f13.net

f13.net General Forums => Warhammer Online => Topic started by: Lakov_Sanite on October 22, 2008, 07:24:19 AM



Title: What went wrong.
Post by: Lakov_Sanite on October 22, 2008, 07:24:19 AM
Well it's been over a month and by all accounts it looks like people have been jumping ship left and right once 'teh shiny' wore off.

Now the question is, what happened? There's at least three threads that have all spiraled off into this land so let's try and consolidate.

Specifically not what's bad about the game but what happened, or could have happened to change the outcome?

My personal thought is the beta is where it all started. Testing by teir, keeping things very hush, it led to an isolationist development, poorly implement(but good) ideas and a confused vision.


Title: Re: What went wrong.
Post by: McSteak on October 22, 2008, 07:24:59 AM
Well it's been over a month and by all accounts it looks like people have been jumping ship left and right once 'teh shiny' wore off.

Now the question is, what happened? There's at least three threads that have all spiraled off into this land so let's try and consolidate.

Specifically not what's bad about the game but what happened, or could have happened to change the outcome?

My personal thought is the beta is where it all started. Testing by teir, keeping things very hush, it led to an isolationist development, poorly implement(but good) ideas and a confused vision.

Number one reason - Too many servers, not enough people.


Title: Re: What went wrong.
Post by: Trippy on October 22, 2008, 07:26:14 AM
He's back :awesome_for_real:


Title: Re: What went wrong.
Post by: McSteak on October 22, 2008, 07:27:10 AM
He's back :awesome_for_real:


Gonna do it right this time.  :awesome_for_real:


Title: Re: What went wrong.
Post by: raydeen on October 22, 2008, 07:27:49 AM
He's back :awesome_for_real:


Twins maybe?

edit: nevermind.

Actually, I don't know if what's wrong can be quantified yet. I've had most of my toons on Ulth and just hit 12 with my main. Frankly it was a starting to feel like a real bitch - never anyone doing PQ's, tons of time waiting to get into any scenario that didn't start with Norden and end in Watch, Tier 1 RvR was a dead zone or I just never saw anyone. I saw a total of 4 enemy players, killed one, got killed by another...boring.

So I rolled on another server (Drakwald) destro side. There are tons of lowbies running around doing things. I haven't been able to do a scenario yet (either the queue would never pop or the game would CTD before one would pop). I think what's broken on one server may be fine on another. Hate to say it, but Mythic's best option may be to shutter some servers and wait and see if the population demands more room at a later date. People would probably scream and moan that they'd have to transfer, but I think there'd be more fun to be had if there were more people to play with.

If one thing needs to change it's that goddamn chickening mechanic. Take it out. EQ did things right years ago by having a PvP level range. Or at the very least do a CoX damage modifier where everyone can participate but you won't have 40's one shotting 1's and 1's can do some damage against a 40.


Title: Re: What went wrong.
Post by: Miasma on October 22, 2008, 07:28:12 AM
Thread seems premature.  Most people haven't even reached the endgame RvR yet, we also have no idea how many people have left.  Thread will be timely once WotLK releases.


Title: Re: What went wrong.
Post by: Slayerik on October 22, 2008, 07:32:51 AM
As an outsider looking in, I have noticed the mood shift pretty quickly from "Robot Jesus" to "Uh....I like it but...."

The next phase is just not logging in, not for any particular reason...you just lose the urge to grind anymore. It's kinda happening on a similar timeframe as AoC, scarily, and I find the thread name to be kind of fitting if there is a mass exodus within the next month.


Title: Re: What went wrong.
Post by: Khaldun on October 22, 2008, 07:41:53 AM
The testing environment may be part of it, but it runs a little deeper than that. I don't think any MMOG designer has ever fully matched most aspects of their implementation to the underlying central idea behind their design. Blizzard has had the best process for tacking back and forth in the wind to keep their live management of their design close to the core customer base--they've sometimes drifted quite far from that core, most notably at the point where they were pouring most of their design resources into AQ and Naxx under the influence of ex-EQ designers, but they've found a way to keep steering back from extremes while larding on various small minigames and smaller activities to keep a range of constituencies amused.

WAR, on the other hand, is nothing if PvP isn't happening in a way that satisfies the people who've come for PvP. That's the clear design decision that they made early on, but I think Mythic hasn't entirely understood how to consistently implement a design that will achieve that goal. In part, that's because they've been distracted by a perceived need to supply a lot of the "default" features of a MMOG around WoW's standardization--in effect, trying to put a few eggs in other baskets. This is a bad idea: you cannot compete with WoW in that respect. But the more you play WAR, the more clear it becomes (and here defects in the testing process are important) that the designers didn't even fully understand what players want when they want to do PvP in a *MMOG format*.

I can get online any time I like, for no subscription fee other than for an overall service like XBL, and have a fast-paced multiplayer team battle in any number of well-designed games. Some of these even have well-defined "classes", like Team Fortress 2. This is the analogy to scenarios: scenarios in WAR are WAR's version of standard-issue multiplayer gaming, with the one proviso that the consequences of one game session carry over to the next (e.g., I get XP, RP and maybe some item drops) and that because of those consequences, players of the same class will vary somewhat in their underlying abilities. Because of that in turn, the competition between players is governed partly by those in-game abilities as much as it is governed by the reflexes of the person playing the game.

That is not enough to define PvP in a MMOG format. What most PvPers want is for PvP to matter in a wider gameworld, to spill out of the heavily domesticated environment of a scenario, to involve large-scale coordination of many people to achieve meaningful objectives that have consequences which persist over some amount of time. If that's what people want, that's what you have to deliver. And this design objective has a lot of really complicated problems built into it which no MMOG to date has successfully addressed. WAR is the latest to only partially and spastically deal with the implementation of such a game--at times because I think Mythic's designers didn't really understand that this was THE selling point for their game, and at times because I think they chickened out on really embracing this concept because of its intrinsic difficulties.

So they have a game that's not really fish nor fowl, but a customer base that is there pretty much only for the fried chicken.


Title: Re: What went wrong.
Post by: slog on October 22, 2008, 07:50:51 AM
What went wrong?

Mythic made the same mistake George W Bush made in 2000.   When Bush took office, the philosphy was "Anything besides Clinton".  This lead to Bush throwiing a lot a of good stuff and really crippled his Administration.

Mythic did "Anything besides Blizzard"

Chat system:  The right answer was "copy Blizzard" Mythic's Answer: Waste valuable resources reinventing chat.  (and it sucks)

Beta Testing: the right answer was "copy Blizzard"  Mythic's Answer: "Try to keep every super serkit"  Result: The beta test didn't reflect how the players would actaully play the game at live.  They had no idea Open RvR wasn't going to be as popular in Live as it was in Beta.

Leveling speed: The right answer was "copy Blizzard. Fast leveling is good!" Mythic's answer: ZOMG ONE WEEK BEFORE LIVE NERF XP"

I could go on and on, but it's pointless.



Title: Re: What went wrong.
Post by: Zzulo on October 22, 2008, 07:58:51 AM
I get a lot the complaints people bring up about WAR

I personally think it is the incentives for ORVR that are most lacking


the one thing I don't get is "omg the leveling is soo slooow"  :uhrr:

Sorry, but the leveling is really really not slow. I have no idea where people get this from. My time /played to 35 is around 3-4 days. That is nothing in an MMO environment!


Title: Re: What went wrong.
Post by: Tarami on October 22, 2008, 08:01:42 AM
If I'm to have only one opinion, I think it pretty much went wrong around the time the designers at Mythic decided it wouldn't have any kind of player funneling. With less spread of content, what content there would be could have been tighter, hell, even populated despite the low cap on server population. Even with proper rewards for each sphere of gameplay in place, this is an issue.

There's too much of everything - whether it be PQs, parallell zones, scenarios, RvR lakes, classes or gameplay flavours (and nearly, capital cities). It's trying to make everything available within arm's reach and missing the point of "massive" in the attempt. I imagine huge amounts of resources have been spent on making six completely different PvE progressions.

Like I've said before - it's Autobahn for cyclists.


Title: Re: What went wrong.
Post by: Modern Angel on October 22, 2008, 08:11:53 AM


the one thing I don't get is "omg the leveling is soo slooow"  :uhrr:

Sorry, but the leveling is really really not slow. I have no idea where people get this from. My time /played to 35 is around 3-4 days. That is nothing in an MMO environment!

It's not even that it's slow. It's that it *feels* slow. For serious, every single quest is kill some things or pick something up in a spot where you have to kill things. Every. Single. One. There's not a single escort quest that I've found. There is no scripting of any complexity besides in a few of the PQs. Every single mob is exactly the same.  Repetitive is even worse than slow.

But you have to have PvE. If you have no PvE to establish the narrative of the wider world then you're stuck with Fury. If you're stuck with that, why don't I just fuck off and play TF2?

The XP curve is balanced around doing PQs, PvE and scenarios in equal measure. Only one of those is fun and it's only fun if you're not running the same scenario all day, every day. You have to PvE for remotely decent loot. I could be level 40 in a day and it would STILL feel grindier than it actually is in mean time investment terms.

Then there were the technical issues which, admittedly, have gotten a little better. But not good enough. Collision issues based on lag, lighting effects which cause a freeze every so often, I still crash... it's tiresome. Not gamebreaking, mind you, but tiresome.


Title: Re: What went wrong.
Post by: Vinadil on October 22, 2008, 08:14:33 AM
The thing is... the game DOES funnel you, and it does so brilliantly, IF you make it to Tier 4.  So, the problem seems to be that getting to Tier 4 takes too long/too much work.  This is especially felt in Tier 3, where things just went from "moderately fast" to "horribly slow".  Sure it is not horribly slow compared to OTHER games, but it is horribly slow compared to the previous tiers.  That is the problem.  Players who were taught to expect a certain speed of advancement hit a huge slow down.  Then they are stuck in a tier NOT designed to funnel people and get the idea that the game will always be like this.

Gotta get people to T4.  Now, we did not test it enough to know if that will be lasting fun, but it is much better than T3, at least in my experience.


Title: Re: What went wrong.
Post by: Nebu on October 22, 2008, 08:19:36 AM
1) Low levels of participation in all aspects but scenarios.  PQ's and open RvR are great in concept, but don't seem to be popular beyond the first tier.

2) Off-peak time populations are too low

3) Rewards don't justify effort

4) Poor to terrible itemization

5) The grind after 25 is crippling.  Add 1) and people are doing nothing but waiting on scenario queues for the same (read: most efficient) scenarios

6) Population imbalances weren't properly addresses and adjusted for

7) Crafting sucks and seems useless

8) Class balance issues


Note: I love what WAR wants to do.  I see the beauty of it in the first tier.  I just want the game to get out of my way and let me have fun... but it seems to keep getting in the way with long grinds due mostly to enduring repitition in order to get to the fun. 


Title: Re: What went wrong.
Post by: Zzulo on October 22, 2008, 08:20:26 AM
I actually found T4 to feel much faster than T3, which was really odd.



Title: Re: What went wrong.
Post by: Arthur_Parker on October 22, 2008, 08:23:40 AM
I actually found T4 to feel much faster than T3, which was really odd.

Yeah me as well.  I think it's because you can relax, you get boosted to 36 for pvp so there's no mad desire on my part to level fast any more.


Title: Re: What went wrong.
Post by: waylander on October 22, 2008, 08:26:15 AM
What went wrong? Warhammer is evolutionary but not revolutionary, and so it has a big sense of "I've played this kind of game before". Therefore it was important that the game have some better hooks to keep players around.

Specifically:

1.
Without the players, there is no PVP game. As others have said, the players are just too spread out whether its PVE or PVP.

2.
Since T4 is the end game, War put too much emphasis on trapping people in lower tiers with slow exp or forcing people to take time from PVP to grind PVE quests or PQ's for gear. The PVE was pretty boring, and its time we moved past kill 10, 15, 25 of this, that, or the other. There was also a big time sink with people running back and forth to quest NPC's.

3.
Community content, PQ's, were a good idea but there are way too many of them per tier/zone. The public really didn't like how contribution scores worked, and PQ's gave too few loot bags. The people who did do PQ's often couldn't complete them because Stages II/III were generally too hard for 1-3 man teams that weren't premades. PQ's were a good idea, but poorly implemented.

4.
RVR simply had too many lakes. Each tier had two keeps in each zone, when it probably should have been just 1 keep per zone until Tier 4.  RVR experience was virtually non existant, rewards were few. Nothing pisses off organized guilds worse than busting their ass and then some random scrub who wonders in and contributes virtually nothing ends up with the first place purple loot bag.

Also owning a keep gave you nothing but a place to hang a banner while draining your guild bank of 144 gold per day.

5.
People don't like zergs and scenarios yielded better exp/rewards/rewnown per hour than dealing with RVR keeps. DAOC had towers on the frontiers for smaller guilds, while War gives small guilds nothing. Every PVP game that provides nothing for smaller guilds (AOC, Shadowbane, etc) ends up with those guilds leaving in large numbers because they feel that they can't be part of the end game.

6.
People don't like being mislead, and the notion that PVP gear would be good felt misleading to many. In fact after Tier 2, PVP gear is horrible and not on par with PQ/Quest gear. On top of that there is also WARD gear that is virtually required so you can survive the Fortress Lord, and of course you have to PVE grind dungeons for that. If people are going to be forced to PVE grind for gear, then WoW or other games simply do PVE better.

7.
The other thing of note is that modern games have been a lot more friendly to allowing you to play with your friends even if you outlevel them. Mythic took the old school approach and designed their game to where you are once again separated from your friends if they outlevel you, and removed any possibility for friends to PL their lower level buddies who couldn't keep up for whatever reason.

8.
They made Destruction cool, and made Order look like gimps. Everyone warned them about population imbalances and the potential effects, and Mythic's response was "we learned a lot from DAOC.  In reality they didn't, and in DAOC they had to cluster servers.

In conclusion, the overall game design is too dependent on having a critical mass with both player factions, people are forced into bad PVE, RVR isn't rewarding or fun right now, you are punished for outleveling your friends, and there's no real role for smaller guilds in the game. AOC proved that you can't sell a bunch of boxes and think players are going to hang around for a year while you patch up your game.  Players have less patience for that, and if the game isn't fun then you can lose a lot of your potential subscribers before the 90 window is even up.

 


Title: Re: What went wrong.
Post by: Ossigor on October 22, 2008, 08:27:14 AM
Sorry, but the leveling is really really not slow. I have no idea where people get this from.

This. With only 40 levels, the time per level is stretched out and makes each "ding" further away than other MMO games. Blizzard constantly rewards you with treats as you go along. Each level is a "FUCK YEAH TALENT POINT" whereas in WAR it's more like "FUCK NO I HAVE TO FILL MY XP BAR AGAIN" because the rewards (talents, etc) are fewer.

If you notice, you don't even get a career point each level until level 20ish. Thats so they can give you one every level after where you only get a skill every 2-4 levels or so. Also, mastery points don't feel like they do anything until later in the game. Oh, and you just got to a new skill/tactic? NOW WAIT another level because you have to BUY it with another whole level (ie hours of scenario grinding) just to use it.

