is the conversation between people who say a game is Robot Jesus and people who say it's the worst ever. Particularly because weak-minded live management teams (or bosses of those teams who have a reason to cover up and deny) tend to listen to the sycophants and imagine that every single critic is a nerdrage idiot, until suddenly one day all the fanbois log on and it's just them and the cricket sounds on the server. Warhammer's in reasonably good shape, it's playable, it has potential to offer some fun you can't get in WoW or other competitor's titles, but it's got not just the generic flaws of Diku-style MMOGs but a few special challenges and issues of its own that Mythic had better figure out how to handle the right way.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Venkman on August 27, 2008, 08:53:51 AM
Quote
The next best thing to a queue is?
Why do we need the next best thing? Is it impossible to add a queue at all? Just impossible before launch? Or something they don't want to do at all for some esoteric reason? It's not like we're talking insta-hit precasting here. And I suspect this is one of those it's-expected features.

Otherwise, nice to see the feedback returned to the players, particularly in this more informal format. Kudos for that. I do see some extended crunch time though. Good luck to the team!


Title: Re: Preview Weekend In Review - From Mark J
Post by: trias_e on August 27, 2008, 08:55:00 AM
Meh, assuming the pathing was working fine in an earlier patch, it shouldn't be a miracle to get it working again.  That is certainly an assumption though.

Overall I didn't see anything whatsoever technically speaking that seems like it would require a miracle patch to fix.  I never crashed, and the game's performance was uniformly perfect.  I have heard relatively few complaints technical issues as well, although they do exist, I think that they are on solid ground technically speaking.

Mythic's real problem is making sure their game mechanics work out like they think they are going to.  I'm worried that PQs will be impossible because they will be a ghost town (there's just too many of them, and the world is too big for this community based game play), scenarios will have long waits, and thus you'll basically have to grind to level.  That's where I ended up at the end of preview weekend.  Populations were down and people were making alts, so my level 13 witch hunter was more lonely than usual, but I think the concern is still valid.

When the game is working as planned it's a shitton of fun.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Khaldun on August 27, 2008, 09:00:38 AM
I'm not so worried about ghost town PQs because they're an opportunity for smallish groups of well-coordinated players. I was in that Barony city with the Elector, I forget the name, Schweitzengruben or whatever, and there's a Chaos PQ that involves destroying 50 bundles of supplies in the first stage, several tough bosses in the second, and a very tough firecaster and his buddies in the last. We just had three tanks and two healers. We made it to the last stage with a lot of fairly careful play and then some douchbag orc who wasn't in our group kept fucking up the last part by training the firecasters onto us before we could get set up after a wipe (rally point is a long ways away). I don't think it's going to be a popular PQ because it's a long slog, but that could make it a fun challenge for a smallish guild to go tackle it.

However, they're going to need to tweak the way PQ rewards are allocated. I completely understand why they don't want to overweight contribution, because that will cause people to quit who aren't topping the damage or healing charts. (Does damage taken help with your contribution score? Otherwise tanks are kind of fucked.) But they need to disqualify people who contribute marginally or not at all from a shot at loot--I got loot in two cases simply because I was doing other quests in a PQ area but did nothing to help with the PQ itself.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 27, 2008, 09:03:39 AM
The "miracle" is not making the deadline.  It's turning a shit game to good just in time for release.  YMMV on whether WAR is a shit game.

Well, a game where you can level just by standing still and nuking any mob you want at range until it's dead with no risk qualifies as pretty shitty in my book.  And we're not talking about some "sooper sekrit" exploit to do it, it happens with any mob.


...and they know the problem, it didn't exist in earlier patches, and they are going to fix it. 

Whatever is said or done, I think Mythic needs to get a little credit for at least acknowledging the problems before the game is released and doing their level best to be honest with the community about the source of the problems and the solution.  PvE mob issues may be an enormous concern to some, but almost everyone I talked to are primarily in this game for the PvP, and rushing to max level via PvE kinda misses the point and really won't put you that far ahead of everyone else anyway. 

On a tangent: Every MMO has some leveling exploit that folks discover the first few weeks of the game that results in someone hitting levle cap far before they should.  I rmemebr WoW had a terrain exploit near the Dwarf zone that let you get into an unfinshed area where you could one shot high levle mobs that had only 1 hit point.  It was fixed, but it took a couple of weeks.

This is like the third time you have said something similar to this.  We get it, this game is your bag and you think it is going to rock.

On a serious note:  This isn't a leveling exploit that was found by a select few and exploited.  This was literally every mob anyone fought in the game, big difference.

And the big giant thing that you are glossing over:  Mythic said "Hey, we have something we are going to fix in a patch and we won't let anyone talk about the game until that thing is fixed."  Then they "fixed" those things and (partially) lifted the NDA.  Only the fix apparently caused these new bugs that are pretty freaking major.  Now Mythic is saying "ohh we know we have these problems, but we're going to fix them with a patch."  Somehow I'm supposed to believe that the new patch will be issue free, when the last patch CAUSED the issues we're seeing today.  Somehow this next patch is going to be magically better than the last patch, but this one will have less testing.  THAT is why I think it's a miracle patch, because the very last patch (supposedly) caused all these problems yet the next one is going to miraculously be issue free.

What new and unforeseen problems is the next patch going to cause?


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on August 27, 2008, 09:11:48 AM
What new and unforeseen problems is the next patch going to cause?

Who knows?  But I tend to be a "glass-is-half-full" kind of guy, at least when the game itself is enjoyable.  I don't think it is fair to extrapolate that because they made an error on this patch that they are entirely incompetent and every patch is going to be riddled with brokenness.  I'm not saying that they won't make new mistakes, but I am at least willing to give them the benefit of the doubt.

As for the CTD problems, in an earlier (non-elder) iteration of the Beta I rarely CTD, then the 3.3 patch came out and the gaem was practically unplayable, but over the past 3 weeks it has steadily gotten more stable.  My CTD's went from 1 every ten minutes to 1 an evening.  Still not perfect but markedly improved.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Khaldun on August 27, 2008, 09:20:59 AM
There is some reason to worry when a big patch aimed at one problem causes another and different big problem that is not easily hotfixed. With early-live SWG, this happened all the time, and after a while, it was clear that it was happening for two reasons: 1) the underlying design had some incompatible features and ideas whose code pulled the game in opposite directions or put very big strains on their DB, etc., and so when they pulled on one thread they almost inevitably unravelled something else and 2) the live management team wasn't working as a well-coordinated unit.

So this sort of thing can happen a few times in isolation, but if you start to see it a lot (big bugfix disables or borks some other feature or function that is substantially unconnected to the problem being fixed) it really does add up to a serious problem on the development end. Not the least of which is that the more this happens, the more than some serious problems will simply be left alone both because the live management team doesn't have the resources to deal with them or because they're scared of the unpredictable effects of implementing a fix.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Abelian75 on August 27, 2008, 09:31:08 AM
Oh for god's sake guys, this is getting ridiculous.  The latest WOTLK beta patch broke paladin judgements entirely.  The previous one broke mounting in cities.  Does this mean WoW is and always will be a buggy pile of crap?  Come on, this is just silly.

Something that DOES warrant some worry is that a system as big and potentially exploitable as the auction house is going in so late.  That's not necessarily a sign of doom or anything, but it seems a little risky.  A pathfinding bug popping up in one patch?  Come on, big deal.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Khaldun on August 27, 2008, 09:31:41 AM
November and Sept. 18 = not the same deadline.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on August 27, 2008, 09:34:43 AM
Seems like there is a double standard with patches breaking shitt and the cry of incompetence.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Khaldun on August 27, 2008, 09:45:13 AM
Nope. You can break shit when you're still months from live. You can break shit even when you're in live. But it's more consequential when you're breaking major shit right before live, and it's more consequential if you've got a track record of breaking shit while fixing shit on a regular basis. It's also more consequential if you have a long track record of breaking shit and  stonewalling about it.

Mythic only has the first problem right now (breaking shit just before going live). By and large, with DAOC, they did a reasonable job of fixing major problems in the early history of live. Funcom and SOE, on the other hand, have bad track records in this regard.

Blizzard, whatever else you might say about them, has done a pretty good job of fixing significant bugs and running a tight development ship. They also seem to know pretty well, maybe too well, how all parts of their design interconnect and mesh. So knowing that they've got issues in a beta that's got two + months left to run is not particularly a concern of any kind.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Tarami on August 27, 2008, 09:47:34 AM
Quote
The next best thing to a queue is?
Why do we need the next best thing? Is it impossible to add a queue at all? Just impossible before launch? Or something they don't want to do at all for some esoteric reason? It's not like we're talking insta-hit precasting here. And I suspect this is one of those it's-expected features.

Otherwise, nice to see the feedback returned to the players, particularly in this more informal format. Kudos for that. I do see some extended crunch time though. Good luck to the team!
I don't think it's impossible as much as it's unappealing, mostly because of the downtime a true queue allows for. Watching a queue is something like waiting for the *next* attack rather than seeing the *current* attack happen. Having a direct relation between button press and character action feels more streamlined even if the teoretical outcome is the same as with a queue.

That said, I'd rather have a real queue. Queueing bothered me at first but once I got used to it, I don't really want to go back to not having it. Getting more done with less effort by having one, in general.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Abelian75 on August 27, 2008, 09:51:59 AM
I think the fact that everyone's obsessing over this pathing bug indicates just how few bugs of this kind the game has compared to most MMO releases other than WoW.  Just like how with WoW everyone who wants to pretend the game was buggy as hell at launch always mentions loot lag.

And no, I don't think the game is robot jesus, but I think it would be difficult to argue that it isn't one of the more solid, polished MMOs so far, even if you find the underlying game boring or just plain bad.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 27, 2008, 10:16:25 AM
I think the fact that everyone's obsessing over this pathing bug indicates just how few bugs of this kind the game has compared to most MMO releases other than WoW. 

No, we're talking about pathing because it was Horizons level of broken over the weekend.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 27, 2008, 10:21:17 AM
Who knows?  But I tend to be a "glass-is-half-full" kind of guy, at least when the game itself is enjoyable.  I don't think it is fair to extrapolate that because they made an error on this patch that they are entirely incompetent and every patch is going to be riddled with brokenness.  I'm not saying that they won't make new mistakes, but I am at least willing to give them the benefit of the doubt.

As for the CTD problems, in an earlier (non-elder) iteration of the Beta I rarely CTD, then the 3.3 patch came out and the gaem was practically unplayable, but over the past 3 weeks it has steadily gotten more stable.  My CTD's went from 1 every ten minutes to 1 an evening.  Still not perfect but markedly improved.

So what you are saying is that Mythic has a history of patches with this game that cause problems so bad that it makes the game unplayable, but you believe this next patch is going to be perfect because you are an optimist?


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on August 27, 2008, 10:25:24 AM
Who knows?  But I tend to be a "glass-is-half-full" kind of guy, at least when the game itself is enjoyable.  I don't think it is fair to extrapolate that because they made an error on this patch that they are entirely incompetent and every patch is going to be riddled with brokenness.  I'm not saying that they won't make new mistakes, but I am at least willing to give them the benefit of the doubt.

As for the CTD problems, in an earlier (non-elder) iteration of the Beta I rarely CTD, then the 3.3 patch came out and the gaem was practically unplayable, but over the past 3 weeks it has steadily gotten more stable.  My CTD's went from 1 every ten minutes to 1 an evening.  Still not perfect but markedly improved.

So what you are saying is that Mythic has a history of patches with this game that cause problems so bad that it makes the game unplayable, but you believe this next patch is going to be perfect because you are an optimist?

No... What I am saying is I have seen them work diligently to correct problems that appear in their patches, thus I have no reason to doubt they will not correct the problem in this case.  I never said the game was going to be "perfect," just that I was willing to forgive some things if the gameplay was enjoyable.  And my optimism is a general character trait that is unrelated to my feelings about MMORPGs Mr. Sunshine.  :grin:


Title: Re: Preview Weekend In Review - From Mark J
Post by: kaid on August 27, 2008, 11:16:57 AM
I still had a lot of fun this weekend but ya their pathing over this weekend was clearly not working correctly. It made pet classes pretty useless.