On the flip side, I still play and enjoy the game for the most part. EQ hell levels learned me well.


Title: Re: What went wrong.
Post by: HaemishM on October 22, 2008, 08:29:05 AM
The leveling is slow once you hit tier 3 for a few reasons:

  • Everyone does the SAME GODDAMN SCENARIO. Scenarios are great ways to level through PVP, but they suck if it's the same badly-designed scenarios. I've now played all but 1 of the scenarios in t3 at least once - and Tor Anroc is the worst design of all of them. The knockbacks, the lava, the distances between battles - it's bad.
  • The amount of PVE Quest-based content dries up. At least for the Empire side, I went from having 4-5 quests presented to me in the first town of a new area (High Pass) to having a total of 2 quests (Hergig Landing). Also, quest experience did not increase but the amount of experience needed per level sure as fuck did.
  • Each new rank gives me a new ability, only there are some abilities that aren't worth shit. Seriously, at least 2-3 levels, the only new ability I got was a tactic. Since I can only use so many tactics at once, it's pretty inevitable that some will just not be used. And when the tactic is the only new ability at a level, that means I'm stuck using the same special abilities in every fight until the next level. Witch Hunters at level 23 get a tactic that immediately goes into the bin. Too many tactics, not enough special attacks.




Title: Re: What went wrong.
Post by: Venkman on October 22, 2008, 08:35:55 AM
Don't we have three thread for this already?

In general: they took what insights they could from WoW but applied it to improving DAoC instead of improving WoW. Everything else was standard Mythic operating procedure, all predictable, all predicted (not testing the way players would actually play, not understanding the concerns veterans brought up, most purchasers having been beta testers so knowing the issues going in, etc.

I still say we need to wait and see where this all nets out in January though. Q4 holiday shopping season is very long. And while WotLK is coming, WAR is still the only game you can advance a character in solely on PvP. That is still going to mean a lot either until players don't like the higher tiers they achieved, or Blizzard rips off the idea.


Title: Re: What went wrong.
Post by: trias_e on October 22, 2008, 08:55:30 AM
Nothing went wrong yet.  They still have 3 weeks.

I think that many players are hanging around in limbo, watching the game but not playing it very often, wondering when they are going to make some significant changes.  These players won't wait around very long.  3 weeks of course also coincides with another well known release.

And people wonder why Mark might be stressed out.  The next 3 weeks could determine whether his game is a 250k niche game or a 1 mil+ WoW-competitor. 


Title: Re: What went wrong.
Post by: Nebu on October 22, 2008, 08:59:30 AM
And people wonder why Mark might be stressed out.  The next 3 weeks could determine whether his game is a 250k niche game or a 1 mil+ WoW-competitor. 

I think that decision has already been made.  I'm not sure anyone other than EvE has been able to overcome first impressions. 


Title: Re: What went wrong.
Post by: tazelbain on October 22, 2008, 09:02:59 AM
I think people make a lot good points but most them could have been easily overlooked if wasn't the pointless grind to RvR.  Either make RvR functional in T1-T3 or get rid the grind.  I think people wouldn't mind being stuck in T3 if there something to do there besides Tor Anrco.  Or they wouldn't mind T3 sucking if it was 10 hours.  Ideally you do both.  

Focus on fun, let retention sort itself out.  Mythic hasn't learned a goddamn thing from WoW.


Title: Re: What went wrong.
Post by: schild on October 22, 2008, 09:05:52 AM
From WoW? Why even say that, they didn't learn from Funcom.

They have roughly the same amount of content after the first half of the game - which is fuckall. And the key features don't work - though this time it's more due to the lack of people.


Title: Re: What went wrong.
Post by: Nebu on October 22, 2008, 09:07:50 AM
I can't find the quote, but someone nailed it in an earlier thread.  Something to the effect of: "Name one game that has suffered retention problems because players leveled too fast?".  

WAR appears to be very endgame focused and there doesn't seem to be much reason for the 1-40 journey beyond learning to play your class.  You don't get interesting abilities often enough, you don't obtain anything worth keeping, and you certainly don't feel like you matter to the game world.  It's like DAoC deja vu.  The only reason anyone did anything beyond get to level 50 asap was because they wanted to stay in a particular BG.  


Title: Re: What went wrong.
Post by: trias_e on October 22, 2008, 09:25:57 AM
Quote
Something to the effect of: "Name one game that has suffered retention problems because players leveled too fast?". 

Age of Conan.  Of course, it's never just fast leveling that kills a game, but it's fast leveling in combination with other things.

I pointed out in the epic thread that there are 2 reasons to have slow leveling:

1)  So a player feels they have an investment in their character and don't want to go else where.  Note that this has been relegated to the endgame only thanks to WoW, but it was the model used the entire game for EQ and DAOC.  If you simply don't give the player an opportunity to attach to their character, they will simply move to a game where they will.  This was what happened to those who got to 80 in AoC to the best of my knowledge.

2)  If your content at high levels sucks, or your endgame needs a lot of work.  This also applies to AOC.  In this case, you hope that your earlier content is good enough to keep people playing long enough for you to fix the later shit.  You certainly don't want people leveling up quickly and seeing they have nothing whatsoever to do for the next month as you desperately try to patch faster.  You're better off just giving people a grind.

I'm pretty sure WAR doesn't fall into the first category, because their endgame theoretically should be solid for player attachment assuming RR80 takes a long time to get to, and there's plenty of content/other means of advancement at 40.

So we're looking at either stubbornness or the second category.


Title: Re: What went wrong.
Post by: pxib on October 22, 2008, 09:33:51 AM
PvE sucks because:

- Each PvE fight plays exactly the same. The different abilities mobs use largely cannot be interrupted or mitigated, nor do they seem to have unique weaknesses or strengths, so players fighting them wind up using the same abilities they always use in roughly the same sequence. Therefore differences between mobs and mob types feel entirely cosmetic.

- On a similar note, mobs don't pull in groups, likely because players lack group-mitigation abilities (root, mez, fear). As frustrating as these abilities are when used against you in PvP, their absence makes PvE less tactically interesting.

- Monster hitpoints scale faster than player damage. so time per kill increases as experience bar percentage per kill decreases.

- Individual level progression does not guarantee any notable player improvement. Many new skills, for example, will have limited use in PvE. New Career Tactics don't stack with old ones and there's no reason to change Tactics for 99% of PvE fights.

- Any time spent PvEing is time you can't spend grinding scenarios for superior experience plus renown. PvE feels like a waste of time.


Title: Re: What went wrong.
Post by: schild on October 22, 2008, 09:35:43 AM
Quote
Age of Conan. 

I don't think this had anything to do with fast-leveling. Even with slow leveling, post 40 was a nightmare. I don't think they could've filled it out fast enough either way, particularly with the previous leadership.


Title: Re: What went wrong.
Post by: LK on October 22, 2008, 09:36:22 AM
Cue Mark Jacobs positive spin in 3... 2... 1...


Title: Re: What went wrong.
Post by: Nebu on October 22, 2008, 09:36:51 AM
At the moment, PvE serves two functions:

1) A way to improve gear.  The reknown gear is terrible.

2) Something to do while waiting on a scenario queue.  

As you noted, the PvE is pretty terribly implemented.  It's dull and often too slow paced.  I'm fine with this as long as I'm able to get the same or better rewards from pvp/RvR.  Sadly, this doesn't seem to be the case... which is a monumental mistake.


Title: Re: What went wrong.
Post by: Lakov_Sanite on October 22, 2008, 09:37:12 AM
Look at this http://blue.mmo-champion.com/ take a moment to scroll back, see how far it goes. This is direct developer to customer feedback, this is how you run a business. Now granted some of those posts are frivilous but most address issues and even if they are trite they let players know that yes, someone is out there listening.

Not having official forums....is it a game breaker? no not really but I guarentee it doesn't help retention and in some places I'll bet it can be that last nail in the coffin. It boggles my mind still that mythic somehow thought not having forums was a good idea. That was my first indicator that this game was destined to mediocrity because it's being run by a team that is stuck in a mindset of five years ago.


Title: Re: What went wrong.
Post by: HaemishM on October 22, 2008, 09:41:17 AM
You know, I'm going to sort of defend Mythic on the no official forums decision, if only as a backhanded compliment. Having no official forums would be fine, if the Herald site was actually used in anything other than a pisspoor manner. Dev diaries? Barely noticeable hot fix messages? Maybe it's the design, but the customer communication that site is supposed to provide just isn't there. DAoC Herald was much better run in the days when I played DAoC.


Title: Re: What went wrong.
Post by: Checkers on October 22, 2008, 09:46:32 AM
I reached level 22 and never once experienced oRvR.  Without the promised oRvR there is absolutely nothing to keep my interest.  I came to this game specifically for pvp that was not like WoW battlegrounds .


Title: Re: What went wrong.
Post by: Ard on October 22, 2008, 10:00:58 AM
I reached level 22 and never once experienced oRvR.  Without the promised oRvR there is absolutely nothing to keep my interest.  I came to this game specifically for pvp that was not like WoW battlegrounds .

Okay, I'm going to tackle this one and be not nice about it.  Did you ever check open groups in the various zones for RVR warbands?  They're really easy to find.  You just have to go to the warcamp, and hop flight points till you see action, if any is going on. 

Barring a lack of groups, you can also check the maps for hot spot activities, they show up there, and you can easily run out there and see if a group is going on, and ask to join or just help them.  Did you?

Barring that, did you ever go to the warcamp, and ask around if anyone wanted to RVR, did you ever take the initiative to try to form an RVR group of your own? 

Barring that, are you in a guild, if so, did your guild ever form up for RVR?  Mine certainly did, and it was fun.  If not, why have you not at least looked around for a guild to join, in a game focused around group activity?

I mean, come fucking on, there are literally ZERO barriers to rvr, other than low population servers.


Title: Re: What went wrong.
Post by: Hayduke on October 22, 2008, 10:01:22 AM
A lot of little things for me.

The dreadful grinding while not necessarily slow (since I can't even bring myself to get high enough to truly experience the pain by most accounts) is mindnumbingly dull.  It's like all the quests are filler for lore which I don't read anyway because I'm not a Warhammer junkie, but they put no thought into how they're actually done or how they should reward players.  The PQs are generally barren so while you can solo the first two stages if you want to grind inf it becomes very slow and tedious and you're still missing out on the money shot.

The scenarios feel like they were ripped from Unreal Tournament and don't fit within the context of an mmorpg.  Plus they're boring and lopsided.  There's no permanency so you end up with 11 other mismatched pugs and nobody communicates because it's all over in 10 minutes.

There's no community because the playerbase is isolated, provincial and totally transient.  If you're like me and don't have a lot of online friends good luck meeting anyone you'd like to guild with, so enjoy pugging your way through scenarios to 40.

On the plus sides-
The classes are awesome and all a lot of fun.  They may not all be balanced for 1v1 but they all have a place in group matchups.  I like that some of the hooks are pretty well thought out (grudge and the melee healer stuff).  Some of the others feel like poorly implemented gimmicks though.
ORvR when it happens is a blast.  There should be more rewards though and more importance on zone control.  I think they should've focused on more quests and PvE in the lakes so people would more stuff to fight over.


Title: Re: What went wrong.
Post by: Slyfeind on October 22, 2008, 10:14:58 AM
I just started playing last night. Overall, the newbie experience wasn't as friendly as I was expecting. I died in my first two fights just because I was fighting the wrong things. Levelling is fast, compared to most MMOs out there. Nevertheless, we still haven't seen conclusive evidence that players need slow levels in order to maximize retention...because nobody's really tried fast levelling except WOW (and we saw how badly that went). With AoC, I agree with Schild; there was no way they could have kept ahead of the players. It wasn't fast levelling that hurt them.

I can see how PvE can get boring, if that's all there is to do outside scenarios, and if mobs don't get much more interesting. I'm still surprised Mythic thought they SOLVED realm imbalance issues, especially since I see no difference between WAR and the first month of DAOC's release. Well...there was a pop-up when I was choosing my server, which said "The server you've chosen is full! We recommend this other server, where there's an imbalance and the population is less!"

I ignored it and went with the unbalanced bloated server because that's where all my friends are.


Title: Re: What went wrong.
Post by: Morfiend on October 22, 2008, 10:18:16 AM
I would say, I personally feel it has a a lot to do with expectations. War is everywhere!!!!!

Errr... wait....

As soon as the critical mass figured out that RVR hardly moves their exp bar, RVR lakes became a ghost town. People came to WAR with the promise of awesome RVR, and instead found a PVE game that is not as good as WoW, they found the same type of battleground with only a different name, and got frustrated with class balance and population imbalances.

While it would be more far to compare WAR at release to WoW at release, thats just not how it works out. People playing WAR today are going to be comparing it to WoW from yesterday, and when you take the awesome RVR out of the picture, WAR just doesn't stack up.

I honestly feel that Mythic fucked up badly here. You only get one chance to make a first impression, and its going to be very hard to win these people back. Like someone said up above, I think the ship has already sailed on them attaining and then retaining 1 million + subs. People came for RVR and when it wasnt here, started leaving. This only made it worse, as now WAR has a whole bunch of Medium and Low pop servers. As of Monay evening at 6:30pst, there was one server with High Order, and one server with High Destro, both where servers offering the 20% bonus. These servers where already not "full" feeling when on high pop, now I would imagine most feel like ghost towns. This renders RVR even harder to find, and PQs an excersise in frustration. I don't want to have to grind step 1 of a bunch of PQs. Honestly, as far as PQs go, its just more grinding. I think they should make the influence in t1, t2 and t3 so that if you complete all 3 PQs for a chapter, that fills your influence bar. We don't need more grinding.

That brings me to another point. Because of the EXP change a week before release, it means you HAVE to grind to level up. Ether PQs or Scenarios. There are just not enough quests with the current quest EXP being so low to let you advance by only questing.

I think the number 1 thing that they did NOT learn from Blizzard is that people don't like forced mindless grinding. Now, cover that grind with a thin layer of quest and people will love it.

I still stand by what I have posted in other threads.

Grinding shouldn't stand in the way of getting to the good part of the game, which is the PVP and RVR. But even the PVP can feel grindy if you force people to do it to level.


Title: Re: What went wrong.
Post by: Checkers on October 22, 2008, 10:18:39 AM
Okay, I'm going to tackle this one and be not nice about it.  Did you ever check open groups in the various zones for RVR warbands?  They're really easy to find.  You just have to go to the warcamp, and hop flight points till you see action, if any is going on. 

Yes.  I was once invited to a warband.  Nothing came of it after 45 mins of struggling to find more players and nobody willing to run across the entire zone to stand around in an RvR lake and jerk themselves off hoping more people would show up.

Barring a lack of groups, you can also check the maps for hot spot activities, they show up there, and you can easily run out there and see if a group is going on, and ask to join or just help them.  Did you?

No.

Barring that, did you ever go to the warcamp, and ask around if anyone wanted to RVR, did you ever take the initiative to try to form an RVR group of your own? 

No.

Barring that, are you in a guild, if so, did your guild ever form up for RVR?  Mine certainly did, and it was fun.  If not, why have you not at least looked around for a guild to join, in a game focused around group activity?

Yes, I was in a guild.  An organized group of players interested in leveling will most effectively spend their time rolling scenarios, and that's what we did.

I mean, come fucking on, there are literally ZERO barriers to rvr, other than low population servers.

How about the lack of incentives?


Title: Re: What went wrong.
Post by: Seanzor on October 22, 2008, 10:18:52 AM
To the two who suggested that the leveling was 'lul super fast' - Sure, the total time to go from 1-40 may only be, what, 4 days played... That's still 96 hours of miserable drudge work that, I would suggest, is only fundamentally enjoyable to people who are fucked in the head and actually need games to serve as some kind of opiate to distract them from how shit their life is elsewhere.

In addition, WAR's competing against WoW - how long does it take most people to get a level 70 on WoW?  Yeah, 0 hours, because most people already have one, and if they don't, it's because they HATE HATE grinds, which means they'll definitely HATE HATE the WAR grind.  Mythic doesn't have a time machine, so they're not competing, in any way, with WoW on release - they're competing with WoW currently, and in three weeks, they're competing with WoW + another insane expansion.

The big thing for me, though, is the way all the little stupid things accrued:  Crafting is awful and useless, with a good dash of HG:L inventory clutter thanks to those fucking seeds;  Gear is essentially shit - I've never noticed a difference in my ability to compete in Scenarios at my various high and low points of gear quality;  PvP gear is super-shit;  Any non-instanced PvP is fuck-all worthless to do;  Better, faster gear from PQs;  Infinitely better xp from anything else;  Way better renown from scenarios;  Controlling a keep doesn't do shit.

From all reports, the end-game is completely fucked up, which is no surprise, given that they jacked up xp requirements to level.  

The game just feels like it was under-budgeted, was rushed out in less than four years, and never had a hope of being a big contender.

(and Ard: there is a GIANT barrier to oRvR: There's no fucking reason to do it other than 'fun', no rewards whatsoever - this is an MMO, you fucking need rewards for a desired activity.  I've done oRvR, I took a couple keeps, and the activity was fun until I realized that it wasn't doing shit to progress any aspect of my character, and then it felt like a waste of time.  It felt like I had to get back to 'work'.  Then I stopped logging in daily, and shortly thereafter, I stopped logging in).


Title: Re: What went wrong.
Post by: ghost on October 22, 2008, 10:19:42 AM

- Any time spent PvEing is time you can't spend grinding scenarios for superior experience plus renown. PvE feels like a waste of time.

Ignoring the mechanical issues of PVE, they could fix a lot of this by making PVE type quests that are centered in the RVR lakes which would provide XP and small RR point increases, eg.  kill 5 guards and 1 opposing player.

This would give somewhat easy XP, renown points would be gotten (gets people out of scenarios some), and, more importantly, gives people things to do in the RVR lakes other than run around and look for other folks to kill.  

Of course the XP would have to scale correctly-  if the XP doesn't match what you get in scenarios it won't happen.  


Title: Re: What went wrong.
Post by: Morfiend on October 22, 2008, 10:20:17 AM
Levelling is fast, compared to most MMOs out there.

It slows down a lot after level 8 and then again at 15 and drastically at 20+.

Right now I am level 30, and I have ovef 5 days played. And I am not the exploring/crafting type.


Title: Re: What went wrong.
Post by: BitWarrior on October 22, 2008, 10:25:13 AM
You know, I'm going to sort of defend Mythic on the no official forums decision, if only as a backhanded compliment. Having no official forums would be fine, if the Herald site was actually used in anything other than a pisspoor manner. Dev diaries? Barely noticeable hot fix messages? Maybe it's the design, but the customer communication that site is supposed to provide just isn't there. DAoC Herald was much better run in the days when I played DAoC.

As a web developer and not a game developer, I'm actually going to stick my nose in here for the first time. Although their web site isn't a foundational problem with their game, Mythic could certainly be leveraging it a *lot* more than they currently are.

You're exactly right about the Herald, and it's not just limited to that. The WAR site is stuck in "announcement" mode rather than "live game" mode. They're linking to reviews and trying to get people into the game, rather than trying to keep people within the game.

I don't know about you guys, but the biggest, best part about the WoW site back when WoW was first released was its Under Development page. This page outlined all the goals Blizzard had for their game, what the next patch was going to bring, what they planned to add in the long haul, etc. Largely, if you had a problem with something, the Under Development page said, "Listen, we're already on it, a fix is coming and this is what it's going to look like. This is coming in x patch."

I feel their retention of players would sharply increase using such a means of communication. There's a lot of great stuff Mark has posted out there (thinking largely of his comment about people needing 10 tons of brain damage to not want to RvR after their fixes), but there's no central place to read it all. 95% of the players are probably playing right now (or not) without any knowledge that Mythic is addressing their issues.

Second to that, Mythic has an opportunity. Blogs are big, and an official Warhammer Online blog would be a perfect solution to the lack of official forums.

Most of you probably are aware of Valves blog at teamfortress2.com. This is what I'm talking about - MMO's constantly have issues to address, so while you don't have forums for people to post wildly on, use a blog which can be easily moderated. For example, Mythic could post that they're "Looking to make RvR more rewarding" and mention:

a) What the goals are
b) What the technical challenges and restrictions are
c) What their current ideas are

...and finally ask what the community can come up with. Granted, 90% of the ideas are going to be crap, but you might get the odd good one. Beyond that, they would be communicating with the base on a number of levels, by both revealing what they are addressing, plus the thought process which goes into making a positive change. The teamfortress blog gave me even more respect for Valve, because I was able to readily see the challenges and restrictions they put into each game design decision. Finally, the players can participate and communicate on an "official" level, without needing the staff to moderate a full forum.

Is this going to solve all the problems WAR is currently experiencing? No. Might it help with retention? There's a real possibility.


Title: Re: What went wrong.
Post by: tolakram on October 22, 2008, 10:33:32 AM
I don't think the game has failed yet and it seems to me the responsiveness from Mythic has been pretty darn good.  Maybe not fast enough, but who's been faster.

I've never wanted a game to succeed as much as I want WAR to succeed, which I find odd.  I think I like so many of the concepts (open groups, RvR lakes, scenarios, public quests) that I really hope they can solve the population problem quickly so more can experience how fun these can be.

I read the epic thread and, well, I agree with both sides of the argument.  Mythic is gun shy to make modifications too fast, understandable, but not making them fast enough might kill the game.

WAR is not dead yet, though.

Right now I'm paying money to make a gob if Tier 2 or less characters on various servers and I play where the action is.  That defines the problem, I think, but I'm not smart enough to have a solution.


Title: Re: What went wrong.
Post by: Ard on October 22, 2008, 10:35:29 AM
Yes (but no)
No.
No.
Yes (but no)

How about the lack of incentives?

The issue here isn't lack of rvr, the issue here is that you're more interested in grind and rewards vs player conflict.  I think you honestly might be in the wrong game.  The rvr game is honestly the lowest to barriers entry I've seen in ANY mmo.  The issue is the carrot, which as been discussed to death, and has been stated many times over that the rewards are being upped. 

That doesn't stop a good many people from taking keeps on any given night.

The main issue here is the same as the main issue in raids for WoW or any other mmo.  The vast gulf between players who want to do something for fun, excitement, and accomplishment, and the people who just want the carrot to use as a measuring stick for their epeen.

Seriously, if you wanted to rvr, you could have.  You CHOSE not to, through your own inaction and inability to actually talk to people.  Congratulations at failing at life.


Title: Re: What went wrong.
Post by: Brogarn on October 22, 2008, 10:36:11 AM
You know, I'm going to sort of defend Mythic on the no official forums decision, if only as a backhanded compliment. Having no official forums would be fine, if the Herald site was actually used in anything other than a pisspoor manner. Dev diaries? Barely noticeable hot fix messages? Maybe it's the design, but the customer communication that site is supposed to provide just isn't there. DAoC Herald was much better run in the days when I played DAoC.

This I completely agree with. And beyond just communication, it baffled me that I couldn't click on a server and see the current realm status for each tier. WTH happened to the good ole days of monitoring keep and relic status from work? I mean, I couldn't do anything about it, but it was awesome to be able to keep track of it. Warhammer Herald has gotten a fail in my book, so far.

As for the rest of the game, I'm certainly seeing some of the same problems I see recounted here. I'm still in new and shiney mode, though, so it'll be a bit longer before I can give an accurate assessment. I do know that I'll be sticking around for 1.1 at least, though.


Title: Re: What went wrong.
Post by: Ard on October 22, 2008, 10:36:17 AM
(god dammit, I hit quote again)


Title: Re: What went wrong.
Post by: Ratman_tf on October 22, 2008, 10:38:21 AM
I dinked around with WAR on Sly's account. The very first thing I noticed is that I don't like the chat font. That's something I'm going to be looking at for a very long time if I choose to stick with a game, and it's one of the first things I pay attention to.

Maybe there's some way to change the font, but the next thing I noticed is how sluggish the client seems. And so I really don't care to figure out if I can change the font.

If I were going to make a MMOG (larf) I think the first thing I would do is inflitrate Blizzard HQ and zap the guys coding the client with a mind sucker and get all their talent points.

So, I didn't expect to be sucked into WAR. I'm perfectly happy with WoW, but I'm a bit disappointed that it only took me Rank (level, whatever) 3 to decide it wasn't my cup of tea.


Title: Re: What went wrong.
Post by: Seanzor on October 22, 2008, 10:42:37 AM
I'm a cunt!

Woah, yeah, anyone who doesn't oRvR because it feels like a waste of time with regards to character progression fails at life!  We don't know what fun is!

Sorry, players don't mold their definition of fun to the game - it's supposed to go the other way around.


Title: Re: What went wrong.
Post by: Draegan on October 22, 2008, 10:43:25 AM
I think you can change the font by right clicking on the chat window tab.


Title: Re: What went wrong.
Post by: Nebu on October 22, 2008, 10:45:43 AM
I don't think the game has failed yet and it seems to me the responsiveness from Mythic has been pretty darn good.  Maybe not fast enough, but who's been faster.

It's not a matter of haste (although the monster on the horizon makes haste an issue).  It's a matter of reacting correctly the first time.  I'm not convinced, YET, that WAR is heading in a direction that will keep it out of the abyss.  Time will tell volumes here.


Title: Re: What went wrong.
Post by: Checkers on October 22, 2008, 10:49:44 AM
Yes (but no)
No.
No.
Yes (but no)

How about the lack of incentives?

The issue here isn't lack of rvr, the issue here is that you're more interested in grind and rewards vs player conflict.  I think you honestly might be in the wrong game.  The rvr game is honestly the lowest to barriers entry I've seen in ANY mmo.  The issue is the carrot, which as been discussed to death, and has been stated many times over that the rewards are being upped. 

That doesn't stop a good many people from taking keeps on any given night.

The main issue here is the same as the main issue in raids for WoW or any other mmo.  The vast gulf between players who want to do something for fun, excitement, and accomplishment, and the people who just want the carrot to use as a measuring stick for their epeen.

Seriously, if you wanted to rvr, you could have.  You CHOSE not to, through your own inaction and inability to actually talk to people.  Congratulations at failing at life.

No.  The issue is that I shouldn't have to go out of my way to find conflict in a game where "War is Everywhere!".  The game world is too large and the factions are too segregated.  Objectives need to overlap.  I have never seen a Destruction player in this game outside of a scenario.  I experienced more open world PvP leveling in WoW (on a pvp server obviously) than I have in Warhammer.  This is largely because in WoW the factions are forced to quest in the same area.  I am more fearful of getting attacked questing in WoW than I am in Warhammer.  That is a fundamental problem.  


Title: Re: What went wrong.
Post by: Tarami on October 22, 2008, 11:03:37 AM
I dinked around with WAR on Sly's account. The very first thing I noticed is that I don't like the chat font. That's something I'm going to be looking at for a very long time if I choose to stick with a game, and it's one of the first things I pay attention to.

Maybe there's some way to change the font, but the next thing I noticed is how sluggish the client seems. And so I really don't care to figure out if I can change the font.

If I were going to make a MMOG (larf) I think the first thing I would do is inflitrate Blizzard HQ and zap the guys coding the client with a mind sucker and get all their talent points.

So, I didn't expect to be sucked into WAR. I'm perfectly happy with WoW, but I'm a bit disappointed that it only took me Rank (level, whatever) 3 to decide it wasn't my cup of tea.
Last I checked, WoW had John Cash as lead programmer. You can't really get much better off if you want responsiveness and solid client-server performance than hi-jacking a veteran id Software coder.

http://games.slashdot.org/article.pl?sid=00/05/09/1811213

This was in 2000 - so he was practically (maybe even actually) recruited specifically for WoW. Good call there Blizzard.  :drill:


Title: Re: What went wrong.
Post by: Ard on October 22, 2008, 11:28:32 AM
I'm a cunt!

Woah, yeah, anyone who doesn't oRvR because it feels like a waste of time with regards to character progression fails at life!  We don't know what fun is!

Sorry, players don't mold their definition of fun to the game - it's supposed to go the other way around.

Yes, yes I am, I don't even try to hide that anymore.

I'm not categorizing all people that don't oRvR.  I'm ripping apart a horrifically bad straw man arguement.  His initial post was bitching about a lack of orvr, but it was almost completely based on his own failings, not the game's.

Anyhow, I'm giving myself an internet time out for being a dick.


Title: Re: What went wrong.
Post by: Nebu on October 22, 2008, 11:29:50 AM
Anyhow, I'm giving myself an internet time out for being a dick.

Being a dick is fine as long as you make a solid point.  No need for time outs here. 


Title: Re: What went wrong.
Post by: Checkers on October 22, 2008, 11:38:43 AM
I'm a cunt!

Woah, yeah, anyone who doesn't oRvR because it feels like a waste of time with regards to character progression fails at life!  We don't know what fun is!

Sorry, players don't mold their definition of fun to the game - it's supposed to go the other way around.

Yes, yes I am, I don't even try to hide that anymore.

I'm not categorizing all people that don't oRvR.  I'm ripping apart a horrifically bad straw man arguement.  His initial post was bitching about a lack of orvr, but it was almost completely based on his own failings, not the game's.

Anyhow, I'm giving myself an internet time out for being a dick.

Listen, if I'm going to pay for a self-proclaimed PvP game I don't expect to log on and have to dick around for an hour or more begging and pleading with people to willingly spend their time participating in an activity that - though fun in theory - is actually entirely counter productive to their advancement.  I am also not going to spend days and days leveling to 40 in the vain hope that somehow things will get better.  I've played these games long enough to know that things never get better.