The global cool down thing was annoying me a bit but I am just to used to how wow does it so that may just be a getting used to it thing I can live with it and if they improve it great.

My biggest gripe was you cannot adjust gamma correction currently. That is highly annoying as my room gets very bright at certain times of the day and some of the game areas are VERY dark which made it a PITA to see wtf was going on.

The RVR stuff was fun and I was enjoying that a good bit its very sweet that you can just queue for a scenario while leveling up and when you get in you just get slorped up and when you are done you are dropped back off where you were. It really dosn't get that much more userfriendly than that. Hell I could have wound up skipping a lot of quests in the 1-10 level range because I got 3 levels in pvp and a couple doing PQ's. So if you are not a questy person and just want to pvp thats an option and between pvp and PQ's I got plenty of gear.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Draegan on August 27, 2008, 01:17:39 PM
Eh, to be fair this isn't really miracle patch material, pretty much just bug fixes and polish.  It's already a pretty solid game, imho.  Performance is good, classes are all fairly fun, plenty of content, etc.

I'd have to agree.  There isn't that many major issues that would require a miracle to fix.  A lot of it is like Abelian said, polish and bug fixes, and those bugs arn't game breaking.


Title: Re: Preview Weekend In Review - From Mark J
Post by: fuser on August 27, 2008, 01:49:57 PM
Had a lot with a work PC with CTD's with 1gb of ram. Was kinda cool:

play for 30mins -> CTD -> play for 15mins -> CTD -> play for 7mins -> CTD -> select a char -> CTD

Reboot and it was all good, 2gb extended the times!

I had one CTD on my home machine (64bit 4gb ram) and the game wouldn't authenticate any more (stopped at server listing box with no list) after passing the patcher window. Took a freaking reboot to resolve it.

Pathing made me mad, along with the targeting


Title: Re: Preview Weekend In Review - From Mark J
Post by: sutekh13 on August 27, 2008, 04:19:25 PM
But I tend to be a "glass-is-half-full" kind of guy

Wise man once said: Glass may be half full but it's half full of urine.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Tarami on August 27, 2008, 04:22:26 PM
But I tend to be a "glass-is-half-full" kind of guy

Wise man once said: Glass may be half full but it's half full of urine.
Well played, sir. :-)


Title: Re: Preview Weekend In Review - From Mark J
Post by: Morfiend on August 27, 2008, 04:26:49 PM
I think the fact that everyone's obsessing over this pathing bug indicates just how few bugs of this kind the game has compared to most MMO releases other than WoW. 

No, we're talking about pathing because it was Horizons level of broken over the weekend.

And everyone has said it was working fine before the code got messed up. The devs have admitted it was a "woops" moment, and it will be fixed in the next patch. So far every time they have said that, they have produced. I will give them the benefit of the doubt because so far they have done what they said they are going to do, unlike AoC where they are still trying to figure out the swing speed problem that they wouldnt even admit existed for over a month.

They said they where attempting to reduce CTD, they did in a big big way. They said they where going to improve performance in RVR, and they did it. So when they say they have a fix for the pathing issues, I will believe them for now. Thats what happens when someone is honest and gives it to your straight, and then follows through.


Title: Re: Preview Weekend In Review - From Mark J
Post by: trias_e on August 27, 2008, 09:45:01 PM
Quote
http://www.tentonhammer.com/node/42862

Regarding population imbalance.  The discussion was in the other thread but oh well.  Looks like they will have queues for the overpopulated realm and bonuses for the underpopulated realm/loser realm to deal with population imbalance.  Sucks to be the overpopulated side.


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 27, 2008, 11:25:40 PM
This is why Bat Country needs to find an underpopulated order server. >_>


Title: Re: Preview Weekend In Review - From Mark J
Post by: Goreschach on August 28, 2008, 12:18:21 AM
Would it really kill us to just wait a couple days before selecting a server? This way we'd have a pretty good idea of how the pops there will turn out, who will be there, etc.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ghambit on August 28, 2008, 12:46:48 AM
I'll see all you guys back in AoC in a month or so.   You'll see.  :grin:

Big PvP patch next week on the 3rd btw.  You know you're curious!


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 28, 2008, 12:47:06 AM
Huh?


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 07:40:15 AM
And everyone has said it was working fine before the code got messed up. The devs have admitted it was a "woops" moment, and it will be fixed in the next patch. So far every time they have said that, they have produced.

And you don't understand my concern?  The devs had a "woops" problem they had to fix (CTD).  They said they were going to fix it.  They produced (supposedly, they still have a lot of CTDs for me, I'm shocked that it used to be worse than it is now), but in the mean time they managed to break something else in a horrific way.  Now they are saying "woops" again, but they promise to produce.  The last time we went through this cycle they broke pathing in a terrible way, what is going to break this time through the cycle?


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ghambit on August 28, 2008, 08:52:06 AM
And everyone has said it was working fine before the code got messed up. The devs have admitted it was a "woops" moment, and it will be fixed in the next patch. So far every time they have said that, they have produced.

And you don't understand my concern?  The devs had a "woops" problem they had to fix (CTD).  They said they were going to fix it.  They produced (supposedly, they still have a lot of CTDs for me, I'm shocked that it used to be worse than it is now), but in the mean time they managed to break something else in a horrific way.  Now they are saying "woops" again, but they promise to produce.  The last time we went through this cycle they broke pathing in a terrible way, what is going to break this time through the cycle?

See Reply #71 (http://forums.f13.net/index.php?topic=14230.msg502167#msg502167)


Title: Re: Preview Weekend In Review - From Mark J
Post by: Khaldun on August 28, 2008, 11:08:59 AM
See Reply #71 because Age of Conan has done such an expert job of demonstrating how fucked-up development teams can be in executing their half-baked plans and how much they can sling teh bullshit about those plans?


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ghambit on August 28, 2008, 11:19:02 AM
See Reply #71 because Age of Conan has done such an expert job of demonstrating how fucked-up development teams can be in executing their half-baked plans and how much they can sling teh bullshit about those plans?

Actually... yeah.  Only AoC has the benefit of having marinated for a few months.  So the shytty smell doesnt smell so bad after a while, making it easier to come back to.  WAR will smell like a fresh turd I think.  Which is worse.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Morfiend on August 28, 2008, 11:51:34 AM
See Reply #71 because Age of Conan has done such an expert job of demonstrating how fucked-up development teams can be in executing their half-baked plans and how much they can sling teh bullshit about those plans?

Actually... yeah.  Only AoC has the benefit of having marinated for a few months.  So the shytty smell doesnt smell so bad after a while, making it easier to come back to.  WAR will smell like a fresh turd I think.  Which is worse.

Honestly the two are so different in terms of polish and buggyness that you cant even compare them. AoC is a festering dung heap of bugs and broken promises and incomplete features, at its absolute worst WAR is maybe a gallon of milk that is one day past its expiration date.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 11:55:57 AM
Honestly the two are so different in terms of polish and buggyness that you cant even compare them. AoC is a festering dung heap of bugs and broken promises and incomplete features, at its absolute worst WAR is maybe a gallon of milk that is one day past its expiration date.

With Warhammer still in beta there is time to get things fixed, but between CTDs, unresponsive gameplay and the fact that mobs don't even fight back when attacked as of this last weekend, I'd say that AoC at release was much better than WAR is currently.  At least level 1-20 worked and worked well with Conan, in WAR right now they've only shown us the first 20 levels and it was one step away from just not working at all.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Morfiend on August 28, 2008, 12:04:01 PM
Honestly the two are so different in terms of polish and buggyness that you cant even compare them. AoC is a festering dung heap of bugs and broken promises and incomplete features, at its absolute worst WAR is maybe a gallon of milk that is one day past its expiration date.

With Warhammer still in beta there is time to get things fixed, but between CTDs, unresponsive gameplay and the fact that mobs don't even fight back when attacked as of this last weekend, I'd say that AoC at release was much better than WAR is currently.  At least level 1-20 worked and worked well with Conan, in WAR right now they've only shown us the first 20 levels and it was one step away from just not working at all.

While this is opinion, and I can't really saw your wrong. You are totally wrong. WAR is in such a better work state that AoC was. AoC tried to pull the wool over peoples eyes with the polish they added to Tortage, but it was still very bug ridden. And while I can't speak of the current Elder Test, I will say that the Guild Beta client that was up before the Preview Weekend, and had every one bumped up to 31, the polish and amounts of content carries through to the later part of the game.
I will go out on a limb here and tell you, there is no way that WAR will launch with the pathing/AI screwed up like it was in the Preview Weekend. Honestly, I think the only criticism you can put on the game is the "unresponsivness", and that is a feeling or personal preference.
Yeah, the game has bugs, but nothing on par to the male/female combat speed problems, or the 1/3rd of feats being completely broken, or the complete imbalance of classes.
WAR feels like a AAA title, while AoC was a C trying to show you an A.

You really cannot compare the two.

Now, if WAR releases with the broken AI/Pathing and horrible game breaking bugs, and incredible imbalanced classes, you can come back here and point to this post and tell me I was wrong. But from what I have seen, and played. I have no worries of that happening.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 12:10:29 PM
WAR feels like a AAA title, while AoC was a C trying to show you an A.

There is no sane world where WAR feels like a AAA title.

It doesn't look like a AAA title, it doesn't feel like a AAA title it isn't nearly polished enough to be a AAA title.  It just isn't a AAA title.  Anyone who believes it is is fooling themselves.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Abelian75 on August 28, 2008, 12:14:15 PM
Yeah, I'm sorry, I'm with Morfiend here.  There's no comparison.  It's like a completely different league.

There's a point at which opinions differ so much on something that there's just no way to speak about the subject, and this is one of those times.  This is just like the times that people talk about how WoW at release was full of bugs in the same way that AOC was.  If someone genuinely believes that, there's no possibility of conversation between me and them.

(Which again, isn't to say that WAR is necessarily more fun or better... I'm speaking only in terms of being "finished" and low on bugs)


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on August 28, 2008, 12:16:32 PM
WAR feels like a AAA title, while AoC was a C trying to show you an A.

There is no sane world where WAR feels like a AAA title.

It doesn't look like a AAA title, it doesn't feel like a AAA title it isn't nearly polished enough to be a AAA title.  It just isn't a AAA title.  Anyone who believes it is is fooling themselves.

I agree with Morfiend.  Perhaps your standards are just higher than ours.


Title: Re: Preview Weekend In Review - From Mark J
Post by: trias_e on August 28, 2008, 12:16:45 PM
If WoW is AAA, I'll give it AA.

Honestly, I thought the presentation was better than WoW.  And I would say the game from 1-20 is more polished and interesting than Tortage (other than the NPC pathing).  PvP was excellent and delivered as promised.  PQs are like diku 3.0 and a fantastic idea.  The only thing that hurt it were uninteresting NPCs/PvE, npc pathing, and not enough people to do PQs/scenarios.

I enjoyed the game even with something as crucial as npc pathing totally borked.  That's impressive.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 12:16:55 PM
Yeah, I'm sorry, I'm with Morfiend here.  There's no comparison.  It's like a completely different league.

I assume you mean a lower league.

It crashes every hour right now, they had to take out the good scenario over the weekend due to server crashes.  You could stand still and kill anything in the game because nothing fought back.  The animation is fucking horrifically bad (cast your long range nuke with a Zealot and tell me that animation isn't the worst thing you've ever seen in a game).  The game plays like crap and feels terrible (and it's a pvp game!!1!), the "solution" to population issues is a terrible stop gap fix that is going to be exploited to deny people the ability to play the game.

It's terrible.


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 28, 2008, 12:23:40 PM
Cevik, if it's crap and feels terrible, why are you even in this forum? Stop trolling. Let us get bored with it like we do everything else and just bugger the fuck out of here. Go troll politics.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on August 28, 2008, 12:23:59 PM
(http://img395.imageshack.us/img395/5456/emt2willynillyho0.gif)


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 12:25:59 PM
Cevik, if it's crap and feels terrible, why are you even in this forum? Stop trolling. Let us get bored with it like we do everything else and just bugger the fuck out of here. Go troll politics.

Because I assumed you wanted discussion from both sides of the fence here.  Or is it only about being positive about crappy games now?


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 28, 2008, 12:26:53 PM
You don't really ever discuss games though. You only have two switches - raging fanboi and insufferable troll.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 12:27:43 PM
You don't really ever discuss games though. You only have two switches - raging fanboi and insufferable troll.

Perhaps.


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 28, 2008, 12:29:16 PM
Not perhaps, it's the reality of it. Take a step back and read the last year of your posts. You've become a parody of your former self.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 12:29:33 PM
Not perhaps, it's the reality of it. Take a step back and read the last year of your posts. You've become a parody of your former self.

Perhaps.


Title: Re: Preview Weekend In Review - From Mark J
Post by: tazelbain on August 28, 2008, 12:37:10 PM
I am as big of fanboi as there can be for this game and I think it will be really a great game(especeally once they pull head out of the sand on the skill queue issue), but I would have never gone into preview weekend in the shape it was in.  Besides the AI being jacked up, everything on MJ's list was well know going into PVW.  And I don't think it enough of those issues will be fixed in time for 9/18.  To be a AAA game, you have to have the AAA polish.  Which is surprising that EA is letting this happen because I thought the whole point of buying Mythic was because they wanted to run with the Big Dogs (ie Blizzard).


Title: Re: Preview Weekend In Review - From Mark J
Post by: Slayerik on August 28, 2008, 01:36:03 PM
See you guys at 10/18... I predict:

"Meh, going back to WoW to get ready for WOTLK"

"I got bored...endgame grind sucks"

"Too buggy, queues suck...going back to WoW and I'll check it out in 6 months"

"Just not enough content, I'm going back to WoW"

"X class is totally nerfed now, I quit...."


But hey, more power to WAR if they can prove me wrong. I'm still butthurt from the AOC debacle.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ghambit on August 28, 2008, 02:16:32 PM
Please forgive my snooty posts prior.  I just dont see WAR surviving with f13 if AoC didnt... and AoC is further along IMO and still has the potential to be an extremely appealing game.  f13 will dump WAR after a month or so... and people will peak again at AoC and see what they've been missing (you can punk my avatar if I turn out to be wrong).  That's just my opinion.  Bugs aside, the real gameplay aspects of WAR (although creative) are quite bland on many levels (animations and sound being the least of them).  People talk of what makes a game... gamey.  I dont see the gameyness in WAR.  I just see 5s whack-a-mole on a crappy game engine.  With gobs of long-winded lore and disorganized skilless PvP.  RvR can get quite bland after a while too, no matter how many layers you add to it.  Especially without any semblance of upper echelon leadership.

Dont get me wrong, I kind of LIKE WAR.  I've been playing and it's not a bad game (i'll probably play it).  But, from playing both titles I cant logically choose WAR over AoC.  Especially once siege/pvp is fixed (next week), loot is tweaked, and the DX10 client comes out... which are all happening in Sept.  I could go on with this (i've got some long posts in other forums) but I shouldnt be crashing this parade anyways; I admit to being a h8ter, which is wrong.  I'll wish everyone luck with WAR and hope it doesnt bomb.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ghambit on August 28, 2008, 02:23:51 PM
See you guys at 10/18... I predict:

"Meh, going back to WoW to get ready for WOTLK"


People arent going back to WoW to get ready for WotLK.  Reason being, their gear is rendered wack with the expansion, just like what happened with BC.  1 month or so prior to release of WotLK people will dump the game until it actually comes out along with no longer planning Raids.  It'd be a waste of time.  Molton Core was a ghost-instance just before BC came out, and for good reason.  Knowing this, WAR is actually in good shape to "steal" players from WoW just before WotLK comes out... assuming they've polished the game and it's actually fun.   The same can be said for any MMO that releases a month or so before WotLK.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Simond on August 28, 2008, 02:28:02 PM
On the other hand, WotLK launching two months after WAR would be timed about right for "Fuck this queue/destro zerg/imbalanced classes/endgame/etc, I'm going back to WoW and making me a deathknight"


Title: Re: Preview Weekend In Review - From Mark J
Post by: Morfiend on August 28, 2008, 02:30:22 PM
Sorry for the following SB, but it had to be done.

I just dont see WAR surviving with f13 if AoC didnt... and AoC is further along IMO and still has the potential to be an extremely appealing game.  f13 will dump WAR after a month or so... and people will peak again at AoC and see what they've been missing
AoC is such utter crap you can't honestly compare the two games. In no world is AoC even close to as balanced and polished as WAR is a month before release. Predicting that f13 will dump WAR after a month, is a gimme, I might as well predict that on a beach there will be water. But they wont be going back to AoC. That ship has sailed.

Dont get me wrong, I kind of LIKE WAR.  I've been playing and it's not a bad game.

You are correct, AoC is a bad game.

But, from playing both titles I cant logically choose WAR over AoC.  

....

Especially once siege/pvp is fixed (next week), loot is tweaked, and the DX10 client comes out... which are all happening in Sept.

What in all your experience with AoC and their devs leads you to believe that they will be able to get THIS patch correct?

I predict massive  :why_so_serious:

 I could go on with this (i've got some long posts in other forums) but I shouldnt be crashing this parade anyways;

Please, go on. So far your attempts to show why AoC is better is several patches they plan to introduce over the next month containing stuff that was promised for release, but due to the fact they had to patch the patches that they introduced to fix the original stuff that was supposed to be working, your not doing a great job.

I admit to being a h8ter, which is wrong.  I'll wish everyone luck with WAR and hope it doesnt bomb.

Ahh I see the problem now, you are the type of person who would call yourself a "h8ter". There is nothing I can do to help you.


Title: Re: Preview Weekend In Review - From Mark J
Post by: squirrel on August 28, 2008, 02:36:57 PM
WAR is an AAA title, there's absolutely no question about that. Cevik - you're certainly entitled to your opinion but WAR is a big, well financed, far reaching MMOG that is mostly feature complete 2 weeks prior to launch with an internationally known IP. It's AAA without question. AoC I would argue should be an AAA title, but simply isn't due to the vast issues it suffers in the post-Tortage gameplay as well as the underlying systems and design.

That said, while I really like a lot of aspects in War (the cradle to grave RVR involvement, the Tome, the PQ's) and I'm a Mythic Fan (3+ Years DAoC, RR9+), I will be waiting and seeing on War before I purchase. The "mushy" combat feel and disconnected animations absolutely kill the game for me. However much I like everything else I just can't get past these issues which affect the core gameplay too much.

I am hoping the miracle patch resolves my concerns, then I'll be a happy month two subscriber. Until then I play a little WoW (dragged back by RAF friends) and putz around ganking folks in AoC. Not the spectacular MMORPG Fall season I was hoping for so far.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Khaldun on August 28, 2008, 02:40:00 PM
Look, I  think it's worth remaining skeptical about ALL MMOGs given the track record so far. Skeptical isn't hating on something for the heck of it. So defensiveness about Warhammer or anything bugs me at this point: we should all be smarter. On the other hand, no point to making it out to be really grim or bad or anything. There's a lot to like, some interesting things going on, it's kind of fun, and there are a lot of ways they could improve on it and respond intelligently to some of its potential issues. Age of Conan, I have to say, never really impressed me at all, though I didn't play it in beta, just in live. I could see pretty much already where level 1-20 was going and I could see already that there was really no hope to make it much better, that about the only thing they had to offer was a better combat mechanic. That's it--the content really wasn't much, even in the heavily designed levels, the mechanics were otherwise totally meh, and it was clear that they had no answer to "How do we make this interesting once people have max levelled" even before anybody max levelled and found out that Funcom had less than no answer, they had a minus answer.

So no, I don't see the comparison. AoC is a game with no potential at all, and I guess we should have seen that coming. Warhammer's got some potential, but nobody's doing it any favors by acting like it's basically ok except for a few bugs. These guys are not going to do what needs doing unless people keep pushing them on it--Mark Jacobs has already taken steps to plug his ears and yell "LA LA LA CAN'T HEAR YOU" this time around.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 02:41:48 PM
Molton Core was a ghost-instance just before BC came out, and for good reason. 

Because it was a 3 year old instance at that point that everyone had geared out of?  We were running AQ40 raids and the bigger guilds were running Naxx raids all the way until the week before TBC released.  And at that time we were culling our raid force to 25 people, because we no longer needed 40.  WotLK doesn't even suffer from that problem.



Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 02:47:34 PM
WAR is an AAA title, there's absolutely no question about that. Cevik - you're certainly entitled to your opinion but WAR is a big, well financed, far reaching MMOG that is mostly feature complete 2 weeks prior to launch with an internationally known IP. It's AAA without question.

It takes quality as well as budget to be AAA, and as it currently stands (not where it will be on release, since none of us know, but as it was this last weekend) it is in no way even remotely a quality product.

Supposedly it used to be a quality product and they broke it just before preview weekend, and in theory they've promised to make it a quality product again in the future.  But as it was last weekend it was fundamentally broken and in no way a AAA game.  Pathing alone made it not a quality product over the weekend, and that was honestly the least of it's troubles.

If a game releases with something so fundamentally broken that the mobs cannot fight back when they are engaged, there is no way you can call that a AAA product.  Will they fix that (and the myriad of other issues) before release?  I guess we'll have to wait and see.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Morfiend on August 28, 2008, 02:49:23 PM
Look, I  think it's worth remaining skeptical about ALL MMOGs given the track record so far. Skeptical isn't hating on something for the heck of it. So defensiveness about Warhammer or anything bugs me at this point: we should all be smarter.

I just want to point out that I am NOT saying WAR is the holy grail, or that it has no problems. All I have been trying to point out is that it is much less buggy than AoC already, and it is much much more feature complete.

Yes, it has bugs, and some big ones, as cevik keeps pointing out, they borked AI/Pathing really badly, and while the CTD issue is vastly improved, it is still there. But, so far from my time in beta the devs have earned a little of my confidence by proving that they confront problems head on, and are able to drastically improve major issues fairly quickly.

Now compare that to the first month of AoC where the dev basically attempted to do a Jedi Mind Trick on the players "There is no swing speed discrepancy" and then proceeded to do sweeping feat changes. And then try for what was it, 3 or 4 patches to fix the swing speed bug. Also their QA for patches was horrible. I would log on to the forums on patch day to see pages and pages of new bugs and broken content from the patch that didnt even fix what it was trying to fix.


Title: Re: Preview Weekend In Review - From Mark J
Post by: squirrel on August 28, 2008, 02:49:59 PM
Will they fix that (and the myriad of other issues) before release?  I guess we'll have to wait and see.

Determining whether WAR is quality based on it's current issues is pretty silly. On release day it will be a AAA MMORPG. Whether it's a good enough one is subjective and remains to be seen.


Title: Re: Preview Weekend In Review - From Mark J
Post by: slog on August 28, 2008, 02:52:40 PM
I liked the WAR preview weekend, but it's just not ready.  EA just doesn't get it when it comes to MMOs


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 02:53:35 PM
Will they fix that (and the myriad of other issues) before release?  I guess we'll have to wait and see.

Determining whether WAR is quality based on it's current issues is pretty silly. On release day it will be a AAA MMORPG. Whether it's a good enough one is subjective and remains to be seen.

It's 3 weeks until release.  I've never worked on a successful software project that wasn't feature frozen at 3 weeks before release, and nothing I've ever worked on has been as complex (or nearly as design intensive) as a mmog.  It would literally take a miracle between now and release to make the game AAA quality.

Miracle patches have happened, so I'm certainly willing to wait and see, but it's by no means it's a given that the game will be quality on day one.

Not to mention that the original assessment was that WAR currently feels like a AAA title, which it does not.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on August 28, 2008, 02:54:13 PM
I think AOC is going to surprise some. No, im not currently subbed for many of the same reasons as others here. I also would not make such direct comparisons, especially tech wise, and resources wise for updates and fixes.

/flamesuit


Title: Re: Preview Weekend In Review - From Mark J
Post by: Morfiend on August 28, 2008, 02:56:49 PM
Not to mention that the original assessment was that WAR currently feels like a AAA title, which it does not.

I guess that depends on what you consider AAA title. So far the only game I have played around release that even close to this level was WoW. I don't think I can recall another game that to me felt as much of a AAA title.