Title: Re: What went wrong.
Post by: Venkman on October 22, 2008, 12:00:26 PM
His initial post was bitching about a lack of orvr, but it was almost completely based on his own failings, not the game's.
The game failed to provide incentification, so yes, it's the game's fault. We let virtual worlds be the sandboxy things that separate experience seekers from experience creators. Games are supposed to funnel you into what you signed up to enjoy, put there by people you paid to give you enjoyment. When that doesn't happen, it's because parts of the game fell down for you as a player. Sometimes it's easy to write that occurence off as the person not being the target demographic. But WAR had a very clear audience and missed its mark. Because of such game design things as:

1) World layout
2) Rewards (or lack thereof) in RvR
3) Travel
4) Racial pairings vs player funneling

None of these things are fine as is for the crowd this game was designed for. None of these are solved by someone willingly taking a chance spamming groups all over the place while they make the trek of one of five or however-many lakes there are just in their tier. And all need to be addressed together because indivdually:

  • Fewer lakes unto itself won't solve the social problems.
  • Solving the social problems won't solve the population splintering/compartmentalization problems.
  • World size won't make running the distance worth the effort.
  • Guaranteeing great rewards won't guarantee a fight is waiting for you unless you reduce the lakes.

The matrix of interactions is more than a magic bullet will fix. The major frustration is the actual strawman of a new no-scenarios server being held up as the best current short-term idea.

Quote from: Slyfeind wrote
I just started playing last night.
Bad Slyfeind, extending your impressions of a game based on the first few levels. Bad! You get the timeout Ard doesn't need to apply to himself :grin:


Title: Re: What went wrong.
Post by: Midama on October 22, 2008, 12:04:44 PM
 For me it's not failed yet, but in limbo. I'm not going to be in WoLK, I'd only be playing WAR to kill time and have fun. Population issues aside, the big one for me is broken and poorly designed characters.
 Order design is completely pathetic. I rolled a couple characters to play with you guys order side but i can't get past like...level 3. Bright wizard is decent but massively overplayed. Why do i have to play a retarded looking dwarf to be the good tank? Or a completely fruity elf with bland everything going on to be a range DPS.
 Destruction...awesome. My favorite is marauder, it's basically the look I'd go for if i could design appearances myself. Unfortunately, PvP mechanics in War are awful.
 I'm only in tier 1 ( i have no motivation to log in and level, already) and I'm having flashbacks to playing a warrior in Alterac valley; sit around and watch ranged characters go at it, or suicide charge over and over. From what i read, the CC later on is even worse. There's no way im going to pay to play a game to be frustrated because they can't figure out class balance.
 Range DPS classes are sad, aside from Bright wizard and Sorc, but as i said already, overplayed. Overall totally uninspiring and I've played MMOs to long to have much patience left for them to fix what should be obvious. Seriously, why so much CC? have they not played a MMO in the last 10 years?
 


Title: Re: What went wrong.
Post by: HaemishM on October 22, 2008, 12:09:40 PM
The main issue here is the same as the main issue in raids for WoW or any other mmo.  The vast gulf between players who want to do something for fun, excitement, and accomplishment, and the people who just want the carrot to use as a measuring stick for their epeen.

Seriously, if you wanted to rvr, you could have.  You CHOSE not to, through your own inaction and inability to actually talk to people.  Congratulations at failing at life.

See, here is where you are wrong. The vast majority of people will do the fun thing, which is keep RVR. What will happen is that the people who leveled up and geared up faster than the vast majority will likely own those players are there for "just the fun." That's fine the first few times, but it doesn't take a rocket scientist to figure out that if I want to be more effective, I need to level/gear up. Sooner or later, even in WAR that realization sinks in. I was barely functional in RVR at level 1-8, but the difference in performance from levels 1-9 to the performance at level 11 was massive. HUGE. By the time you hit t3, you realize that yes, you can RVR/PVP for fun in those tiers, but you'll be better at it when you are closer to the level cap for your tier. It's the Rule of 11. If the MMOG Knob goes to 11, 10 will never do.

So you go level in questing and scenarios, because that's about 1000 times quicker than oRVR leveling - which makes oRVR leveling even slower because there are now less people to play against.


Title: Re: What went wrong.
Post by: khaine on October 22, 2008, 12:10:12 PM
Long time reader , going to dip my foot in the pool here and prepare to get torn apart for first post  :ye_gods:

In short I came to WAR for Open-RvR/PvP , that was my main knock against WoW , I liked most of it but open field PvP is my favorite and that's WoW's real weak point

I came in expecting tons of open field PvP , especially rolling on an Open-RvR server , but have found very , very little of it - I have instant 15 minute scenarios all day playing as order , but I think WoW's original AV was even better than any of the WAR ones curently

Anyway , with such a severe lack of Open-RvR , for whatever reason , it's just disappointing ,

My most fun Open PvP game was Lineage 2 , I know it had an insane grind but I had lots of fun in Castle Sieges and the danger involved in open field PvP ,

I was hoping the same would be in WAR , just without the insane grind - the grind isn't near as bad but the PvP is worse(or more scarce) , thus my main reason for wanting to play WAR is the most lacking atm



Title: Re: What went wrong.
Post by: Ard on October 22, 2008, 12:16:29 PM
The game failed to provide incentification, so yes, it's the game's fault.

Snipped the rest, because, frankly, you're dead on.  I wasn't arguing whether or not there were issues with the rvr.  There are.  It's like a baby seal that's been clubbed to death with a dead horse at this point though.  I was arguing that HIS issue with 'omg guise, theirs no RVRz' was strictly due to failings with how he said he was playing the game, not with how the game presented the opportunities. 

Quote from: Checkers
I reached level 22 and never once experienced oRvR.  Without the promised oRvR there is absolutely nothing to keep my interest.  I came to this game specifically for pvp that was not like WoW battlegrounds .

That's the straw man right there.  That was choice, not lack of rvr.

It honestly doesn't take more than a minute or three worth of zoning to find out if anything is going on with the way the game is set up currently.  It's not ideal, but it does work, especially in Tier 4 where you can actually add the battle tracker thing to show you which zones are under attack. 

Quote from: HaemishM
See, here is where you are wrong.

You're right there, and I concede that.  My bad.

And the time out was because I try not to chain respond to trolls, and I get dickish when things spiral out of control.  I hate fallacious arguments and redirection pretty much more than anything else though.



Title: Re: What went wrong.
Post by: d4rkj3di on October 22, 2008, 12:19:42 PM
8.
They made Destruction cool, and made Order look like gimps. Everyone warned them about population imbalances and the potential effects, and Mythic's response was "we learned a lot from DAOC.  In reality they didn't, and in DAOC they had to cluster servers.
The corollary to this is that even though they made Order look like gimps, class balance favors Order in a couple of key areas, notably Bright Wizards in just about every respect and Ironbreaker knockbacks. From personal experience, I know of 4 players who have ragequit after ranting about BW's on vent.


Title: Re: What went wrong.
Post by: tazelbain on October 22, 2008, 12:22:07 PM
If you log in and want to RvR, there just is no way to do it unless you get extremely lucky and someone else already put together a warband and you happen to be looking at the right map at the right time to see it.


Title: Re: What went wrong.
Post by: Brogarn on October 22, 2008, 12:26:09 PM
If you log in and want to RvR, there just is no way to do it unless you get extremely lucky and someone else already put together a warband and you happen to be looking at the right map at the right time to see it.

Bolded part seems like hyperbole to me.


Title: Re: What went wrong.
Post by: Checkers on October 22, 2008, 12:29:56 PM
It honestly doesn't take more than a minute or three worth of zoning to find out if anything is going on with the way the game is set up currently.  It's not ideal, but it does work, especially in Tier 4 where you can actually add the battle tracker thing to show you which zones are under attack. 

And what do you do if you there isn't anything going on?

And the time out was because I try not to chain respond to trolls, and I get dickish when things spiral out of control.  I hate fallacious arguments and redirection pretty much more than anything else though.

I'm not trolling.  I've been answering you honestly.  I did not go out of my way to initiate oRvR. 


Title: Re: What went wrong.
Post by: Brogarn on October 22, 2008, 12:34:48 PM
And what do you do if you there isn't anything going on?

Build a group, take some keeps, get the other side's attention, profit?

I'm obviously arguing from a newbie point of view without much experience with open RvR in this game, but if it's like DAoC and you want something to happen, then you make something happen. Organize a war party and start taking keeps and light up the map. It seems the system is in place and you're more than welcome to use it. Now if you want to argue that the rewards aren't up to snuff, that seems fair from what I've read. But complaining about nothing going on and then not doing something about it is silly.


Title: Re: What went wrong.
Post by: Venkman on October 22, 2008, 12:39:55 PM
I was arguing that HIS issue with 'omg guise, theirs no RVRz' was strictly due to failings with how he said he was playing the game, not with how the game presented the opportunities. 

...

That's the straw man right there.  That was choice, not lack of rvr.
Ok, I can see that. I think where we differ though (and perhaps is Checkers' point as well) is where you see a lack of RvR based on choice, I see that choice being the fundamental problem as affected by the core world design. Players aren't choosing to go to RvR in enough frequency or in enough density to drive up the probability of there being RvR to be had when they show up. For all the stuff discussed.

So he (and others) choose to play the game based on the (lack of) incentification that is a byproduct of how it's designed.

The end result is the same: a rampant belief that there's no RvR to be had. But different beliefs in the causes. THAT is where things get complicated because it's the beliefs in the causes that are at the heart of how to solve them.

As Brogarn just said: you can do a lot of this yourself: build group, light up map, others will show up (if you build/destroy it, they will come). But that is then where the world itself (size, fragmenting, travel times) gets in the way. You can call out all the people you want, but they need to think you'll be there when they show up.

This is at heart a problem with this generation of MMO gamers. WoW trained us for much faster action, and Scenarios give that too us. It's why I keep going back to wondering whether RvR even has mass potential. This is the latest and best test case of it and it ain't working so far. Some argue the solutions are easy, but we're not the ones accountable for that :-) It may be possible in the same way a Raph-world may actually work. But you still need to be able to get the resources and talent to do it right. If you lack either, then yes, it is impossible.


Title: Re: What went wrong.
Post by: tolakram on October 22, 2008, 12:42:24 PM
Let's call the following issues that I notice, might need addressed, but do not indicate a failure of the game ... yet.  Each of these issues, it seems to me, can be tweaked to make the system work much better.

1. The RvR world aspect of the game.

I had fun in both scenarios and oRvR in tier 1.  I regretted leaving tier 1 when I leveled up.

Tier 2 was less populated than tier 1 and, in my opinion, the scenarios weren't as good, but I still had some fun taking and defending a keep.  Something needs to be done to make tier 2 as approachable as tier one.  More people required to do stuff in orvr, but less people available = problem.   There has to be a fix for this, I don't see this as a major design error that will kill the game.

I understand, but have not experienced, that when you get to tier 3 you feel like you now have to get to the end game because tier 3 is mostly dead, at least on most? servers.

Something needs to be done to make RvR more approachable as you level, not more difficult.  it might be as simple as a mechanism that alerts all players in a certain level range that X location needs defenders and in response your local flight master can take you directly to the location where players are grouping to defend.  This mechanism should be usable by players who want to wage an attack too.   War is everywhere, yadayada.  I dunno, I need to feel like the world needs my help rather than I have to decide to help.  

In my opinion a fun game, at every level, removes a lot of the concern with leveling up.  

Renown gear should be the best in the game.

2.  The PvE aspect of the game.

These are experiences from Ironfist, a server with decent population.  We had a queue a few times, now listed as medium population.

The first public quest I did, in the human area, was just an absolute load of fun.  I only did it with 5 people and we had to be careful but we won it, got some nice loot, maxed out our influence, and got more nice loot.  We had fun!

The next PQ, the windmill was not as quick but I've done it numerous times on various alts, gotten good gear, and generally had fun. Each additional one tried was less fun.  Influence came very slowly and most of the PQ's needed more than a small group of people to complete.  Why?  Why isn't every public quest as easy, or nearly so, as the first one.  I'm not saying you should level up fast in public quests but you should be able to gain influence fast and get your gear.  Fun!  I'm an equal RvR / PvE player and I was hoping to be able to do most public quests without feeling like it was something hard to do, more like raiding, that needed time and organization.

If the leveling treadmill remained the same but all PQ's were easier and influence did not scale each chapter then I would be doing a lot of these just to experience them.  In doing so I would be leveling and if leveling I wouldn't be noticing the grind.  Now like I said I kind of like PvE (not a WoW player though) so I don't mind it as long as I have something interesting to do and the rewards come quickly.  Fun.

Gear gained through PQ should be the second best in the game, though equal to renown gear at each rank.   Since renown goes past rank levels renown gear is still the best in the game.  The difference between Renown gear and PQ gear might be simply cosmetic.

--- end of wall, primed for possible deletion.

The problem is I've only spread out the players more by improving each aspect.  bleh.  I can't help but think back to the idea of Darkness Falls, where to get it you had to do something.  Maybe PQ get turned off if you don't rule the tier?

It's obvious why I'm not a game designer.  :)

In conclusion, I see tweaks, not radical redesign, so I have hope.


Title: Re: What went wrong.
Post by: Brogarn on October 22, 2008, 12:46:52 PM

[snipping the long post to get to the meat and the part I agree with]

In conclusion, I see tweaks, not radical redesign, so I have hope.


Completely agree. I don't think it would take a redesign, but small tweaks, like better notification or interactive maps or things I can't think up or I'd be making a lot more money. I see a system that's fundamentally sound but needs better rewards and better ways of leading players to it.

EDIT: Removed a sentence that really didn't make sense.


Title: Re: What went wrong.
Post by: Phildo on October 22, 2008, 12:50:11 PM
(didn't read rest of the thread, apologies if I end up parroting)

I absolutely loved the PvP in this game as a Shadow Warrior.  I have absolutely no complaints about it from a mechanical standpoint.  What made it not fun for me was the leveling grind when PvE and constant scenario queuing wouldn't cut it anymore, and the fact that my game crashed like clockwork every hour or so (which I'm attributing to compatibility issues with my graphics card).


Title: Re: What went wrong.
Post by: Ingmar on October 22, 2008, 12:50:26 PM
Way, way too early for this thread.


Title: Re: What went wrong.
Post by: Slyfeind on October 22, 2008, 12:50:55 PM
Bad Slyfeind, extending your impressions of a game based on the first few levels. Bad! You get the timeout Ard doesn't need to apply to himself :grin:

Ah yes, but I can already see where the deficiencies will be.

In support of "finding the fun," another way to look at it is, if there's a "trick" to finding the fun, then it's doing it wrong.


Title: Re: What went wrong.
Post by: Kirth on October 22, 2008, 12:52:34 PM
Way, way too early for this thread.


I agree.  


Title: Re: What went wrong.
Post by: tommh on October 22, 2008, 12:52:50 PM
Generally you want various activities in your game to have equivalent risk/reward ratios over time invested.  Since WAR has essentially eliminated the risk component it becomes a simple reward equation. As has been pointed out by many posters time spent in open RvR doesn't provide the sort of in game rewards other activities provide.

That being said, I agree far more with Ard then Checkers.  True, its better game design to make the RvR more rewarding, but you as a player have to take some responsibility to "find the fun" in this or any game. This is especially true of any activity that requires other players to cooperate or compete with you.  A good argument can and has been made that Mythic is not doing all they can to facilitate this process, but its always going to be harder to get to the good stuff in a PVP centric MMO then a PVE based one,  and still harder then any single player game.