But then a lot of that would be personal preference.


Title: Re: Preview Weekend In Review - From Mark J
Post by: squirrel on August 28, 2008, 02:59:51 PM
Stop using AAA as a indicator of quality ffs. It's not. Like A-list in Hollywood, AAA simply means that a title is well-financed, has a large (AAA) budget, a experienced dev team and a committed publisher. That's it. AAA games are big studio games with big budgets and wide distribution. THIS DOES NOT MEAN THEY'RE GOOD IN ANY WAY. There are literally dozens of AAA titles that sucked ass in the last few years. They are still AAA games, they just sucked.

EDIT: bad spellng


Title: Re: Preview Weekend In Review - From Mark J
Post by: Lakov_Sanite on August 28, 2008, 03:00:48 PM
I would say games that randomly crash you to desktop for no reason are NOT in fact AAA,A+, SS rank, awesome #1 best ever titles. Games which make it so I can't play them don't get the number one slot, sorry.

MMO/Console/handheld it doesn't matter, if the games just dies and i lose all my progress(and yes if you crash near the end of a PQ and come back all the work before won't  count) then it's not AAA or whatever, it's just 'ok'


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on August 28, 2008, 03:01:46 PM
Stop using AAA as a indicator of quality ffs. It's not. Like A-list in Hollywood, AAA simply means that a title is well-financed, has a large (AAA) budget, a experienced dev team and a committed publisher. That's it. AAA games are big studio games with big budgets and wide distribution. THIS DOES NOT MEAN THEY'RE GOOD IN ANY WAY. There are literally dozens of AAA titles that sucked ass in the last few years. They are still AAA games, they just sucked.

EDIT: bad spellng

I wasn't going to say anything, i was just  :popcorn:


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 03:04:48 PM
Stop using AAA as a indicator of quality ffs. It's not. Like A-list in Hollywood, AAA simply means that a title is well-financed, has a large (AAA) budget, a experienced dev team and a committed publisher. That's it. AAA games are big studio games with big budgets and wide distribution. THIS DOES NOT MEAN THEY'RE GOOD IN ANY WAY. There are literally dozens of AAA titles that sucked ass in the last few years. They are still AAA games, they just sucked.

EDIT: bad spellng

I think we have a different definition of AAA, so I'm willing to concede the point, but I read Morfiend's original statement of:

WAR feels like a AAA title, while AoC was a C trying to show you an A.

Meaning that WAR felt like it was a quality product, which it currently does not.  If it means that it feels like a higher budget title, I'd argue that it certainly doesn't feel like a high budget title like WoW or Halo or any of the other AAA games that have come out recently.  It feels about on par with AoC.

EDIT:  This is how I define AAA: http://www.gameproducer.net/2006/05/26/what-are-aaa-titles/  And WAR does not meet about half the requirements on that list.

EDIT2:  And if budget is the only consideration for something being AAA then the original statement was still silly, since AoC and WAR had very close to the same budget.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on August 28, 2008, 03:13:07 PM
EDIT2:  And if budget is the only consideration for something being AAA then the original statement was still silly, since AoC and WAR had very close to the same budget.

I bet they didn't, do you have a source? or is it a guess? Models alone, if outsourced would cost Funcom mush more than in WAR.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Trippy on August 28, 2008, 04:43:33 PM
WAR has a lot more content than AoC, at least from what I understand of the content in AoC (I didn't play it much). However AoC's basic gameplay mechanics was/is a lot more polished than WAR's is. They are still fiddling with the fundamentals in WAR like the timing mechanics of your abilities. That shit should've been nailed down in alpha or early beta.


Title: Re: Preview Weekend In Review - From Mark J
Post by: sutekh13 on August 28, 2008, 04:47:47 PM
You've become a parody of your former self.

So says the man working for the man.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Paelos on August 28, 2008, 05:36:07 PM
WAR's not ready yet. The AAA - AA - whatever stuff is pure nonesense. The game is crashing. If nothing else, that's the absolute worst kind of bug you can have, and it's not been resolved yet. Here's the thing about that, you have a finite time table of less time than you have been Beta testing previously to fix a crashing bug that should have been corrected a long time ago. That's a worry for me personally.

If at release the game isn't crashing anymore, then I'd say the rest of the stuff will sort itself out through the normal MMO patching/crying/gnashing process.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Venkman on August 28, 2008, 06:02:19 PM
It's not ready, it's coming anyway, and it's an MMO. Anyone really surprised? Can anyone really expect any different from a company doing these for as long as DAoC has? They're as much the establishment as SOE is, except they've not had the opportunity to launch nearly as many games and therefore are learning at a different rate.

And it's probably going to do fine anyway. Because it's out because WotLK, everyone went back into wait-and-see mode on AoC, and it's a good alternative to those looking for a WoW instead of learning a radically different game.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ghambit on August 28, 2008, 06:08:01 PM
I think AOC is going to surprise some. No, im not currently subbed for many of the same reasons as others here. I also would not make such direct comparisons, especially tech wise, and resources wise for updates and fixes.

/flamesuit

That's what I'm sayin.  AoC is primed to surprise, whilst WAR is primed to fail.  That's just the feeling I got when playing BOTH titles recently.  I'll re-assess the situation when OB hits, but I'm not optimistic honestly.  The inherent lack of combat depth in WAR is enough for me to say this.  No amount of RvR will help you here...  Dammit, I'm h8ting again.
(http://dansansworld.com/images/flamesuit.jpg)


Title: Re: Preview Weekend In Review - From Mark J
Post by: MahrinSkel on August 28, 2008, 06:13:34 PM
That's what I'm sayin.  AoC is primed to surprise, whilst WAR is primed to fail.  
You never get a second chance to make a first impression.  Although AOC will almost certainly retain enough subscribers to be a business success, as far as the perception of being the New Hotness and taking over the newbie stream, they blew it.  Those who are still playing AoC will, like those that managed to stick past the launch issues of AO, feel that their game is under-appreciated and not getting the success it deserves.  But it is what it is, and it is permanently in the category of "Also Ran".

Not that WAR couldn't wind up in the same boat.  But AOC is not "Primed to succeed", because that ship has already sailed.

--Dave


Title: Re: Preview Weekend In Review - From Mark J
Post by: lamaros on August 28, 2008, 06:42:30 PM
I think WAR will do ok. It'll manage better than LotRO or AoC in the long run I think. I'm saying this as someone who hasn't played it. I am judging this off the following:

I had no desire to play LotRO once I logged in in early beta. The game was on my PC for 5mins. I had no desire to even look at AoC. But I do have some feeling of "hey, might give WAR a go". Therefore WAR is better than those games.

Dammit, I'm h8ting again.

Heighting is not a word. Fuckwit.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Hawkbit on August 28, 2008, 06:45:51 PM
That's what I'm sayin.  AoC is primed to surprise, whilst WAR is primed to fail.  
You never get a second chance to make a first impression.  Although AOC will almost certainly retain enough subscribers to be a business success, as far as the perception of being the New Hotness and taking over the newbie stream, they blew it.  Those who are still playing AoC will, like those that managed to stick past the launch issues of AO, feel that their game is under-appreciated and not getting the success it deserves.  But it is what it is, and it is permanently in the category of "Also Ran".

Not that WAR couldn't wind up in the same boat.  But AOC is not "Primed to succeed", because that ship has already sailed.

--Dave

Someone rolled up in here and talked some sense.  

I think AoC burned too many people to get enough subs to make it into a AAA game.  Frankly, with the way they treated the beta, NDA and info for launch (how we forget the lies and half-truths), I likely won't buy another FC product again unless it's licenced by the second coming of christ.  

OTOH, WAR showed a functional game.  I personally never once experienced a CTD during all of beta.  Yes, I had the mob pathing issues during preview week (not before) and some occasional light SWG rubberbanding in heavy rvr.  But a full-on CTD I never saw.  They did this preview weekend well, imo.  I think it got a lot of support from the playerbase and Mythic seems honestly open about how they're dealing with the issues.  That goes a loooong way in my book.  


Title: Re: Preview Weekend In Review - From Mark J
Post by: croaker69 on August 28, 2008, 06:57:05 PM
  I played the AoC fileplanet beta for a few weeks.  Based on that I never considered buying the game.  Not even close.  I got into WAR beta maybe 2 weeks before preview weekend.  I am pre-ordered and looking forward to release.

  I've played a few different classes up to 20 and it is just a much higher quality game than AoC was at the same point.  Mythic has not lived up to my expectations for where they should be after delaying to a Sept. release though.  The pause last winter and change of direction seems to have really played havoc with their scheduling.

  The complaints about responsiveness I can see but seem to be the loudest from those who play alot of WoW.  I wonder how much of that is just that it is different rather than bad.  I played some WoW but not hardcore and also played alot of other games in between stints so I think it helped me not being so used to one UI feel.

  The other complaints just didn't affect me since I only CTD'd a few times and I could care less about the animation issues since I don't stare critically at my character while in combat.  The layout of the world and the on-rails progression through it put me off at first but has grown on me.  You do feel like you are in the middle of a heated battle most of the time. 


Title: Re: Preview Weekend In Review - From Mark J
Post by: trias_e on August 28, 2008, 06:58:07 PM
Quote
WAR's not ready yet. The AAA - AA - whatever stuff is pure nonesense. The game is crashing. If nothing else, that's the absolute worst kind of bug you can have, and it's not been resolved yet. Here's the thing about that, you have a finite time table of less time than you have been Beta testing previously to fix a crashing bug that should have been corrected a long time ago. That's a worry for me personally.

I never crashed once during preview weekend, so I will admit I have a skewed perspective of the game's readiness for release.  But you may be an outlier as well.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 28, 2008, 08:33:36 PM
I never crashed once during preview weekend, so I will admit I have a skewed perspective of the game's readiness for release.  But you may be an outlier as well.

I'd wager he's not an outlier since Mark Jacobs felt he directly needed to address that issue in his state of the union. 


Title: Re: Preview Weekend In Review - From Mark J
Post by: McCow on August 28, 2008, 09:08:37 PM
A lot of rose coloured glasses in this thread.   MMO releases always equal drama.

Let's take for example WoW release which everyone seems to treat as the gold standard AAA title.  

It was the night before release (and all through the forums) people frothed saying it wasn't ready.

I seem to recall Blizzard altered the animations 1 month prior to release because they were extremely bad in laggy situations.  But that wasn't a big deal...  The bigger deal was that entire classes weren't added (Ie: hunter) till really close to release.   Other classes didn't have entire talent trees (Warlock and Pally).  

Other stuff off the top of my head includes:   Loot lag (as a DBA I recall laughing at the DB tuning job posted on the Blizz website a couple days after launch); The warrior rage mechanic, to something that didn't generate rage at all,  and taunt changed prior to launch after it being in beta for ever; Bandaging in combat change after launch; An entire cluster offline for a week+; Honour/Unhonorable kills not working/not even in the game; Hero classes; No cloak/helm graphics; No Deuling; No racial traits and Item durability going to 0% when using spirit healed; etc etc.

If an MMO can remain accessible through launch it's well on it's way to being successful.  30 days free is genius when you think about it.



Title: Re: Preview Weekend In Review - From Mark J
Post by: trias_e on August 28, 2008, 09:10:53 PM
I was simply pointing out that the frequency of your crashing/technical problems can definitely skew your overall picture of a game, not that crashing wasn't a problem at all.  I don't know if he is an outlier or not.  

AoC was absolutely horrible for me.  If it wasn't for the majority of people on this forum claiming it was decent, I would have thought it was quite possibly the worst game I had ever played from a technical standpoint.  It clearly wasn't that bad in the longview.

Perhaps this is one reason we get such a big split down the middle here:  Some have a ton of trouble with it, others have none.  Of course, the outliers are really a big deal when you are dealing with technical problems.  The people who crash once every 10 hours aren't your concern, it's the people that crash once every 2.  So in that sense, all of those with extremely bad experiences, whether they are outliers or not, need to be focused on the most.

On the other hand,  it is those that are not likely to buy the game at this point.

That was alot of rambling without a point.