Typical marketing blather aside ("War is Everywhere!") instant gratification and PVP mmos are never going to be synonymous


Title: Re: What went wrong.
Post by: Nevermore on October 22, 2008, 12:57:45 PM
Way, way too early for this thread.

*Inserts Thane joke*  :grin:


Title: Re: What went wrong.
Post by: Checkers on October 22, 2008, 12:58:11 PM
I don't feel that I should have to go out of my way to make the very thing happen that is supposed to be the central focus of the game.  For one thing, being new, I didn't even understand exactly how you would do that.  I'm a computational chemist.  Drug design is more intuitive than the RvR system in Warhammer.  There is almost nothing in the game that suggests to the player that they should do anything in particular, at all, other than the standard quest grind until eventually they notice that little orange button on the left of their minimap and click it.


Title: Re: What went wrong.
Post by: Righ on October 22, 2008, 12:58:21 PM
Way, way too early for this thread.

Clue: OP has been religious about his pursuit of disdain for this game. It touched him in a bad place.

Response to OP: no difference from any other game - this is f13. We leave games and post the hate before we've even started most of the time. By this point in WoW's history, Bat Country was finished.


Title: Re: What went wrong.
Post by: Kamen on October 22, 2008, 01:00:38 PM
Okay, maybe it is a bit early for this thread, but many of the gameplay design issues people are bitching about really should have been identified ages ago.

I mean really, the fact that the crafting design sucks should have been obvious before the first line of code was written.


Title: Re: What went wrong.
Post by: tazelbain on October 22, 2008, 01:03:35 PM
Way, way too early for this thread.


I agree.  
Looking at my dwindling guild roster I got to say, this can't be Mythic's plan.


Title: Re: What went wrong.
Post by: khaine on October 22, 2008, 01:04:06 PM
Possibly a minor thing to others , but to me everything about PVE screams boring and beyond bland

The blaring mechanic that shows this to me is zero social aggro , as in I can walk up to a packed humanoid camp of mobs , pick the named captain out , hit him and nothing is going to help him , even the 30 other guards standing around him/her

I prefer PvP/RvR but do like to dabble in PVE also , but once I figured out there was even less danger than usual (compared to other games) , it made me want to do PVE even less , thus further eliminating the chance of some random open field RvR going on



Title: Re: What went wrong.
Post by: Lakov_Sanite on October 22, 2008, 01:08:06 PM
I'll let the three pages here and the many pages in other threads speak to the merit of this.

I'm not saying 'war is dead' but clearly things have gone and are going wrong. You cannot deny that people are jumping ship nor that many servers have the 'ghost town' effect.  If you want to argue against that then I feel you're simply not paying attention.  

I myself did want desperately to enjoy warhammer, I played in beta for the entire free trial and quite frankly once release hit and they nerfed exp I was hit with a ten ton truck of 'unfun' my own final straw was when I had finished all my level range quests for all three pairings on my chosen and then it was either grind mobs or grind tor anroc a few hundred times.  Neither option seemed fun in the least to me.

People say I'm negative and to be true, I am but I also like to think I'm also fairly good at seeing where things are headed. I could tell AoC had issues when I hit 50, not many believed my then and I 'know' warhammer has many as well.

edit:much like aoc i think people are so hungry for meaningful pvp they are just ignoring some glaring problems that would be unexcusable in other games. Good pvp can make up for a lot but I think even the pvp is starting to lose it's luster now that it no longer has that new game smell. As previous poster mentioned: crafting....how in hell should that get a pass? or pve...sorry but pve is half this damned game. in FACT all the pvp in warhammer is so you can...PVE raid kings and cities.


Title: Re: What went wrong.
Post by: Righ on October 22, 2008, 01:11:23 PM
You're right. I'll stop having fun at once. WoW is the one true game.


Title: Re: What went wrong.
Post by: Lakov_Sanite on October 22, 2008, 01:12:31 PM
You're right. I'll stop having fun at once. WoW is the one true game.

I'm not saying you're right or wrong, I'm just saying you are in an ever dwindling minority.


Title: Re: What went wrong.
Post by: lamaros on October 22, 2008, 01:13:08 PM
Paying my respects to the illeterate master of MMO prediction: Hail lakov_sanite!

 :grin:


Title: Re: What went wrong.
Post by: naum on October 22, 2008, 01:13:29 PM
Wow, just as I was all set to start play.

Oh well.

Back to WoW for expansion time.


Title: Re: What went wrong.
Post by: Jimbo on October 22, 2008, 01:13:47 PM
I get a lot the complaints people bring up about WAR

I personally think it is the incentives for ORVR that are most lacking


the one thing I don't get is "omg the leveling is soo slooow"  :uhrr:

Sorry, but the leveling is really really not slow. I have no idea where people get this from. My time /played to 35 is around 3-4 days. That is nothing in an MMO environment!

CoX (City of Heroes and City of Villians) has revamped leveling and made it, "If you wanna go nuts leveling you can do it in about 50 to 75 hours to make level 50."  WoW is just a blur now when I make a new character and level up like mad.  Both games have ways to help play with your friends and boost your leveling speed (or soon to have).  I haven't purchased this game for me and my son yet, and if I keep hearing the stories that leveling sucks, why the heck should we buy it?  72 to 96 hours to make it to level 35 doesn't sound that attractive, since you still have 5 more levels to go (how long will those levels take?).  Plus is it going to be a ghost town next month if we do decide to get the game?  Plus I hated EQ and DAoC for the grind.


Title: Re: What went wrong.
Post by: waylander on October 22, 2008, 01:15:58 PM
When there are less than 5 "high" population servers out of 55 during prime time after the free month wore off, I'd say that people are voting with their wallets. Major changes are needed fast, or server clustering will need to happen within 6 months.


Title: Re: What went wrong.
Post by: Righ on October 22, 2008, 01:18:29 PM
I'm not saying you're right or wrong, I'm just saying you are in an ever dwindling minority.

Next thing you know, I'll be listening to music that isn't sung by Pop Idol winners and runners up.


Title: Re: What went wrong.
Post by: Nebu on October 22, 2008, 01:19:22 PM
When there are less than 5 "high" population servers out of 55 during prime time after the free month wore off, I'd say that people are voting with their wallets. Major changes are needed fast, or server clustering will need to happen within 6 months.

This is correct.  WAR has a ton of potential (just as AoC or worse, PotBS does/did).  If something immediate isn't tossed to the wolves to cull losses now, their losses to WoW will be even more extreme than expected when the expansion hits.  


Title: Re: What went wrong.
Post by: khaine on October 22, 2008, 01:19:33 PM
I get a lot the complaints people bring up about WAR

I personally think it is the incentives for ORVR that are most lacking


the one thing I don't get is "omg the leveling is soo slooow"  :uhrr:

Sorry, but the leveling is really really not slow. I have no idea where people get this from. My time /played to 35 is around 3-4 days. That is nothing in an MMO environment!

CoX (City of Heroes and City of Villians) has revamped leveling and made it, "If you wanna go nuts leveling you can do it in about 50 to 75 hours to make level 50."  WoW is just a blur now when I make a new character and level up like mad.  Both games have ways to help play with your friends and boost your leveling speed (or soon to have).  I haven't purchased this game for me and my son yet, and if I keep hearing the stories that leveling sucks, why the heck should we buy it?  72 to 96 hours to make it to level 35 doesn't sound that attractive, since you still have 5 more levels to go (how long will those levels take?).  Plus is it going to be a ghost town next month if we do decide to get the game?  Plus I hated EQ and DAoC for the grind.


There's really not much of a grind in terms of total xps needed to level - comparing this to say EQ / Lineage 2 / and so on , its actually very fast

The problem is the by far and vastly efficient/quick way to level is by far the most boring (to me and my playstyle anyway)

You can play Tor Anroc in tier 3 and Serpent's Passage in Tier 4 (if you play Order on most servers) and get instant scenario pops every 15 minutes - they give more by far more money , more xps , more realm points than anything else , nothing comes even close

At tier 4 , I've gotten a level each night playing just a few hours , problem is it's mind numbingly boring

But I can't go do keep takes or open field RvR because , well everyone is standing around the scenario quest givers , and PVE is just as mind numbingly boring with less xps reward by far

So there really isn't much of an xps grind total wise , it's just that it's doing the mind numbing boring way is the quickest and takes the fun out of it




Title: Re: What went wrong.
Post by: HaemishM on October 22, 2008, 01:21:13 PM
And what do you do if you there isn't anything going on?

Build a group, take some keeps, get the other side's attention, profit?

I'm obviously arguing from a newbie point of view without much experience with open RvR in this game, but if it's like DAoC and you want something to happen, then you make something happen. Organize a war party and start taking keeps and light up the map. It seems the system is in place and you're more than welcome to use it. Now if you want to argue that the rewards aren't up to snuff, that seems fair from what I've read. But complaining about nothing going on and then not doing something about it is silly.

It's hard to put something together across 3-6 warcamps when 90% of the PVPing player base is trying to level up via scenarios. That doesn't even go into the fact that not everyone has the ability to organize. Hell, I'd reckon less than 3% of the population has the ability to organize groups in an MMOG even halfway competently.


Title: Re: What went wrong.
Post by: Numtini on October 22, 2008, 01:26:22 PM
What went wrong was a profound misinvestment of development and testing on PVE.


Title: Re: What went wrong.
Post by: slog on October 22, 2008, 01:26:35 PM
And what do you do if you there isn't anything going on?

Build a group, take some keeps, get the other side's attention, profit?

I'm obviously arguing from a newbie point of view without much experience with open RvR in this game, but if it's like DAoC and you want something to happen, then you make something happen. Organize a war party and start taking keeps and light up the map. It seems the system is in place and you're more than welcome to use it. Now if you want to argue that the rewards aren't up to snuff, that seems fair from what I've read. But complaining about nothing going on and then not doing something about it is silly.

It's hard to put something together across 3-6 warcamps when 90% of the PVPing player base is trying to level up via scenarios. That doesn't even go into the fact that not everyone has the ability to organize. Hell, I'd reckon less than 3% of the population has the ability to organize groups in an MMOG even halfway competently.

The superior Chat system in WAR should mitigate this problem


Title: Re: What went wrong.
Post by: Nevermore on October 22, 2008, 01:27:58 PM

There's really not much of a grind in terms of total xps needed to level - comparing this to say EQ / Lineage 2 / and so on , its actually very fast


Saying there's not much grind compared to Lineage II is like saying it's not really cold outside compared to the frozen reaches of Pluto.


Title: Re: What went wrong.
Post by: khaine on October 22, 2008, 01:30:58 PM

There's really not much of a grind in terms of total xps needed to level - comparing this to say EQ / Lineage 2 / and so on , its actually very fast


Saying there's not much grind compared to Lineage II is like saying it's not really cold outside compared to the frozen reaches of Pluto.


Agreed , bad example , but still even compared to WoW pre -"bring a friend and level to 60 in a day" promotion , it's still possible to level very fast in WAR ,

It's just unfortunate you have to choose to do the most boring part of the game to do so




Title: Re: What went wrong.
Post by: Brogarn on October 22, 2008, 01:40:04 PM
It's hard to put something together across 3-6 warcamps when 90% of the PVPing player base is trying to level up via scenarios. That doesn't even go into the fact that not everyone has the ability to organize. Hell, I'd reckon less than 3% of the population has the ability to organize groups in an MMOG even halfway competently.

Assuming your generalization of "3% of the population has the ability to organize groups" is correct, that's not exactly the game's fault. There's really no way to get past that without holding everyone's hands every step of the way which doesn't allow for freedom or in my opinion, fun. So I think blaming the game for that is unfair. In DAoC it took leaders to step up to get anything done and they did. It'll happen in WAR, too.

Putting something together across 3 - 6 warcamps can be an issue, but that seems to be where guilds and alliances step in. Join one if you're not in one and use those lines of communication to set up defense and attacks.

As far as people being in scenarios instead, I think if the rewards were where they need to be, they would leave the scenarios to participate. You just need something to give the realm a vested interest in defense or attack. And there doesn't seem to be one right now that I know of. But that's a tweak, not a redesign.


Title: Re: What went wrong.
Post by: HaemishM on October 22, 2008, 01:50:03 PM
It's hard to put something together across 3-6 warcamps when 90% of the PVPing player base is trying to level up via scenarios. That doesn't even go into the fact that not everyone has the ability to organize. Hell, I'd reckon less than 3% of the population has the ability to organize groups in an MMOG even halfway competently.

Assuming your generalization of "3% of the population has the ability to organize groups" is correct, that's not exactly the game's fault. There's really no way to get past that without holding everyone's hands every step of the way which doesn't allow for freedom or in my opinion, fun. So I think blaming the game for that is unfair. In DAoC it took leaders to step up to get anything done and they did. It'll happen in WAR, too.

It is the game's fault if it doesn't give us good tools to mitigate the lack of organizational skills. Raiding in EQ1 is a perfect example. I managed to lead a lot of successful, multi-guild raids in spite of the fact that I had no tools with which to accomplish this: No voice chat, no raid chat channel (had to use /shout or /ooc), party size of 6, no way to know if my target was available or not, horrible travel times, serious level disparities in players, etc. etc. etc. I did it, but fuck's sake I wouldn't want to wish that on ANYONE. It almost broke me on MMOG's completely. Yet, the EQ design was centered around raiding almost exclusively after a certain level.

WAR provides some decent help to RVR - the open groups mechanic, markers on the map for PVP action, even the scenario queue. Why isn't there an RVR queue? Hit a button to register yourself for attack or defense (or both), you get notified when RVR gets kicked off (only when a character on your side is involved in PVP combat in an RVR lake), and you get the option to teleport to the warcamp nearest the action. If there is an open warband with the RVR flag up, you get put into it, or you have the option of starting one and advertising your intention in the RVR queue.

The scenario queuing system shows much of this can be done. Hell, if it takes instancing the RVR lakes, I'm all for that though that may be a case of the horse having left the barn already. But as it stands now, the oRVR system doesn't do nearly enough to draw people in while the scenario systems is offering free blowjobs door-to-door.


Title: Re: What went wrong.
Post by: Vinadil on October 22, 2008, 01:52:01 PM

There's really not much of a grind in terms of total xps needed to level - comparing this to say EQ / Lineage 2 / and so on , its actually very fast


Saying there's not much grind compared to Lineage II is like saying it's not really cold outside compared to the frozen reaches of Pluto.



Agreed , bad example , but still even compared to WoW pre -"bring a friend and level to 60 in a day" promotion , it's still possible to level very fast in WAR ,

It's just unfortunate you have to choose to do the most boring part of the game to do so




Of course... if WoW is your major competition, then perhaps following their current level curve might be a good idea.  Seriously, the biggest thing they could fix is tripling XP in T2/3.  Let people fly through those levels and leave the zones thinking "Dang, I did not even get to see the other pairings... and now I am ready to move on.  Oh welll, maybe I will roll and alt to see that content later."  That was my experience in WoW even BEFORE they made levelling faster.  I did not have to do the whole "zone jump to find the next quests" thing just to keep finding content.

That said, my server is doing great, and looks to be doing great for some time to come.  We have a near perfect balance between Order/Destro and the RVR lakes are active almost every night across almost all of the tiers.  So... as long as Mythic can keep the lights on we will be having fun in WAR :).


Title: Re: What went wrong.
Post by: Venkman on October 22, 2008, 01:56:27 PM
I'm not saying you're right or wrong, I'm just saying you are in an ever dwindling minority.

Next thing you know, I'll be listening to music that isn't sung by Pop Idol winners and runners up.
That'd be an appropriate riposte if this were SB or something even smaller like Endless Ages. However, this is a game intended to appeal to a similar market WoW is catering to, but is turning out to have missed the mark on a few areas critical to larger appeal. The last time this happened they up and redesigned the entire game three years in. But at least SWG had the virtue of being unique. WAR is a shade of WoW. If they can't get a wide enough appeal, it slows down the pace at which they can make the sort of changes needed to gain that appeal, and then to keep who they have.

The game can be fun. But they need to focus on the third leg and in a way that doesn't gimp the other two if they hope to retain a lot of interest. My own opinions of RvR aside, it is a great idea on paper and as positioned. It's just a PITA to partake in right now.

Quote from: Brogarn
Assuming your generalization of "3% of the population has the ability to organize groups" is correct, that's not exactly the game's fault.
It is if you don't account for it. WAR doesn't have enough tools to let the 3% get groups together. That's fine of course because WoW didn't for a long time either. Except now it does, and that's just for a PvE game. For a PvP game where player funneling is the most important thing, you don't want to not have teleporting, meeting stones, better functioning chat, 'lock-like summoning, etc. There's fun to be had trying to find the enemy in a large-ish landscape, but only if you have enough people to do it on both sides after it not taking you so viscerally long to get there (on paper distances are always shorter in reality than they feel).


Title: Re: What went wrong.
Post by: RUiN 427 on October 22, 2008, 01:56:46 PM
Like others said, I feel it's too early to write WAR off, but I will share what helped me make my decision to end my subscription. Maybe it will give some usefull insight? bullets make it go quicker.

• tier 1, and 2 were fun from all aspects of the game at launch, not so much a month after

• tier 3 PVE sucked the fun out, nothing but kill quests

• since there were so many tier 3 scenarios I was left going to the one that was guaranteed to have people playing and would reward xp/renown regardless of win/loss

• personal outside influences like budget, time, and taking a break before wrath launch

• I can always come back when things have changed

The personal stuff has nothing to do with the game but might shed some light on circumstances for people leaving. The last one was a biggie, the game was no longer fun for me so  I will come back when it is.



Title: Re: What went wrong.
Post by: khaine on October 22, 2008, 01:58:05 PM
I think one sign of danger is too abrupt of a shortening of playtime , as in every mmorpg has players going gangbusters at first and then slacking some after the newness wears off , but some are able to keep you playing lots while others suddenly lose interest far more

Example for me anyway
EQ/DAOC/Lineage2/WoW all had me still looking forward to playing/logging in far after the initial rush even

But games such as

EQ2 (at launch)/Vanguard/LotRO/and the most glaring for me - AoC , all had me suddenly not even looking forward to logging in much too soon which resulted in fairly early exits (and EQ2 was the only one I gave a second chance later on)

WAR is almost dead in between those two categories atm for me , and could teeter either way depending on how quickly they implement things




Title: Re: What went wrong.
Post by: Margalis on October 22, 2008, 01:59:46 PM
That being said, I agree far more with Ard then Checkers.  True, its better game design to make the RvR more rewarding, but you as a player have to take some responsibility to "find the fun" in this or any game.

MMOs are first and foremost an optimization problem where you find the best strategy to maximize rewards. Like it or not players will predictably choose an activity they don't like over an activity they do like if the reward is better, because MMOs are geared far more towards optimizing than enjoying.

Asking players to find the fun is naive. If they were going to do that they'd choose a different genre. You can't blame the players for doing exactly what you should expect.


Title: Re: What went wrong.
Post by: Arthur_Parker on October 22, 2008, 02:03:08 PM
People say I'm negative and to be true, I am but I also like to think I'm also fairly good at seeing where things are headed. I could tell AoC had issues when I hit 50, not many believed my then and I 'know' warhammer has many as well.

I could tell AoC had problems over a year before release, I know virtually nothing about it, I don't think I've seen a screenshot, I did see some guy on a horse kicking people off a cliff, that was funny.  As for WAR can you link me to a forum where people might discuss these "issues" that WAR has?


Title: Re: What went wrong.
Post by: Kirth on October 22, 2008, 02:08:15 PM
  As for WAR can you link me to a forum where people might discuss these "issues" that WAR has?

http://forums.f13.net/index.php?topic=14972.0

but watch out, the modz there are like dicks or someting, banned me after I posted my essay on WAR and how to fix it.


Title: Re: What went wrong.
Post by: tazelbain on October 22, 2008, 02:13:15 PM
  As for WAR can you link me to a forum where people might discuss these "issues" that WAR has?

http://forums.f13.net/index.php?topic=14972.0

but watch out, the modz there are like dicks or someting, banned me after I posted my essay on WAR and how to fix it.
It's so easy to join!


Title: Re: What went wrong.
Post by: wuzzman on October 22, 2008, 02:52:03 PM
WAR never designed for reality, never expected for so few people to participate in open rvr. Wasn't expecting for their scenarios to get boring because their simple tool for grinding to 40 instead of a form of competition. If the player base was 1-2million, than WAR problems wouldn't be so obvious, but of course like any new mmo they never considered what their grindy game would be like without 1million foaming-in-the-mouth fanboys chugging the pathetic game along.


Title: Re: What went wrong.
Post by: Wasted on October 22, 2008, 03:01:44 PM
There is a glaring assumption being thrown around though that people are hungry for meaningful pvp, and desperately want to rvr but can't.  Seeing as how easy it is at the moment on my server to get t3 oRVR going I can't think that t4 would be so different on a well populated server with all other things being equal.  Regardless of the actual item/xp rewards if there was such a strong desire for oRVR people should be participating precisely because it is fun and want they want to do.

So either 1) People are exaggerating to a certain degree how much they want to orvr because they want the rewards boosted, to match their expectations of the effort required and/or 2) Because of the grind the average type of player that has made it to t4 so far has had to 'play the game' as with any other MMO, and is so far still out of the habit in game of joining in oRVR battles because of the min/max mindset they have put themselves into.  Considering that those of us still in t3 are 'stopping to smell the roses' type players we are the ones more likely (like I did last night) to throw in with open rvr groups and spend the night taking keeps and then when destruction finally arrive have a ball defending until its time for bed, and only gain a quarter of a level and not care, and get no loot and not care, because it is fun.

So even if they do make oRVR more rewarding to shift the min/max crowd into more participation they have failed to create an in-game culture so far that celebrates the 'fun' aspects of the game for the sake of fun and will always have trouble in the end-game justifying to players the repetitive zone flipping and city seiges without the ever increasing phat loot carrot.


Title: Re: What went wrong.
Post by: khaine on October 22, 2008, 03:03:08 PM
I'm curious , was the scenario vs open-rvr reward problem brought up in beta at all ? Was it never noticed or ignored ? Or expected maybe to not be a problem in live ?

It just seems so glaring it would hard to miss 100% -

But then again I remember in EQ2 beta many were telling the devs that  group xps debt would not fly - their response was it would improve socialization and make groups work together better - our response was it would make groups even more cliquish and elitist -

At launch when you got xps debt from someone who just joined your group and fell off a cliff halfway across the zone it was quickly shown what a horrible idea it was



Title: Re: What went wrong.
Post by: wuzzman on October 22, 2008, 03:17:04 PM
It was brought up, but people did open RVR for fun since they weren't allowed into t3-4 from what I believe. So the sheer scale of the problem wasn't even considered by the beta community and obviously not the devs. Also there was an XP nerf and a even funnier change to the RVR equipment that swung the pendulum to PQ's as the only source of pvp equipement.


Title: Re: What went wrong.
Post by: Zzulo on October 22, 2008, 03:19:47 PM
I get a lot the complaints people bring up about WAR

I personally think it is the incentives for ORVR that are most lacking


the one thing I don't get is "omg the leveling is soo slooow"  :uhrr:

Sorry, but the leveling is really really not slow. I have no idea where people get this from. My time /played to 35 is around 3-4 days. That is nothing in an MMO environment!



CoX (City of Heroes and City of Villians) has revamped leveling and made it, "If you wanna go nuts leveling you can do it in about 50 to 75 hours to make level 50."  WoW is just a blur now when I make a new character and level up like mad.  Both games have ways to help play with your friends and boost your leveling speed (or soon to have).  I haven't purchased this game for me and my son yet, and if I keep hearing the stories that leveling sucks, why the heck should we buy it?  72 to 96 hours to make it to level 35 doesn't sound that attractive, since you still have 5 more levels to go (how long will those levels take?).  Plus is it going to be a ghost town next month if we do decide to get the game?  Plus I hated EQ and DAoC for the grind.

well I haven't played wow in at least 2 years now, so I don't know what they've done to their leveling curve, but at launch I remember it taking me quite a long time to get to 60. I also remember almost giving up around 50 because of how god damn boring it was.

The only thing that kept me in the world was my love for Warcraft and the polish that had gone into the game.

As for people saying that the PvE in WAR is horrible compared to WoW, I'm not sure about that. The one big thing that WAR lacks would be dungeons. They have some, but they're not obvious and they're quite few. As for regular questing I don't remember WoW to be anything but boring as shit, like any other MMO, except for the fact that they had some incredibly frustrating types of quests as well(1% dropchance type quests). I wouldn't necessarily call that kind of variety a positive thing.

 In the end I think mythic made a misstake by making hundreds of PQ's and so few dungeons. Had they put a few more of those in, I think they would have been able to soothe a big portion of the PvE crowd.



Title: Re: What went wrong.
Post by: Lantyssa on October 22, 2008, 03:23:35 PM
As Brogarn just said: you can do a lot of this yourself: build group, light up map, others will show up (if you build/destroy it, they will come). But that is then where the world itself (size, fragmenting, travel times) gets in the way. You can call out all the people you want, but they need to think you'll be there when they show up.
The painkillers are making me too tired to read past this.  If it has been covered, go ahead and skip it.

Has anyone mentioned we have a thread about perceived boycotts because people aren't showing up?  It's great to say destroy it and they will come, but that's proving to not be true.  Notifications aren't enough if there is no way to get to the action before it's over and if there is no reward for doing so, why bother most of the time?  As long as players feel a need to level up or else feel useless, there is little incentive to stop doing the rewarding activity in a vain attempt to find a fun one.

Those solutions have been covered elsewhere, but I think it's important to dispell the myth that even if people work hard that open RvR will find them.  On many servers that just isn't true.


Title: Re: What went wrong.
Post by: Sparky on October 22, 2008, 03:26:19 PM
I came late to the party so the new shiny hasn't worn off yet.  But already I'm not feeling the hook, a reason to log on every day and level my characters.  It's not helped by guildies are endlessly moaning about T3 and the broken endgame stuff.  Other than that it's hard to put my finger on, they've got all the ingredients for a great MMO but somehow it just doesn't quite jell.  If they actually get people RVRing and make scenarios strictly optional for progression it should help a lot.


Title: Re: What went wrong.
Post by: tommh on October 22, 2008, 03:43:02 PM
I think there's a general consensus that RvR needs to be incentivized and that systems to bring people quickly to where the action is are also needed (or at least highly desirable).  The only point I was trying to make is that even with these in PvP is always going to be less "on demand" then PvE and that there is more expected of a player.

As far as your point I think it's naive to assume that all players do play MMOs optimally. This is manifestly not the case.

Perhaps this means that its impossible to have a major MMO which centers on PvP, time will tell.




Title: Re: What went wrong.
Post by: Zzulo on October 22, 2008, 03:45:15 PM
the Darkness Falls thing from DAOC sounds like shitloads of fun

I wonder why they didn't put it in the game?


Title: Re: What went wrong.
Post by: Righ on October 22, 2008, 03:53:58 PM
That'd be an appropriate riposte if this were SB or something even smaller like Endless Ages. However, this is a game intended to appeal to a similar market WoW is catering to, but is turning out to have missed the mark on a few areas critical to larger appeal.

It was more of a riposte against the fashion of every harpy creating their own personal doomcasting thread that all the known issues can be repeated in. Nobody is going to say anything new here. We know what is wrong, its been said. Saying "this thread is not for repeating what is wrong or how to fix it, but what would have made this a better game" is silly. What would have made this a better game is not doing what is wrong or fixing what is. However, some people are unhappy that the game hasn't gone away yet or that some people are still playing it. Its that much of a cancer to them.

A lot of people fell for the "the game is going to be like WoW but with better PvP" nonsense. Other than the fact that Warcraft shamelessly stole ideas from Warhammer, the game was never going to be like WoW and any expectations (game play or retention of subscribers) based on that premise are and always have been worthless. This was always going to be DAOC with Orcs. And any post-WoW online game is going to get big sales numbers, most of whom will not stay. The next game that gets close to WoW subscriber figures will be the next Blizzard MMOG. The next game that is "like WoW" will be made by a company that "is Blizzard".


Title: Re: What went wrong.
Post by: Zzulo on October 22, 2008, 03:57:30 PM
personally I hope the next big MMO will be Planetside II


but you know, a good game, unlike the original  :awesome_for_real:

Where are my god damn MMOFPS games?  :heartbreak:



Title: Re: What went wrong.
Post by: Hayduke on October 22, 2008, 03:58:33 PM
I don't really have any love for WoW anymore, but comparing the solo PvE is pretty much no contest.  The difference between the two?  In WoW I could do quests above my level that would take just about all of my abilities and be challenging (the right pet, stealth, crowd control, interrupts, self-rez, consumables, cooldowns, etc..).  There could be a lot of strategic choices.  WAR is more, go here spam your most powerful abilities on 10 mobs, come back to me.  Or go here, slog through a bunch of trash mobs, fetch an item, slog back through those trash mobs because our respawn rates are ridiculous even in the most isolated corners of the world, come back to me.  There's no scripting and no strategic choices.  You don't even have to worry about adds because as long as you pull with a ranged attack, there are none.

Then you go to turn it in and it's just ugh.  If it can't be done well (and I don't think Mythic should invest in making it fun) they could at least pump up the xp gain.


Title: Re: What went wrong.
Post by: BitWarrior on October 22, 2008, 03:59:01 PM
Where are my god damn MMOFPS games?  :heartbreak:

Have you looked at Tabula Rasa?

http://www.rgtr.com


Title: Re: What went wrong.
Post by: Zzulo on October 22, 2008, 04:00:25 PM
Indeed, but finding that the combat was not what I wanted and the world pretty bland, I gave it up during the trial


Title: Re: What went wrong.
Post by: Kirth on October 22, 2008, 04:09:47 PM
Here is one thing I think did it in for me for now....

If you don't know how swordmasters work, you have 3 'stances' norm, improved, perfect. using a norm ability leads to improved using improved leads to perfect using prefect leads to norm.