Title: Re: Preview Weekend In Review - From Mark J
Post by: trias_e on August 28, 2008, 09:11:29 PM
I was thinking about bringing up the loot lag in WoW.  That made the game totally unplayable for stretches of time.

Shit happens in MMORPGs.


Title: Re: Preview Weekend In Review - From Mark J
Post by: lamaros on August 28, 2008, 09:28:54 PM
A lot of rose coloured glasses in this thread.   MMO releases always equal drama.

Let's take for example WoW release which everyone seems to treat as the gold standard AAA title. 

It was the night before release (and all through the forums) people frothed saying it wasn't ready.

We did this already in the AoC thread just recently. No need to do it again just yet.


Title: Re: Preview Weekend In Review - From Mark J
Post by: McCow on August 28, 2008, 09:44:27 PM
A lot of rose coloured glasses in this thread.   MMO releases always equal drama.

Let's take for example WoW release which everyone seems to treat as the gold standard AAA title. 

It was the night before release (and all through the forums) people frothed saying it wasn't ready.

We did this already in the AoC thread just recently. No need to do it again just yet.

I would apologize but that would require me to read AoC threads.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Slayerik on August 28, 2008, 10:26:19 PM
See you guys at 10/18... I predict:

"Meh, going back to WoW to get ready for WOTLK"


People arent going back to WoW to get ready for WotLK.  Reason being, their gear is rendered wack with the expansion, just like what happened with BC.  1 month or so prior to release of WotLK people will dump the game until it actually comes out along with no longer planning Raids.  It'd be a waste of time.  Molton Core was a ghost-instance just before BC came out, and for good reason.  Knowing this, WAR is actually in good shape to "steal" players from WoW just before WotLK comes out... assuming they've polished the game and it's actually fun.   The same can be said for any MMO that releases a month or so before WotLK.

But people still need to stock up on consumables and grind out gold for all those instances they will be wiping in....am i right? :)


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ragnoros on August 28, 2008, 11:29:02 PM
 :ye_gods:

What is with all the sandy vagina's in here?

This sub forum was doing so well and I was enjoying talk about classes and whatnot.

Cevik, if it's crap and feels terrible, why are you even in this forum? Stop trolling. Let us get bored with it like we do everything else and just bugger the fuck out of here. Go troll politics.

Thanks schild, but after another page and a half I believe no one listened.

Anyway I played the game. Not that anyone cares, but here's my thoughts.
1 Never crashed ONCE. Dunno what yall are doing but I never got one CTD all weekend and I played a bunch.
2 Mobs all worked fine for me. Now in all fairness I played melee classes, but they chased and smacked me around fine.
3 Combat seemed fun, for another diku. Sure the GCD seemed a bit off and a queue or something ould be nice, but it was workable. And they seem to be working on improving it.
4 WAAAAGH! I had fun. Yeah I know thats frowned upon around here, but sue me.

tl;dr
Worked fine for me. I had fun. If you hated it fine. But piss off and bitch at someone who cares. :why_so_serious:



Title: Re: Preview Weekend In Review - From Mark J
Post by: Simond on August 29, 2008, 12:48:12 AM
:ye_gods:

What is with all the sandy vagina's in here?

This sub forum was doing so well and I was enjoying talk about classes and whatnot.
Welcome to a MMOG about to launch. The gloves are off now.  :awesome_for_real:


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on August 29, 2008, 04:50:08 AM


Cevik, if it's crap and feels terrible, why are you even in this forum? Stop trolling. Let us get bored with it like we do everything else and just bugger the fuck out of here. Go troll politics.

Thanks schild, but after another page and a half I believe no one listened.


Cevik is like Gunnery Seargent Hartman from "Full Metal Jacket," if you address his points directly his first instinct is to punish you more.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Simond on August 29, 2008, 05:12:24 AM
Edit by Trippy: WTF was the point of that image?


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 29, 2008, 06:01:16 AM


Cevik, if it's crap and feels terrible, why are you even in this forum? Stop trolling. Let us get bored with it like we do everything else and just bugger the fuck out of here. Go troll politics.

Thanks schild, but after another page and a half I believe no one listened.


Cevik is like Gunnery Seargent Hartman from "Full Metal Jacket," if you address his points directly his first instinct is to punish you more.

Wow, I'm flattered.  I can't wait until one of you slimy fucking walrus-looking piece of shits kills themselves.  Then my life will truly be complete!


Title: Re: Preview Weekend In Review - From Mark J
Post by: tkinnun0 on August 29, 2008, 06:09:28 AM
You never get a second chance to make a first impression.

No, you don't, but AoC's first impressions proved that Funcom is capable of taking the next steps in MMO story-telling. Now, if only they could go all the way..

Quote
Not that WAR couldn't wind up in the same boat.  But AOC is not "Primed to succeed", because that ship has already sailed.

If their next expansion comes within a year and features 10 more levels, full voice-overs and a new post-20 destiny-quest, I'd imagine they'd win back a lot of subscribers.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Nebu on August 29, 2008, 07:23:26 AM
If their next expansion comes within a year and features 10 more levels, full voice-overs and a new post-20 destiny-quest, I'd imagine they'd win back a lot of subscribers.

I HATE HATE HATE games that raise the level cap.  It's completely unnecessary and kills the flow of the game, especially if PvP is somehow involved.  How about expansions that make the game more fun and provide LOTS of new content?  That, I'd like. 

You have one chance to make a first impression.  Do you think Vanguard could turn out an expansion that would bring customers back in droves?  I don't think so either. 


Title: Re: Preview Weekend In Review - From Mark J
Post by: Abelian75 on August 29, 2008, 07:25:05 AM
No, you don't, but AoC's first impressions proved that Funcom is capable of taking the next steps in MMO story-telling.

Or at least proved they are capable of prototyping the next steps in MMO story-telling so that blizzard can put them into a full-fledged product. ;)


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 29, 2008, 07:38:34 AM
You have one chance to make a first impression.  Do you think Vanguard could turn out an expansion that would bring customers back in droves?  I don't think so either. 

Unfair comparison. AoC has better combat than anything else on the market. Whereas Vanguard has NOTHING better than anything on the market. If AoC actually implemented all the changes they've touted and made them work, guess what, I'd resub in an instant. I still want to play my assassin and PoM. And I don't even like priests.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Nebu on August 29, 2008, 07:41:24 AM
Unfair comparison. AoC has better combat than anything else on the market. Whereas Vanguard has NOTHING better than anything on the market. If AoC actually implemented all the changes they've touted and made them work, guess what, I'd resub in an instant. I still want to play my assassin and PoM. And I don't even like priests.

I wasn't meaning to make a direct comparison.  It was more of an over-the-top comment for effect. 

I still haven't played AoC beyond the time I dabbled in beta.  You'll crush me when I mention that I still enjoyed vanguard more than the time I spent in AoC.  The jousting required to be effective with melee early on really turned me off to the game mechanics. 


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 29, 2008, 07:45:14 AM
AoC before release (like a week before) and AoC a week after was a world of difference.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Nebu on August 29, 2008, 07:46:02 AM
AoC before release (like a week before) and AoC a week after was a world of difference.

Fair enough. 


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on August 29, 2008, 08:13:42 AM
Unfair comparison. AoC has better combat than anything else on the market. Whereas Vanguard has NOTHING better than anything on the market. If AoC actually implemented all the changes they've touted and made them work, guess what, I'd resub in an instant. I still want to play my assassin and PoM. And I don't even like priests.

I wasn't meaning to make a direct comparison.  It was more of an over-the-top comment for effect. 

I still haven't played AoC beyond the time I dabbled in beta.  You'll crush me when I mention that I still enjoyed vanguard more than the time I spent in AoC.  The jousting required to be effective with melee early on really turned me off to the game mechanics. 

Yeah, some people will just be more comfortable with the more mainstream MMORPG combat systems (Auto attack, Targeting/lock)... AOC is still more a FPS/like experience in that regard (No autoattack, Aim required/directional attacks, Moving out of the way is valid/required), and definitely isn't for everyone.

I wonder if its valid to say:  "if your not into FPS, or action games, you wont really like AOC's core combat system."


Anywhooooo, got a group of about 5, and i went a bought them all the target boxes, so we are prepared to get our first glimpse of Warhammer.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Khaldun on August 29, 2008, 08:36:39 AM
AoC before release (like a week before) and AoC a week after was a world of difference.

What, did they have working classes and lots of higher-level content the week before release and then took it out a week after release? AoC had a better combat mechanic and a relatively tightly scripted introductory experience and that's about it: the rest was a Potemkin Village, propped up to impress the Tsarinas.


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 29, 2008, 08:39:37 AM
The week before release nothing worked right. The week after release, the first 10% of the game worked right. Don't be a jackass.

Edit: Well, to be fair, the first 40 levels worked right. Short of a handful of instances.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Tarami on August 29, 2008, 09:00:37 AM
Yeah, some people will just be more comfortable with the more mainstream MMORPG combat systems (Auto attack, Targeting/lock)... AOC is still more a FPS/like experience in that regard (No autoattack, Aim required/directional attacks, Moving out of the way is valid/required), and definitely isn't for everyone.

I wonder if its valid to say:  "if your not into FPS, or action games, you wont really like AOC's core combat system."

Anywhooooo, got a group of about 5, and i went a bought them all the target boxes, so we are prepared to get our first glimpse of Warhammer.
I can say it's not a valid for me. I like FPS and "fast-paced" games alot, but I play them for other reasons than I play MMOs. I actually prefer my MMOs to be kinda slow, since it lets me focus on (and derive entertainment from) other aspects of the game.

I thought the combat pacing was rather jarring since the rest of the game was as slow as other dikus. AoC was something akin Diablo in combat but with progress bars for opening doors. The rest of the game should have been as fast (including spell casting, damnit) as the melee combat was.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Johny Cee on August 29, 2008, 09:15:39 AM
Yeah, some people will just be more comfortable with the more mainstream MMORPG combat systems (Auto attack, Targeting/lock)... AOC is still more a FPS/like experience in that regard (No autoattack, Aim required/directional attacks, Moving out of the way is valid/required), and definitely isn't for everyone.

I wonder if its valid to say:  "if your not into FPS, or action games, you wont really like AOC's core combat system."


Anywhooooo, got a group of about 5, and i went a bought them all the target boxes, so we are prepared to get our first glimpse of Warhammer.

I like FPS games fine, and I thought AoC's melee combat was terrible.

Anytime your supposedly tactically deep game devolves into "who can circle strafe/joust and spam one or two buttons the best" with a side of "who has the best ping" than obviously you've fucked up somewhere.

With MMOs, diku or otherwise, I want a mix of reflex, movement, choice of abilities, and measure/counter-measure.  DAoC at end game,  I could end up using up to three quickbars worth of abilities, spells, and items/consumables in certain situations not to mention about a dozen keybound commands.

Of course,  you still could get mezzed-nuked-nuked-nuked by the sorceror with DI bot, but....


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on August 29, 2008, 09:20:04 AM
Like i said. some people will just be more comfortable with the more mainstream MMORPG combat systems.

EDIT: Also, i have personality hated the large amount of buttons that you gather with such system. I mean, god dam.

(http://nerdy.us/img/wow/zagra_ui.jpg)



Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on August 29, 2008, 09:25:23 AM
Like i said. some people will just be more comfortable with the more mainstream MMORPG combat systems.

But the way that WAR plays right now, it hardly feels like a mainstream mmorpg combat system.  Typically either you have a sloppy slow response but a queue so you don't have to time the next keystroke (LotRO as an example) or a nice responsive system that is timing dependent (WoW as an example).  Right now WAR feels mushy and unresponsive, but it totally timing dependent.  I suspect it'll be a game killer for a lot of people.


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on August 29, 2008, 09:32:13 AM
Like i said. some people will just be more comfortable with the more mainstream MMORPG combat systems.

But the way that WAR plays right now, it hardly feels like a mainstream mmorpg combat system.  Typically either you have a sloppy slow response but a queue so you don't have to time the next keystroke (LotRO as an example) or a nice responsive system that is timing dependent (WoW as an example).  Right now WAR feels mushy and unresponsive, but it totally timing dependent.  I suspect it'll be a game killer for a lot of people.