When I'm next to someone in PvP or even a PvE mob and I hit the hot-key for an ability to start this loop off and my character does a little half swing animation but I get "ability not in range" or some stupid error for like 4-5 key pressed, That makes it incredibly frustrating.


Title: Re: What went wrong.
Post by: Kail on October 22, 2008, 04:15:14 PM
There is a glaring assumption being thrown around though that people are hungry for meaningful pvp, and desperately want to rvr but can't.  Seeing as how easy it is at the moment on my server to get t3 oRVR going I can't think that t4 would be so different on a well populated server with all other things being equal.  Regardless of the actual item/xp rewards if there was such a strong desire for oRVR people should be participating precisely because it is fun and want they want to do.

I think it depends on the server.  My brother was getting bored with the game yesterday, so I figured "Hey, you haven't done any ORvR yet, let's try that."  Ran to a keep that was under attack, found out that it was one guy, killed him, and stood around for about five minutes.  Heard that there was some other guys attacking the other region, so we hoofed it back to our camp, flew over to the other lake, and hunted around for this other group.  There were about ten other allies with the same idea, so it wasn't exactly a battle when we found the four or so enemies, but whatever.  Then we sat around waiting.

It was maybe an hour of wandering around, for two short fights.

Anyways, while I agree that it's a bit premature to be doomcasting, I do have a few complaints to vent.  My main gripe with the game is the technical problems, which are still not fixed.

-My character has a cape which for some reason defaults to "visible, guild heraldry off" so he's basically wearing a white square covering his back (I.E. the only part of him that I can see 99% of the time).  I can change it, but the next time I zone, it'll change back.

-Collision detection problems.  As a melee, this is incredibly annoying.  Blocking other players rarely works as you want it, and yet they are all able to get in your way.  It seems like the collision detection fucks up the position reporting, so I generally have to try to keep out of the path of flag runners unless I want to start swinging at empty air.  That seems highly problematic.

-Position reporting problems.  Related to above.  If I had to pick one technical problem to fix, this would be it.  Characters who look like they're in range but the server tells me are not.  While they're better than they were at release, pets are still pretty bad with this.  NPCs are horrible at this.  My White Lion has to be in melee range to fight, and getting close enough to attack an enemy that my pet has engaged, when they're twenty feet apart and swinging at the air, is ludicrous.  It's like trying to punch a quantum event.

-Ability cooldowns which do not appear.  Mostly on the morale abilities, but sometimes on normal ones, too.  Looks like it's available on my hotbar, but if I try to use it, I get a "Not ready yet" message.

-Spell animations which don't terminate.  The Archmage/Shaman beam spell, for example, does this a lot, where I'll be shot with a beam, die, and for the entire rest of the match that stupid beam will follow me around the map, a big glowing line connecting me to the point where the Archmage was when I died.  Sometimes other spells do this, too, like that Sorceress one where they make this big pit in the ground around them, I had one map of TA where an enemy Sorceress had that pit graphic stuck to her feet for the whole rest of the match.  Sometimes I'll get stuck in executing an animation; my Chosen will raise his axe to strike an enemy which dies, and then I'll just stand around with my axe over my head until I die.  My Zealot has this weird spellcasting animation where he cuts his wrist to heal, and every day I get stuck in it at least once at the point where he's just sitting there, sawing away at his forearm with this dagger.

-Performance issues.  Maybe related to my crappy computer, but why does this game have such lame graphics options?  No texture detail slider, no model detail slider, just a toggle for lighting effects and a drop box for shadows and spell effects.  The difference between the lowest and the highest settings is barely noticeable.

-Scenario scoreboards are fucked up.  Come out of spawn as a level 2, you get bolstered up to rank eight, which gives you like 800 extra hp.  That 800 hp is added to your "healing done" tally, for some reason.  Play as a Sorceress or a Bright Wizard, and damage you inflict to yourself is added to your "damage dealt" tally.  For bonus points, kill yourself before the enemy can, and get credit for striking a killing blow.


Title: Re: What went wrong.
Post by: Lantyssa on October 22, 2008, 04:36:28 PM
My Zealot has this weird spellcasting animation where he cuts his wrist to heal, and every day I get stuck in it at least once at the point where he's just sitting there, sawing away at his forearm with this dagger.
If the ability itself didn't succeed, I think that glitch would invoke enough of my triggers to make me dump playing the character.


Title: Re: What went wrong.
Post by: rk47 on October 22, 2008, 04:44:36 PM
Way, way too early for this thread.

I don't think so. I've already seen it first hand. There were around 80-100 concurrent logs in my guild at the moment but around 30% have questions floating around 'should I resub?' What makes you think they'll wait for new classes? There wasn't enough effort to convince the players to stay on at the moment. The people who level quicker and do regular grps in High level instance are doing it the WoW-style in War. They're really doing it for loot since ORVR rewards suck dick, and grinding RR just to put your gear on is painful and boring. (SERPENTPASAGE YAY!)

I never had that sort of 'do i re-sub past the free month or not' question when I first started playing WoW. I wanted to see more of the world more than anything I didn't have enough time to check it all out, Duskwoods, Vancleef, Kalimdor, Stranglethorn. It was all good looking and the flavor of the zone is truly unique, it gave me more incentive to explore. Warhammer doesn't


Title: Re: What went wrong.
Post by: Venkman on October 22, 2008, 06:09:11 PM
That'd be an appropriate riposte if this were SB or something even smaller like Endless Ages. However, this is a game intended to appeal to a similar market WoW is catering to, but is turning out to have missed the mark on a few areas critical to larger appeal.

It was more of a riposte against the fashion of every harpy creating their own personal doomcasting thread that all the known issues can be repeated in. Nobody is going to say anything new here.

Quite true that.


Title: Re: What went wrong.
Post by: amiable on October 22, 2008, 11:59:21 PM
Actually this thread may be a bit premature. According to the poll of bat country most folks are staying.


Title: Re: What went wrong.
Post by: UnSub on October 23, 2008, 12:14:04 AM
Actually this thread may be a bit premature. According to the poll of bat country most folks are staying.

... because they hope to see fixes come in, not because they are OMG WOW AWESOME about WAR.

To repeat, WAR's biggest mistakes were:

 - a beta test that (mostly) examined gameplay one sector at a time and missed finding out that the whole thing didn't have any synergy when put together

 - a number of systems (sides, classes, population caps, large world) that saw players spread far and wide from each other, when for PvP you need to gather them together


Title: Re: What went wrong.
Post by: amiable on October 23, 2008, 12:15:51 AM
I don't understand this thread. If you mosey over to the Bat Country boards you will notice that most folks are resubscribing.

There are a few vocal critics: we get it WAR is not for you.There are problems (I agree with Nebu's asessment) but it is still fun enough for most folks to keep playing.

When the majority of players say they won't re-sub,that is the time for this thread.  Until then reports of WAR's demise are greatly exaggerated,


Title: Re: What went wrong.
Post by: squirrel on October 23, 2008, 12:20:10 AM
It won't appeal to everyone long term, and there's obviously lots of short term issues needing addressing. But it's working fundamentally - the game has issues but the biggest problem is people are broken.

Bat Country seems to be about 50% on the stay side, good for this crowd.

And hey if it's not for you - WoW added motorcycles! Go check that out. Please.


Title: Re: What went wrong.
Post by: amiable on October 23, 2008, 12:23:57 AM
Sorry for the (kind of) double post.  I thought my first one was eaten.

In response to "folks staying hoping for a miracle patch" that may be part of it.  But I doubt you would see suck a high BC retention if that was the only thing going on.


Title: Re: What went wrong.
Post by: Goreschach on October 23, 2008, 12:54:50 AM
Sorry for the (kind of) double post.  I thought my first one was eaten.

In response to "folks staying hoping for a miracle patch" that may be part of it.  But I doubt you would see suck a high BC retention if that was the only thing going on.

Keep in mind that 'What went wrong' isn't the same thing as 'the sky is falling'. Despite the fact that a lot of people are still going to sub for the next month, that doesn't mean everything is going right. There are serious problems with the game.


Title: Re: What went wrong.
Post by: rk47 on October 23, 2008, 02:47:37 AM
it's simple, when you try out T3 Open RVR that had 50 v 50 with one on the keep, you'll realize the engine really really struggled. Now how is this gonna work in end game when you siege a fortress with 100 v 100 or more? Content with current situations are one thing but the questions in everyone's mind is mostly that there are a lot of broken things like classes, bad scen balance rewards, engine lag but the thing they trumpeting up the most is new classes for December. Yay?


Title: Re: What went wrong.
Post by: Azazel on October 23, 2008, 03:10:19 AM
As an outsider looking in, I have noticed the mood shift pretty quickly from "Robot Jesus" to "Uh....I like it but...."

The next phase is just not logging in, not for any particular reason...you just lose the urge to grind anymore. It's kinda happening on a similar timeframe as AoC, scarily, and I find the thread name to be kind of fitting if there is a mass exodus within the next month.

Chip Rommel is correct in his assertations.

I should never have bought those CEs...


Title: Re: What went wrong.
Post by: Zzulo on October 23, 2008, 03:48:38 AM
it's simple, when you try out T3 Open RVR that had 50 v 50 with one on the keep, you'll realize the engine really really struggled. Now how is this gonna work in end game when you siege a fortress with 100 v 100 or more? Content with current situations are one thing but the questions in everyone's mind is mostly that there are a lot of broken things like classes, bad scen balance rewards, engine lag but the thing they trumpeting up the most is new classes for December. Yay?

I don't have any significant lag in big keep battles. I don't think it's the same for everyone. Also, as far as I know, they've been working on the "new" classes since beta, since they are not "new" at all, but just scrapped old concepts that they promised to give us back someday. :oh_i_see:


Title: Re: What went wrong.
Post by: realcyberghost on October 23, 2008, 04:46:34 AM
Epeeeeeeeeeeeeeeeeeeeeeeeeeeeeeen.


Title: Re: What went wrong.
Post by: Modern Angel on October 23, 2008, 04:49:54 AM
l33t kiddies

Don't do this.


Title: Re: What went wrong.
Post by: schild on October 23, 2008, 04:57:01 AM
Oh haha wow. I think this is the third time I've had to delete this twit.


Title: Re: What went wrong.
Post by: realcyberghost on October 23, 2008, 05:28:59 AM
Oh haha wow. I think this is the third time I've had to delete this twit.

Oh well, then make this the fourth and last time, I don't want to be part of this "community" anymore.

Bye.


Title: Re: What went wrong.
Post by: schild on October 23, 2008, 05:48:24 AM
You were never part of it to begin with. Thx for playing though.


Title: Re: What went wrong.
Post by: Arrrgh on October 23, 2008, 06:06:46 AM
The main problem is the server population caps are too low. If each server held more people and there were fewer servers overall the complaining about PQs being empty and open RVR fights being too hard to find would vanish.

The related problem is that even if they suddenly found a way to drastically increase the population cap they wouldn't use it because of fear that it would give the impression of server merges due to loss of subscribers. Pride goeth before the fall of your game.



Title: Re: What went wrong.
Post by: Ossigor on October 23, 2008, 06:18:36 AM
- a beta test that (mostly) examined gameplay one sector at a time and missed finding out that the whole thing didn't have any synergy when put together

^^ Here's a large factor. And you've got to think, most of us testers were anxiously awaiting oRvR alla DAoC and so didn't pay much attention to the scenarios as much. There were events or "brawl nights" where the devs encouraged everyone to go out to a certain tier of oRvR. They didn't put it in practice, where people are going to strive 2x as hard to level (and find the quickest way to do so -- scenarios). The segmented testing is biting them in the ass.

I think a lot of people *want* to like oRvR, but the fairness and ease of getting into a scenario is just a lot easier.


Title: Re: What went wrong.
Post by: Mrbloodworth on October 23, 2008, 06:28:10 AM
DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!

All i can say is that im having fun, the game is still holding my intrest, and with the recent adjustments to ORvR, its moving in the right direction. Long term? I don't know.

 :awesome_for_real:


Title: Re: What went wrong.
Post by: McSteak on October 23, 2008, 06:42:43 AM
the Darkness Falls thing from DAOC sounds like shitloads of fun

I wonder why they didn't put it in the game?

It actually was pretty cool.

First 10 minutes meant clearing out the enemy, then the rest of the time killing monsters for seals. The seals would buy you armor and junk. But most of the people sold the seals to crafters so the crafters could get the armor and tear it down into materials for higher end crafts.


Title: Re: What went wrong.
Post by: Venkman on October 23, 2008, 06:51:06 AM
I never understood why they didn't do more DF in DAoC.

There are a few vocal critics: we get it WAR is not for you.There are problems (I agree with Nebu's asessment) but it is still fun enough for most folks to keep playing.

When the majority of players say they won't re-sub,that is the time for this thread.  Until then reports of WAR's demise are greatly exaggerated,

You're doing the same thing we're doing in reverse though. You're assuming the modicum size of BC in WAR speaks volumes to the intentions of the majority of the player base. That is no more representative than this outsider thread is.

I can't speak for anyone else, but I get the sense that most of the critique isn't about the game sucking or not being for us, but rather that it's about lost potential. The emotional element is similar to the early SWG days, though slightly less vitriolic because WAR only promised to do one thing well (relevant PvP) in an IP about combat anyway whereas SWG was trying to do the everyman thing. So we're passionate about dissecting what could have been done differently in beta and what could be done differently now. A lot of people are not likely to return though, so there's only vested interest in the conversation, not really the outcome.

Which is the reason why threads like this can largely be ignored by Mythic. Mark's always been about talking to and about the customers he has, and less so about the ones he lost or may get someday. This is why I said early on that WAR is going to evolve into whatever the community at that point expects, not what the early adopters who have a track record of quiting anyway demand.

And yes, that latter group includes me.


Title: Re: What went wrong.
Post by: trias_e on October 23, 2008, 07:16:19 AM
Quote
When the majority of players say they won't re-sub,that is the time for this thread.  Until then reports of WAR's demise are greatly exaggerated,

Look, I might be resubbing for one month, but that sure as hell doesn't mean I'm super happy about this game.  I'm not really having that much fun right now, though one main reason I'm not having fun is because no one seems to ever be online  : /.  I suppose it might be time to start an alt on a high population server. 

I figure that when WoTLK comes out it will utterly destroy this game, even for the people who want to play it, unless they deal with population/RvR issues.  If 50% of the population goes away...the 50% that stays has a significantly worse time.  That's not good for Mythic.  Epic fail potential.  They need server merges and to improve RvR incentive and gameplay for everyone asap.  Right now they are in a very bad spot.  Yes, I'm doomcasting.  Too bad, cuz I love the game. 


Title: Re: What went wrong.
Post by: Shatter on October 23, 2008, 07:27:06 AM
Mythic needs to put some heavy focus on End game/T4 and stat.  I don't know 1 person playing today who's level 40 that isn't bored. What goes with bored Mythic....cancelling that's what.  Not to mention you have WOTLK on your ass so get a move on.  Im level 37 and finding even my interest to login lessening daily.  There is no incentive to RvR, while the increased gains are a nice little fix it's far from fixing the problem cause if there is no one out there what good is it?  Most people just pound out scenarios all night for better reknown/xp leaving half your game world empty all day long.  None of this is news. Alts are fun and all but I'm basically doing the same thing I have already done. 