This is being said a lot but I think it is a YMMV kind of thing.  I didn't have any issues with the responsiveness. I felt it was different from WoW and Lotro, but not anything that wasn't workable.  I was annoyed with the "you must use this ability on a groupmate" when I had a groupmate/myself targetted. But other than that, I do not think it is as bad as some folk are making out.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ghambit on August 29, 2008, 12:45:25 PM
You have one chance to make a first impression.  Do you think Vanguard could turn out an expansion that would bring customers back in droves?  I don't think so either. 

Unfair comparison. AoC has better combat than anything else on the market. Whereas Vanguard has NOTHING better than anything on the market. If AoC actually implemented all the changes they've touted and made them work, guess what, I'd resub in an instant. I still want to play my assassin and PoM. And I don't even like priests.

/signed


Title: Re: Preview Weekend In Review - From Mark J
Post by: Morfiend on August 29, 2008, 07:07:57 PM
Update from Mark.

Quote
Folks,

Well, things have been, as usual, busy here at Mythic so I have lots of news to share. So, without further ado and no SNL references, here's the update on my update:

1) Significantly improved NPC pathing - Okay, in all fairness it wouldn't have taken much to improve on what we showed you folks during the PW. However, the NPC pathing is back to where it needs to be and while it still isn't perfect, well, it's a heck of a lot closer than it was just a short time ago. We identified a whole lot of bugs and squashed them.

2) Improved pet commands and responsivness - Well, pretty much same as above. Pets will no longer act as if obeying an order from you was the last thing in this world that they wanted to do.

3) Fixed an issue with textures blurring - Nothing like looking at textures through a blurred lens to make things look really sharp eh? Major improvements in and more OTW.

4) Enhanced Global Cooldown Mechanic - Well, for one the GCD actually shows the correct cooldown time and not the rounded up cooldown time (Hey, what a great idea, let's make it seem slower than it is. WOOT!). The slop timer is working fine right now and we'll continue to look at making the GCD and combat in general more responsive.

5) Continuing to improve Client Stability - As always, lots of fixes going in here. The client is supposed to be more stable (and looks like it so far) but until we get the masses back in...

6) Added new Graphics Settings and seeking more feedback from testers to guide future improvements. You asked for it, you got it. Well, in all fairness we were going to put these in anyway but it never hurts to nudge us a bit at times.

7) Target Nearest Target improved - Yeah! One of my pet peeves addressed.

8) Renown Gear changes and Potency of Potions increased. Tweaking, adding, subtracting, in other words (don't say "nerf", we're still in beta!) balancing.

9) Increased bonus for medal winners in PQs. PQs are supposed to be fun, joyous and not grindy. We'll continue tweaking and changing them wherever we need to do that to make it so #1. (okay, a ST reference)

10) Added more loot bags in Tier 1 PQs - Boy, it's going to be rather crowded when we launch so we just upped the loot for the Tier 1 PQs. We'll do the same to T2 as needed. And when the rush is over, we'll tweak downwards.

So, in terms of some other good stuff, lots and lots and lots of bugs fixed and lots of new stuff added to the ToK. But wait, there's more and we'll address some of it next week as well as more coming info in the next update.

Oh, and there's still no such thing as a miracle patch so don't expect one here. Just a ton of fixes, additions and adjustments. We have another major patch coming as well before launch. We don't believe in miracle patches (miracle whip is a whole other subject) here at Mythic but simply hard work and a talented team.

Much respect to my team that is really doing one heck of a job getting things ready for launch.

Mark


Title: Re: Preview Weekend In Review - From Mark J
Post by: tazelbain on August 29, 2008, 07:15:57 PM
Booooooooooooooooooo

EDIT: Warhammer is  :uhrr: The amount of gushing over a simple post about a hypothetical patch is pathetic.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Rasix on August 29, 2008, 09:41:15 PM
que?


Title: Re: Preview Weekend In Review - From Mark J
Post by: Triforcer on August 29, 2008, 09:48:46 PM
Booooooooooooooooooo

EDIT: Warhammer is  :uhrr: The amount of gushing over a simple post about a hypothetical patch is pathetic.

The post detailing the patch...was the post before yours.  Or did Schild delete 1000 posts in between? 


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on August 30, 2008, 03:07:27 AM
I don't get it either.

I fear that I'm going to be saying the same sort of things here as I am about AoC, only in a totally different light. Every single patch:

"Is Chickening Still in?" will replace/is the new "Do crafting and player cities still suck?"


Title: Re: Preview Weekend In Review - From Mark J
Post by: Kirth on August 30, 2008, 04:51:48 AM

"Is Chickening Still in?" will replace/is the new "Do crafting and player cities still suck?"

You saying crafting/player cities sucking in AoC was a intended design feature?  :grin:


Title: Re: Preview Weekend In Review - From Mark J
Post by: Tannhauser on August 30, 2008, 05:13:17 AM
Some good info there.  I am glad they are upping the loot in the PQ's.  I was unsatisfied having gone thru the DE 1st Tier three times in a row and not once getting a loot bag.  I had to come back as a 6th Sorc just to come in 2nd.

On a side note, is it just me or do Champion and Hero mobs hit like Mack trucks?  It was just a jarring difference after playing patty-cake with normal mobs.

GCD still worries me.  I am guessing the fix was the slop timer?  Was that in the preview weekend? 

Last issue, not sure it's the client's fault.  When I play I often freeze up for a second.  It's like I enter a new area and I freeze, but the new area is only 500' (in game terms) away.  Does it freeze because new textures are loading?  It doesn't do it when I am fighting, only when I am traveling.


Title: Re: Preview Weekend In Review - From Mark J
Post by: tazelbain on August 30, 2008, 07:03:50 AM
Some good info there.  I am glad they are upping the loot in the PQ's.  I was unsatisfied having gone thru the DE 1st Tier three times in a row and not once getting a loot bag.  I had to come back as a 6th Sorc just to come in 2nd.

On a side note, is it just me or do Champion and Hero mobs hit like Mack trucks?  It was just a jarring difference after playing patty-cake with normal mobs.

GCD still worries me.  I am guessing the fix was the slop timer?  Was that in the preview weekend? 

Last issue, not sure it's the client's fault.  When I play I often freeze up for a second.  It's like I enter a new area and I freeze, but the new area is only 500' (in game terms) away.  Does it freeze because new textures are loading?  It doesn't do it when I am fighting, only when I am traveling.

Champs are not bad, usually 2 people you can take them.  Hero have huge variety.  Heros range you only need 3 people to a full group.  There was a Chaos CH. 4 Hero wolf who was 2 shotting our Chosen, we need needed 4 Zealots to keep him alive.

Slop timer wasn't in the PVE

Most of my CTD are loading related, the same spot in Altdolf has crashed me 3 times.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Vinadil on August 30, 2008, 07:15:39 AM
You have one chance to make a first impression.  Do you think Vanguard could turn out an expansion that would bring customers back in droves?  I don't think so either. 

Unfair comparison. AoC has better combat than anything else on the market. Whereas Vanguard has NOTHING better than anything on the market. If AoC actually implemented all the changes they've touted and made them work, guess what, I'd resub in an instant. I still want to play my assassin and PoM. And I don't even like priests.

/signed

AoC combat felt more and more like button spamming as I levelled up (only made it to 44 as a Bear Shaman... maybe it was just my class choice). It is NOTHING like FPS in my experience (limited I admit).  When I play an FPS I click my mouse to shoot stuff.  I don't have to trigger a hotkey and then press 3 more buttons in the right order to shoot ONE weapon.  AoC may be new, but it is not a step in the FPS direction in my mind.  And, with the nice "running-lines-in-gym-class" quest/progression system they used you had to kill the same stupid trash mobs over, and over, and over... I was wishing for auto attack as soon as I left Tortage.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Paelos on August 31, 2008, 07:46:40 PM
When they open the beta back up, my main goal will be to go into high population areas to test out the client crashes and lag. If it stands up, I will buy the game. Otherwise, the pre-order is getting cancelled. I liked everything I got to do in the previous test, but not being able to move beyond a slideshow and then crashing during PQs pretty much put a damper on that.


Title: Re: Preview Weekend In Review - From Mark J
Post by: HRose on September 01, 2008, 03:54:09 PM
"Is Chickening Still in?" will replace/is the new "Do crafting and player cities still suck?"
Because you want uber players ganking noobs or because you also support delevelling?

Or maybe you just want the PvE accessible?


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on September 01, 2008, 03:58:36 PM
I'd prefer develing to any of these current solutions.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Koyasha on September 02, 2008, 05:30:55 AM
Personally I prefer uber players ganking noobs to the idiotic chickening mechanic.  Deleveling is ideal, but between chicken and nothing, nothing is better.

Chickening alone is making me consider whether or not to cancel my preorder, too.


Title: Re: Preview Weekend In Review - From Mark J
Post by: ajax34i on September 02, 2008, 06:03:58 AM
As a chicken, do you still have control of your character?  Or does it behave like being sheeped in WoW?

Cause, they should give the chickens a fast running ability, and let them explore the zone anyway.


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on September 02, 2008, 06:35:20 AM
As a chicken, do you still have control of your character?  Or does it behave like being sheeped in WoW?

Cause, they should give the chickens a fast running ability, and let them explore the zone anyway.

You have control of your character as a chicken. 

I'm not sure why there is so much moaning and gnashing of teeth about the chicken mechanic...  On core it just means you can enter Tier 1 and 2 (not sure about tier 3) RvR zones, and can't attack players in lower tiers.  Who cares?  It is their way of dealing with the ever-present probelm of ganking that is antithetical to bringing new folks into the game.  To be honest Ithink they should just do away with Open servers alltogether.  It just gives an excuse for the h4rdc0re to flame up the forums with how awesome they are based on server type.

But seriously, why is the chicken mechanic going to ruin your game experience?


Title: Re: Preview Weekend In Review - From Mark J
Post by: Triforcer on September 02, 2008, 06:41:10 AM
Exploration.  Like everyone has been saying. 


Title: Re: Preview Weekend In Review - From Mark J
Post by: Megrim on September 02, 2008, 06:44:11 AM
The game world is not that big, you'll probably have covered most of it during levelling.


Title: Re: Preview Weekend In Review - From Mark J
Post by: amiable on September 02, 2008, 06:50:14 AM
Exploration.  Like everyone has been saying. 

On core you can explore everything but the lower tier PvP zones as a non-chicken.  And if you really want to explore the PvP zones, you can do that as well (just chickenized).


Title: Re: Preview Weekend In Review - From Mark J
Post by: HRose on September 02, 2008, 07:56:49 AM
But seriously, why is the chicken mechanic going to ruin your game experience?
For me simply because there are much better solutions that would also address other outstanding issues.

For others I think it is about the hate toward unnecessary, artificial walls.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Slayerik on September 02, 2008, 08:51:16 AM
Is this not a game of WAR?

Give a hefty renown (whatever renown is) bonus if you team up and kill some high level ganker. Make a game so that two level 20's can actually take on a level 40. The game is about WAR, yet they pussify it. Give your players the ability to kill the idiot gankers. Even if it as simple as evening the power gap between levels some.

Chickening. Sounds like a chicken dev move to me.


Title: Re: Preview Weekend In Review - From Mark J
Post by: tazelbain on September 02, 2008, 09:32:49 AM
I like the chicken mechanic better than walling everything off.

The delevel would be expensive mechanic to create and would create a new set of balance issues. Not really worth it compared to the other issues.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ingmar on September 02, 2008, 11:26:37 AM
Chickening isn't great, but I'm not sure the alternatives are better. Deleveling might have the effect of moving too much population out of higher tier RVR for example. I also don't think their current upleveling for scenarios scales your gear bonuses, etc., so there's additional complications that they'd need to handle there.


Title: Re: Preview Weekend In Review - From Mark J
Post by: HRose on September 02, 2008, 11:36:10 AM
Chickening isn't great, but I'm not sure the alternatives are better. Deleveling might have the effect of moving too much population out of higher tier RVR for example.
Since when spreading out the players and keep low levels areas "alive" and populated is bad?


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on September 02, 2008, 11:36:22 AM
In my mind, the chickening means they are going to have to constantly add to the top end of the game, as no one will ever be able to "go back" to lower levels.

It’s going to be even worse than Wow's marginalizing of content when patches or expansions come out IMO. Not to mention the gap between friends is going to be huge, and you can forget playing with each other outside of making alts..


Title: Re: Preview Weekend In Review - From Mark J
Post by: Nebu on September 02, 2008, 11:50:47 AM
In my mind, the chickening means they are going to have to constantly add to the top end of the game, as no one will ever be able to "go back" to lower levels.

No.  Provide a fun endgame experience and you don't need to add to it.  My DAoC play for many years changed little... log on, RvR some, 8v8 some, 1v1 some, log off.  It was precisely when they added to DAoC's endgame that they fucked it up. 

Chess hasn't changed for centuries and people still play it.  If a game is well crafted, people will stay. 


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ingmar on September 02, 2008, 11:53:09 AM
Chickening isn't great, but I'm not sure the alternatives are better. Deleveling might have the effect of moving too much population out of higher tier RVR for example.
Since when spreading out the players and keep low levels areas "alive" and populated is bad?

When you end up with 50 people in endgame RVR, and 500 people in the low level battlegrounds, that is bad, yes.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Mrbloodworth on September 02, 2008, 12:42:23 PM
In my mind, the chickening means they are going to have to constantly add to the top end of the game, as no one will ever be able to "go back" to lower levels.

No.  Provide a fun endgame experience and you don't need to add to it.  My DAoC play for many years changed little... log on, RvR some, 8v8 some, 1v1 some, log off.  It was precisely when they added to DAoC's endgame that they fucked it up. 

Chess hasn't changed for centuries and people still play it.  If a game is well crafted, people will stay. 

Chess doesn't require an "endgame". What your talking about is dynamic game play, the type created by other players. I agree a good PvP will last forever, but i also believe MMO's and required "Endgame" is a flaw in its self.

That, and i was mostly speaking of the PvE part of the game.  :grin:


Title: Re: Preview Weekend In Review - From Mark J
Post by: tazelbain on September 02, 2008, 12:47:29 PM
Obviously any game that ends doesn't need an endgame.  CoH shows the MMOs with no endgame have serious retention problems.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ingmar on September 02, 2008, 12:55:33 PM
Obviously any game that ends doesn't need an endgame.  CoH shows the MMOs with no endgame have serious retention problems.

It does? CoH has had fairly static numbers for ages - they're retaining their base very, very well. They're losing people slowly as the months go by, sure, but any non-WoW/Eve game that old does. To put it another way, the number of subscribers they had in January (I think that's the last time we saw numbers?) is the same number of subscribers they had in 2005. They never had one of those shoot-up-to-500k-then-everyone-quits things. They're like 60k off their high water mark.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Nebu on September 02, 2008, 01:22:51 PM
TR and Vanguard wish they had CoH-like numbers.  .


Title: Re: Preview Weekend In Review - From Mark J
Post by: Trippy on September 02, 2008, 01:26:49 PM
Obviously any game that ends doesn't need an endgame.  CoH shows the MMOs with no endgame have serious retention problems.
Chart!

(http://pandadesigns.com/games/coh_chart_200806.jpg)


Title: Re: Preview Weekend In Review - From Mark J
Post by: tazelbain on September 02, 2008, 01:33:17 PM
First 60k is a lot for CoH.  Second, I think CoH maintains its numbers with new players not old players.  Since I can't prove that I'll go another tact.  Not having an endgame, makes you niche.  When someone asks the question "What do you do when max your character out?", they never want to hear "Make a new character" in response like CoH.  Most players want something to do with that character they built up.  Not having a endgame limits your market.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Evildrider on September 02, 2008, 01:50:56 PM
I'm really surprised if those numbers for CoX's subscribers is correct.  I resubbed last month just to see what was up and the server I was on was always pretty empty, where it used to be at decent numbers.  There's only one server that ever goes above light load on the server screen anymore.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Nebu on September 02, 2008, 01:53:28 PM
I'm really surprised if those numbers for CoX's subscribers is correct.  I resubbed last month just to see what was up and the server I was on was always pretty empty, where it used to be at decent numbers.  There's only one server that ever goes above light load on the server screen anymore.

I play 5 nights a week and there are always two servers that are yellow for load.  During events, these servers go to red and a number go to yellow.  I think the sub numbers get inflated by double xp events and by people that keep subs open when not playing.  I play on a low pop server and I've always found people to group with in any level range, so they are obviously playing still.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Abelian75 on September 02, 2008, 01:56:28 PM
Chess doesn't require an "endgame".

While your point still sort of applies (though it's a kind of meaningless comparison since the games are so utterly different), chess not only has an endgame, I think the term probably originated there.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Trippy on September 02, 2008, 02:04:59 PM
I'm really surprised if those numbers for CoX's subscribers is correct.  I resubbed last month just to see what was up and the server I was on was always pretty empty, where it used to be at decent numbers.  There's only one server that ever goes above light load on the server screen anymore.
It does depend a lot on what server you are on. Freedom is the most populated and that's the one that's consistently yellow in prime time weekday hours. Virtue is next most populated. There are a handful of others that have a reasonable amount of people (e.g. Justice) and the rest are basically dead with a stready stream of those players moving their characters to Freedom or Virtue (I moved from Victory to Virtue at the beginning of the year).

BTW those numbers are from NCsoft itself so they are correct unless you think they are lying about their financials (they are a public company and include their sub numbers as part of their quarterly earning reports).



Title: Re: Preview Weekend In Review - From Mark J
Post by: Goreschach on September 02, 2008, 11:59:51 PM
Chess doesn't require an "endgame".

While your point still sort of applies (though it's a kind of meaningless comparison since the games are so utterly different), chess not only has an endgame, I think the term probably originated there.

Although endgame may have originally been used in chess, I doubt mmo gamers brought the term over. It was probably just reinvented. The endgame in chess isn't the same kind of endgame as in an mmo, but I'll assume you know this and so I won't bother explaining why.

And his statement isn't meaningless just because the two games are different. It isn't true just for chess and MMOs. The point is that if a game is fun, people will keep playing it. People stop playing MMOs because they stop being fun.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Abelian75 on September 03, 2008, 07:26:40 AM
Although endgame may have originally been used in chess, I doubt mmo gamers brought the term over. It was probably just reinvented. The endgame in chess isn't the same kind of endgame as in an mmo, but I'll assume you know this and so I won't bother explaining why.

It's not even just a chess term, it's an actual term people use in, like, ordinary life.  The endgame of a war, the endgame of a business deal, whatever.  It clearly did come from the same place, as it does mean the same thing.  The final stages of a game, contest, whatever.

I only brought this up because I roll my eyes every time I see people try to make up words like "elder game" or whatever, as though the term endgame offends them, even though it's a preexisting word that does in fact nicely describe an MMO "endgame."  It's the final stages of a player's experience in the game.

Edit:  The reason I said the comparison was meaningless is because while chess is truly a "game" in the most basic sense, an MMO isn't.  An MMO is actually lots and lots of games connected together.  Comparing chess to a particular Battleground or something would make more sense, but comparing it to the game as a whole is kinda comparing apples and oranges imho.  Or apples and... uh, an apple tree.  Or like, a single really awesome apple to a tree full of half-rotted apples.  Which is better?  I guess that depends how hungry you are.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on September 03, 2008, 07:49:32 AM
Chess hasn't changed for centuries and people still play it.  If a game is well crafted, people will stay. 

But people don't pay a fee to play it, and while it has a large audience, you can bet the number of people regularly playing WoW greatly exceeds the number of people that regularly play chess.

It's simple, there has to be a mechanic at the level cap, called whatever the fuck you assholes want to call it, that keeps people logging in to play or they will cancel their subscriptions.  If they want the game to have mass appeal, whatever mechanic exists at the level cap to keep people playing better have mass appeal, or retention will suck no matter how fun the "leveling up" part of the game is.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Goreschach on September 03, 2008, 08:36:54 AM
It's simple, there has to be a mechanic at the level cap, called whatever the fuck you assholes want to call it, that keeps people logging in to play or they will cancel their subscriptions.  If they want the game to have mass appeal, whatever mechanic exists at the level cap to keep people playing better have mass appeal, or retention will suck no matter how fun the "leveling up" part of the game is.

I don't think this is strictly true. For WAR, yes. And for all current and forseeable MMOs, yes. But if an MMO had a leveling up part that was fun enough, an 'endgame' wouldn't even be needed, as people would just keep rolling alts.


Title: Re: Preview Weekend In Review - From Mark J
Post by: tazelbain on September 03, 2008, 08:40:34 AM
Ya, once I roll out my Infinite Fun Content Generator there will be no need for a endgame ever again.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Nebu on September 03, 2008, 08:40:51 AM
It's simple, there has to be a mechanic at the level cap, called whatever the fuck you assholes want to call it, that keeps people logging in to play or they will cancel their subscriptions. 

My point (using chess as a poor example) was that the only mechanic you need at the endgame is fun. Ok, maybe fun + variety.  If people have fun playing with their maxxed out toon, they will continue to log on.  I played DAoC a LONG time without changing my character much at all.  Get to 50, make a template, go rvr.  There were enough different sandboxes to RvR in that I always had variety in what to do without the actual mechanic of the game changing much.  Maybe poker is a better example.  The game doesn't change, yet people play for years and years.  The game has enough built-in gameplay options that the experience changes organically every time you play.  



Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on September 03, 2008, 08:48:29 AM
My point (using chess as a porr example) was that the only mechanic you need at the endgame is fun. Ok, maybe fun + variety.  If people have fun playing with their maxxed out toon, they will continue to log on.  I played DAoC a LONG time without changing my character much at all.  Get to 50, make a template, go rvr.  There were enough different sandboxes to RvR in that I always had variety in what to do without the actual mechanic of the game changing much.  Maybe poker is a better example.  The game doesn't change, yet people play for years and years.  The game has enough built-in gameplay options that the experience changes organically every time you play.  

Just for the record, we are in complete agreement.  I was only taking umbrage over the silly argument of whether or not it's called an "endgame".

There has to be something at the end, for the maxed out character to do, in order to keep people logging in and playing those maxed out characters.  That something has to be fun enough for them to keep doing it.  Whether it's new gearz every so often, or some other "fun" thing at the end, there has to be something there or else you'll have horrible retention, and by extension you'll lose players in the earlier parts of the game as well, because they'll see no reason to level up a character.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Vinadil on September 03, 2008, 08:51:04 AM
If we are looking for game comparisons... I think something like Football comes close.  Look at the NFL and the amount of money people are willing to pay just to WATCH a game, much less play it.  One of the things that has always bothered me with MMOs is that the Hardcore people seem to be hated by the Casuals and vice versa.  This is exactly the opposite of every professional sport in America.  The hardcore are worshipped by the casuals and paid millions of dollars to be Hardcore... all because the casuals are entertained by watching them perform.  Maybe it is the subscription vs. free thing... but I don't think so.  I think people have still just missed the ingredient of making a FUN game.  Fun to play, fun to watch, fun to talk about at work or on the way home from lunch.  WoW got this to some degree.  I think it is the first MMO that has made it into the larger culture.  But, even IT is a drop in the bucket compared to Sports gaming.


Title: Re: Preview Weekend In Review - From Mark J
Post by: UnsGub on September 03, 2008, 10:06:46 AM
 Look at the NFL and the amount of money people are willing to pay just to WATCH a game, much less play it.

But look at what they do while watching the game.  Look at the amount of content it provides used in stories\opinion with friends the next day and fantasy games.  Many people are also watching the game to see the outcome of their gambling on the game.  They may not be playing on the field but they are playing in multiple other games.


Title: Re: Preview Weekend In Review - From Mark J
Post by: UnSub on September 03, 2008, 10:20:40 AM
Obviously any game that ends doesn't need an endgame.  CoH shows the MMOs with no endgame have serious retention problems.

According to Jack Emmert, CoH/V has a retention rate of about 90%.

As shown, player numbers have been only slightly declining for a while now and last quarter they actually went up.

A lot of players probably cycle through CoH/V - sign up, play a month or two, unsub - but the important thing is they come back.

I'd also argue that players looking for an explicit endgame aren't playing CoH/V. Those who love rolling alts, crafting out a character with IOs or collecting badges probably stay. Also, there are a couple of repeatable max level task / strike forces and a few trial-esque bits of content if you are looking for that (but it's not the main deal at lvl 50).


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on September 03, 2008, 10:54:08 AM
I'd also argue that players looking for an explicit endgame aren't playing CoH/V. Those who love rolling alts, crafting out a character with IOs or collecting badges probably stay. Also, there are a couple of repeatable max level task / strike forces and a few trial-esque bits of content if you are looking for that (but it's not the main deal at lvl 50).

This is exactly what I was alluding to above.  If you want a mainstream following then you need a mainstream end game.  It's perfectly fine to create a niche game with a niche end game like CoH, in fact it's probably the smart move to make considering you should be able to create it cheaper, run it cheaper, and thus make more profit in the long run.  But if your goal is not niche, then you better have a game that appeals to more than just a niche following.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Vinadil on September 03, 2008, 10:57:32 AM
 Look at the NFL and the amount of money people are willing to pay just to WATCH a game, much less play it.

But look at what they do while watching the game.  Look at the amount of content it provides used in stories\opinion with friends the next day and fantasy games.  Many people are also watching the game to see the outcome of their gambling on the game.  They may not be playing on the field but they are playing in multiple other games.

Right, that is why I think Football makes a good comparison to an MMO.  It is not just a single game (like chess), it is really a subset of Minigames that make the whole thing work.  That is why we don't sit around watching Chess tournaments on Sunday afternoon (in America anyway).  EVE gives a little insight into this.  I stayed subbed to that game for months a while back just because READING about the "WAR" in the EVE threads was interesting.  I remained connected to the game almost as a "fan" to be able to watch in and out of game what was going on.

I remember back in DAoC times that I could log in from work and see what was happening in the realms... kind of.  The whole idea of Spectator-friendly gaming is not new, FPS seems to do it quite a bit, and RTS in certain cultures.  MMOs still have not done much with it, but could I believe.  And, it does not have to be OUT of game spectating.  The point is that a well-crafted Gaming experience has room for a LOT of different player-types.  The game itself does not have to change much at all; it just has to remain interesting when it is replayed.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Ingmar on September 03, 2008, 11:03:29 AM
I'd also argue that players looking for an explicit endgame aren't playing CoH/V. Those who love rolling alts, crafting out a character with IOs or collecting badges probably stay. Also, there are a couple of repeatable max level task / strike forces and a few trial-esque bits of content if you are looking for that (but it's not the main deal at lvl 50).

This is exactly what I was alluding to above.  If you want a mainstream following then you need a mainstream end game.  It's perfectly fine to create a niche game with a niche end game like CoH, in fact it's probably the smart move to make considering you should be able to create it cheaper, run it cheaper, and thus make more profit in the long run.  But if your goal is not niche, then you better have a game that appeals to more than just a niche following.

Remember, though, CoH came out before WoW. The definition of niche was a lot different back then. In terms of the pre-WoW MMO market, CoH *is* a mainstream success. I'm not sure there's good evidence to support the idea that a title that threw WoW-like resources at a model that didn't include a hardcore endgame would automatically fail. There's too many other factors of shittyness muddying up the waters with Conan to let us say "yes, the reason it failed was because the endgame PVP is bad."


Title: Re: Preview Weekend In Review - From Mark J
Post by: Slayerik on September 03, 2008, 12:51:27 PM

Right, that is why I think Football makes a good comparison to an MMO.  It is not just a single game (like chess), it is really a subset of Minigames that make the whole thing work.  That is why we don't sit around watching Chess tournaments on Sunday afternoon (in America anyway).  EVE gives a little insight into this.  I stayed subbed to that game for months a while back just because READING about the "WAR" in the EVE threads was interesting.  I remained connected to the game almost as a "fan" to be able to watch in and out of game what was going on.


Eve also had a pretty sweet alliance tournament this year that they posted in 'you-tube' fashion. They had commentators that did a solid job of keeping it fairly interesting. There was pre- and post-game analysis' ... felt like a Sunday football show in many ways.  Some of the fights were pretty cool to watch as well, especially since I had alliance-mates that were the runners-up in the entire thing. I was impressed at the entire thing.

Edit: and you could watch it via a live Eve-TV stream.... so our alliance was going nuts during the matches in alliance chat. Very cool.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Vinadil on September 03, 2008, 01:00:32 PM
Yep, I was thinking about that too while writing... I just did not get to see any of it.  But, I think it is a step in the right direction for retaining customers and gaining new ones.  I mean, who did not enjoy watching some of the EPIC FAIL WoW raids with the TS/Vent voiceovers?  That kind of stuff is a great way to both entertain people and help them to see content that they may not have seen before.  Do it more professionally with a bit more appeal and less spoilers... seems like there could be some benefit there.


Title: Re: Preview Weekend In Review - From Mark J
Post by: UnSub on September 03, 2008, 07:56:35 PM
I'd also argue that players looking for an explicit endgame aren't playing CoH/V. Those who love rolling alts, crafting out a character with IOs or collecting badges probably stay. Also, there are a couple of repeatable max level task / strike forces and a few trial-esque bits of content if you are looking for that (but it's not the main deal at lvl 50).

This is exactly what I was alluding to above.  If you want a mainstream following then you need a mainstream end game.  It's perfectly fine to create a niche game with a niche end game like CoH, in fact it's probably the smart move to make considering you should be able to create it cheaper, run it cheaper, and thus make more profit in the long run.  But if your goal is not niche, then you better have a game that appeals to more than just a niche following.

Remember, though, CoH came out before WoW. The definition of niche was a lot different back then. In terms of the pre-WoW MMO market, CoH *is* a mainstream success. I'm not sure there's good evidence to support the idea that a title that threw WoW-like resources at a model that didn't include a hardcore endgame would automatically fail. There's too many other factors of shittyness muddying up the waters with Conan to let us say "yes, the reason it failed was because the endgame PVP is bad."

If you take WoW as the baseline, every other MMO is niche. Except for perhaps MapleStory.

'Endgame' is whatever you do once you've maxed out in-game character development. It could be starting a new character. It could be buying new costume pieces. It could be hanging out with friends. It could be high-end PvP. It could be high-end RP. Hell, it could be player created content (of which PvP is really the most easy to implement sub-set).


Title: Re: Preview Weekend In Review - From Mark J
Post by: Trippy on September 03, 2008, 08:17:22 PM
If you take WoW as the baseline, every other MMO is niche. Except for perhaps MapleStory.
There are subscription/timecard-based MMORPGs that are roughly comparable to WoW in size. You just don't hear about them here cause they are only in Asia. E.g. Fantasy Westward Journey hit 1.66 million peak concurrent users earlier this year which is bigger than WoW in China (at 1 million PCU).

Edit: hear here


Title: Re: Preview Weekend In Review - From Mark J
Post by: Evildrider on September 03, 2008, 08:20:47 PM
But all those games from Asia are crazy.. they don't count!   :why_so_serious:


Title: Re: Preview Weekend In Review - From Mark J
Post by: UnSub on September 03, 2008, 09:40:50 PM
But all those games from Asia are crazy.. they don't count!   :why_so_serious:

According to this (http://www.latimes.com/business/la-fi-clubpenguin30-2008aug30,0,550794.story), Club Penguin has between 6.7 million and 12 million players. (I'm also blown away by the in-game newspaper getting 30 000 submissions a day.)

I know, I know - different payment models. But yeah, apparently kids are crazy too!  :why_so_serious:

And to argue definitions: MMOs aren't genres or media. They are a category. It's a category that stretches from WoW to Urban Dead to Second Life to Club Penguin to Audition to Planetside et al. It's key points: it's massively multiplayer (i.e. hundreds if not thousands of simultaneous connections to the one world) and online.

From there it splits into MMOG and MMONG (massively multiplayer online non-game; look ma, I made myself an acronym!  :awesome_for_real:) and things then fall out from there.

It's not a genre because it can be across multiple genres / environments settings.

It's not a medium because there is no one way (or limited ways) to deliver the content from it to players.


Title: Re: Preview Weekend In Review - From Mark J
Post by: schild on September 03, 2008, 09:46:05 PM
Quote
Though no one would suggest that the Club Penguin Times provides Pulitzer Prize-worthy coverage, it nonetheless attracts 30,000 daily submissions from children, who pose questions to Dear Abby-inspired "Aunt Arctic," compose verse for the poetry corner, tell a joke or review a party or event.

Goddamn kids can be cute sometimes.


Title: Re: Preview Weekend In Review - From Mark J
Post by: UnsGub on September 03, 2008, 09:49:20 PM
It's simple, there has to be a mechanic at the level cap, called whatever the fuck you assholes want to call it, that keeps people logging in to play or they will cancel their subscriptions.

Its called remaining on top. Why did Lance race the Tour after he won his first one? In sports once a person gets to the top they generally stay there for as long as they can. Sure some retire at the top of the game, but most ride it out as long as they can.  "Repeat" in sports is common term for a reason.


Title: Re: Preview Weekend In Review - From Mark J
Post by: UnsGub on September 03, 2008, 10:02:46 PM
 MMOs still have not done much with it, but could I believe.

So true.  Just look at the limited people that actually were in an event in the Olympics and the amount of content that was created and consumed as a result.  It mostly took writing and cameras which are tools around long before the computer.

I can watch TV shows of other people playing computer games but not do so for an MMO yet.  Why is there not a "White Dwarf" for every MMO?  The list is nearly endless of content that could be created and consumed beyond the initial live event.  Fantasy game about a computer game is not much different then a Fantasy game about a live sporting event (it is converted into numbers for the Fantasy game) for example.  When is a game company going to leverage their content like the rest of the entertainment industry?


Title: Re: Preview Weekend In Review - From Mark J
Post by: Lakov_Sanite on September 03, 2008, 10:47:41 PM
It's simple, there has to be a mechanic at the level cap, called whatever the fuck you assholes want to call it, that keeps people logging in to play or they will cancel their subscriptions.

Its called remaining on top. Why did Lance race the Tour after he won his first one? In sports once a person gets to the top they generally stay there for as long as they can. Sure some retire at the top of the game, but most ride it out as long as they can.  "Repeat" in sports is common term for a reason.

Lance armstrong alsoe MAKES a lot of money for racing, even more when he wins, as opposed to paying to play win or lose and winning in game items. There's tons of incentive beyond simply being number one and it's also just a horrible analogy and you are a horrible person for using it.

Next time compare warhammer to fantasy football/baseball and you will have a decent argument.


Title: Re: Preview Weekend In Review - From Mark J
Post by: UnsGub on September 04, 2008, 09:00:35 AM
Next time compare warhammer to fantasy football/baseball and you will have a decent argument.

Games = sports.  Sports = games.  One can compare anything in one to the other.

Remaining on top implies all you said.  There are many rewards for it and any reason anyone comes up with to do so is valid.  It also costs time and money to remain up their even if you a "professional" in your field.  That $500k donation to the UCI by Lance was for a reason for example.


Title: Re: Preview Weekend In Review - From Mark J
Post by: cevik on September 04, 2008, 09:02:56 AM
Next time compare warhammer to fantasy football/baseball and you will have a decent argument.

Games = sports.  Sports = games.  One can compare anything in one to the other.

Remaining on top implies all you said.  There are many rewards for it and any reason anyone comes up with to do so is valid.  It also costs time and money to remain up their even if you a "professional" in your field.  That $500k donation to the UCI by Lance was for a reason for example.

I will gladly log in and play WAR all night every night if mythic wants to pay me a couple of million dollars every year.  Sounds like a plan to me.  You're a smart thinker.


Title: Re: Preview Weekend In Review - From Mark J
Post by: Nebu on September 04, 2008, 10:37:59 AM
I will gladly log in and play WAR all night every night if mythic wants to pay me a couple of million dollars every year.  Sounds like a plan to me.  You're a smart thinker.

I'm sure that if people found watching you play entertaining that you could charge admission, sell t-shirts, and offer concessions to recoup the salary costs.  Hey... that sounds just like...