Once they fix end game/RvR stuff and provide people a reason to not leave they need to balance the crap out of classes.  BW's can suck me hardcore, nerf that crap or make my DoK about 3 times better to give me a fighting chance.  I wish I could dot from range at 700 / second..yeah that's fair compared to my +400 HP every 3 second heal.  Let me do the math real quick....oh yeah this = me screwed.  Yeah I know they said they will fix this crap, but make that a high priority as in cant fix fast enough. 

Lastly, fix loot cause getting purples that are worse then greens is like playing AOC and as a DoK I don't need fricking intelligence on my gear.  To go along with this is fix your dam algorithm on PQ's and keep sieges cause seeing random bozo (a) run into a keep just as the Lord dies and win a gold bag makes me want to stab something.  Oh and its also nice to see me heal a raid for 15 minutes straight to get +85 bonus when some dude in the corner half afk got +500 because they do damage...good times.  I guess anytime I feel like simulating my RvR experience in Warhammer is to go take my bike seat off and go for a ride on a dirt road. 


Title: Re: What went wrong.
Post by: ghost on October 23, 2008, 07:28:45 AM
Actually this thread may be a bit premature. According to the poll of bat country most folks are staying.

... because they hope to see fixes come in, not because they are OMG WOW AWESOME about WAR.

To repeat, WAR's biggest mistakes were:

 - a beta test that (mostly) examined gameplay one sector at a time and missed finding out that the whole thing didn't have any synergy when put together

 - a number of systems (sides, classes, population caps, large world) that saw players spread far and wide from each other, when for PvP you need to gather them together

It is quite possible that their biggest mistake was a biased sample population for the test servers.  The way they did it it was pretty secretive and selective, so probably only the people that really wanted to do it were in the beta.  So they could have made a pile of warm stinking garbage and the test server population would have been into it.

For the population numbers they were looking for they should have piped in a few WOW addicts and some folks from FPS type games too.  


Title: Re: What went wrong.
Post by: tazelbain on October 23, 2008, 07:30:35 AM
I never understood why they didn't do more DF in DAoC.
They have said repeatedly that we will see a DF like dungeon in post release.  T3 DF would be awesome and very helpful.

Also I am a customer they have and I really don't see the game any different than most around here.  I am just more tolerate of the downsides than most.  Mostly I am just pissed off that they added a pointless grind to the game to drive away the people I wish to hang out with.


Title: Re: What went wrong.
Post by: UnsGub on October 23, 2008, 07:40:09 AM
This is at heart a problem with this generation of MMO gamers. WoW trained us for much faster action, and Scenarios give that too us. It's why I keep going back to wondering whether RvR even has mass potential. This is the latest and best test case of it and it ain't working so far. Some argue the solutions are easy, but we're not the ones accountable for that :-) It may be possible in the same way a Raph-world may actually work. But you still need to be able to get the resources and talent to do it right. If you lack either, then yes, it is impossible.

Planetside, while not a mass appeal game, as solved getting people together to PvP.  It took them a few years.  You can login to find the zerg, medium, squad, or solo PvP and get there in minutes.  They have highlights on the maps, queues to go to fight quickly, but most importantly a world layout that funnel players together, they changed many base links to get to that point.  Warhammer starts the game with three different canyons to spread players out and never recovers.


Title: Re: What went wrong.
Post by: Falconeer on October 23, 2008, 08:09:25 AM
Lakov has a pattern.

This is the same thread (http://forums.f13.net/index.php?topic=13673.0) he started 40 days after Age of Conan's launch. Now, 40 days after Warhammer's launch here we are again. He has a point now as he had one for Age of Conan. Gaming Graveyard is the next step and there's a fair chance it'll hit these boards in a few months.

I will spare you my list of Warhammer's faults. Let me just say that MMORPG's audience has grown up so quick I doubt an out-of-time World of Warcraft hitting the shelves in 2008 would be spared the short-tempered fate of ultra-churning, and not because of the outdated graphics.

Both Age of Conan and Warhammer are very good MMORPGs, just not polished (the former) or evolutionary enough (the latter), and both share too many design flaws when it comes to what they really want to be (PvP? PvE? Open? Battlegrounds? Casual? Hardcore? Skill based? Item based?). Once again I honestly think they'll both be great in like 20 months, much better than whatever will be coming out by then.
But this, once again, is the problem with the MMORPG industry: games are released in uncertain, doubtful, despicable stages of design and polish passes. Not many want (to pay for) a piece of that anymore.


Title: Re: What went wrong.
Post by: waylander on October 23, 2008, 08:09:49 AM

When the majority of players say they won't re-sub,that is the time for this thread.  Until then reports of WAR's demise are greatly exaggerated,

A lot of the polls I've seen indicate around 25% of the initial players won't resub after the 30 free days. Then there are a lot of people who are giving the game another 1-2 months (a full 90 days since release) to show major improvement. The more Mythic resists making big changes and just does small ones that don't really help, the more likely the people giving them 90 days might choose just to give them 60.

It is easier to keep a customer than lure new ones or win back old ones. In 14 years of online gaming I have only returned to 4 games (AC1, CoV, DAOC, WoW). The vast majority of the times that I cancel my sub, its a permanent deal.

People are screaming about the PVE exp curve, itemization, and lack of RVR. Mark can't snap his fingers and fix it overnight, but 97% of all their servers being Medium Population during prime time should light a fire under someone's ass over there to get things going. There is NO game without players PVP'ing, and without a good PVP element this game can't compete with WoW........period. They are staring a 50% churn rate in the face, with little time to turn it around.

They can make 750k, 800k like AOC did, type sales announcements all day long but what will keep boxes selling and subscriptions paid is going to be players and internet word of mouth. Just like Funcom got lableled "Failcom" over the AOC debacle, Warhammer is starting to be labeled as "War is Nowhere". Go to the major sites (Vault, MMORPG.com, etc) and you'll see public opinion is already souring on the game due to the problems with the core mechanics of the game (PVP, items, RVR, PQ's).

This isn't 2001 when DAOC released and you had a year to fix your problems. Its 2008 where you have to move faster, or lose a massive chunk of your players to someone else in the blink of an eye.


Title: Re: What went wrong.
Post by: tolakram on October 23, 2008, 08:38:16 AM
Quote
They can make 750k, 800k like AOC did, type sales announcements all day long but what will keep boxes selling and subscriptions paid is going to be players and internet word of mouth. Just like Funcom got lableled "Failcom" over the AOC debacle, Warhammer is starting to be labeled as "War is Nowhere".

I disagree with that.

If you look over the AoC threads you can find a very small number of defenders and a lot of people claiming bait and switch.  For WAR you find a lot more people saying some tweaks and adjustments are all that's needed.   I find war every night I've played, though last night (which ended up fun) started off with 20 minutes of running to find a flight master.   That's 2001 design dumb, but fixable.

Does anyone recall the standard retention rate of most games.  Is it much above 75% of box buyers?


Title: Re: What went wrong.
Post by: insouciant on October 23, 2008, 08:54:05 AM
I feel a little bad piling on with the WAR hate, but this was too much.  Today I recieved this from Mythic:

"Greetings and thank you for contacting Warhammer Online In-Game Support.

We attempted to contact you in regards to your appeal, Ticket#: (XXXXXXX) and unfortunately, found you to be offline."

This was from a ticket submitted three weeks ago and was in regards to my character being unable to interact with quest items.  Were I still playing this would be the kind of straw that breaks the camel's back.


Title: Re: What went wrong.
Post by: tazelbain on October 23, 2008, 08:56:13 AM
See, you need to keep playing so you have the option of quitting in disgust.


Title: Re: What went wrong.
Post by: Falconeer on October 23, 2008, 08:57:10 AM
Just like Funcom got lableled "Failcom" over the AOC debacle, Warhammer is starting to be labeled as "War is Nowhere".

Borehammer is my favourite.


Title: Re: What went wrong.
Post by: Signe on October 23, 2008, 08:58:44 AM
See, you need to keep playing so you have the option of quitting in disgust.

I have actually resubbed to games just so I could tell them something else in the "why did you quit"  box that I forgot the first time.  I don't know why I think they read that.


Title: Re: What went wrong.
Post by: Shatter on October 23, 2008, 09:26:16 AM
Where AOC failed Mythic has a chance to not fall into that same hole.  AOC had major bugs and every class had broken abilities at launch.  End game in AOC was broken and almost non-existent and don't get me started on AOC PvP which pretty much didn't exist.  What AOC failed to do was listen to the players and make the needed changes quickly.  Keep in mind that 5 months after AOC launched many of the problems that plagued that game the first day are still there and their development team doesn't have an understanding of their own game. 

So far from what I have seen from Mythic is a good understanding of what people want fixed and they appear to be trying to make the changes in a relatively fast amount of time.  I have hope for Mythic still and if they make the changes most have posted here they still have a chance to make Warhammer an outstanding game.  Ill give them 2-3 months of subscription time to make those changes (basically until end of 2008) and if I don't like what I see by then I won't stick around.  IMO they have so far done a reasonable job of fixing problems only 1 month after launch(IE mailboxes) but they need to make these top issues the highest of priority for this game to survive.  Mark's state of the game addresses many problems but talk is cheap and action means more then words.  Time will tell


Title: Re: What went wrong.
Post by: waylander on October 23, 2008, 09:38:49 AM
Quote
tolakram l
Does anyone recall the standard retention rate of most games.  Is it much above 75% of box buyers?


AOC sold over 800,000 copies and within 4 months had greater than a 50% churn, which is abysmal for a new game. Its core features, massive sieges, simply did not work, and there was virtually no end game content. A guild city took close to 500,000 in game resources to build, and my guild was one of the first to build a full Tier 3 guild city in North America but it still took us nearly 4 months of daily work. Once one got to level 80 in AOC you basically sat on your ass because sieges were so laggy that 75% of the attacking or defending forces would crash out.

The end result was that there was hardly any meaningful PVP, the arena system was horrible, and PVPr's left because the game didn't cater to their needs. The August report had AOC with 415,000 subscribers as of August 15th, but I'd be surprised if the next quarterly report shows AOC with more than 200,000. That isn't a total failure, but it doomed them to the realm of MMO mediocrity, damaged their product's reputation, and short of a miracle they'll never pass the 400k mark again.

Who knows what War's churn rate will be, but a lot of the 55 servers have gone from high populations to medium or low populations. PVP players who expected "War to be everywhere" are mostly not seeing War anywhere.  PVP players who expected to be able to level and gear out via PVP are finding out that they have to PVE grind for the best gear, and having to PVE to even level efficiently due to population imbalances or low rewards for losing scenarios.

Warhammer hasn't damaged itself too bad yet, but the AOC example is a good modern example of what will happen to your game if you don't deliver what you promised. PVPr's by nature are not a patient customer, and they won't sit around for a year waiting on you to fix your game. They'll just leave, call it a piece of shit to anyone who will listen, and move on to something else.


Title: Re: What went wrong.
Post by: Morfiend on October 23, 2008, 09:43:39 AM
See, you need to keep playing so you have the option of quitting in disgust.

I have actually resubbed to games just so I could tell them something else in the "why did you quit"  box that I forgot the first time.  I don't know why I think they read that.

That might work if WAR had a why you quit box.  :drill:


Title: Re: What went wrong.
Post by: Signe on October 23, 2008, 09:55:02 AM
I. O. U.  $15


Title: Re: What went wrong.
Post by: Strinan191 on October 23, 2008, 10:04:17 AM
Here's what went wrong for me.

1. Scenarios > oRvR. This was advertised as an RvR game, not a WoW bgs clone. It wasn't fun in wow, its not fun in WAR. I fail to see how they could've even THOUGHT this was a good idea. Stop babystepping this, and do some real work.

2. The leveling GRIND, not just the speed. Max level in 5-6 days isn't so bad, its the GRIND that makes it not fun. For me to level at a decent speed, I have to grind the same scenarios over and over and over. If I lose, it makes me mad because of how little xp you get unless you win or come close to winning, it was a waste of time. I can't help that my team might suck(or that I might suck -.-) but I don't like being penalized all because my team didn't do their job or because the other side has too many of one class that is just decimating us. If I do quests to level, I have to go in all the racial pairings through all the tiers and do every single quest I can to avoid running out or having to leave my tier early. UNLESS I grind scenarios repeatedly, I will run out of quests and influence to grind, and its not fun. The grind SUCKS, not necessarily the speed.

3. The population imbalance doesn't bother me so much, IMO(NOTE IMO) destruction is severely favored over Order. I will admit, BWs and IBs pwn face, but without those two classes, we've got nothing. WE> Witch Hunter, Marauder > White Lion, BLORC > Swordmaster, DoK > WP, Shaman > AM.  Also, it doesn't help that almost every scenario has 4-5 chosen or blorcs in it, and a lot of times, if we don't have BWs, we get slaughtered. Come 1.1 nothing will change, soooo many people want to roll Blackguard. Why? Because its probably the coolest looking tank in the game aside from Chosen. Destruction tanks are much cooler than any of the Order tanks(even if IBs are so much fun).

I could go on, but those are the 3 main points for me.

EDIT: Actually, I'll give my 4th point.

4. The fact that Mythic seems to be trying to slow us all down from hitting 40. Some people hit 40 in a couple days, Mythic nerfs it. Players hit 70 in WoW in 2 days, Blizzard acknowledges them and gives them a pat on the back. It's obvious that Tier 4 and end game raiding wasn't ready for release. I've heard many level 40s saying that city sieges super buggy and all people do in tier 4 is scenarios anyways. They shouldn't have rushed the games release before Lich King(even though EA might've made them)


Title: Re: What went wrong.
Post by: Nebu on October 23, 2008, 10:12:15 AM
There's no reason to rush to the end of WAR as it exists.  Players are just trained by other MMO's to think that they need to as a matter of course. 

The grind isn't so much about the fact that it takes too long to get to 40. It's an issue that the trip to 40 is repetitive and largely uninteresting.  The lack of itemization and rate of giving fun/useful abilities is similarly slow.


Title: Re: What went wrong.
Post by: Mrbloodworth on October 23, 2008, 10:17:32 AM
There's no reason to rush to the end of WAR as it exists.  Players are just trained by other MMO's to think that they need to as a matter of course. 

This.


Title: Re: What went wrong.
Post by: Numtini on October 23, 2008, 10:23:23 AM
Quote
There's no reason to rush to the end of WAR as it exists.

For me that would be the most incredible indictment of the game possible because I saw nothing while I ground through T1 and T2 that was all that much fun. Scenarios were at first, but only for a level or two. They wore out their welcome just before I got out of T1 and I quite a level before I'd have left T2 and running Morkains one more time was one of the things I just couldn't conceive of doing. They would have been better off breaking up the levels more and having one BG per level range, so you escaped before you got sick of them.

If there is no reason to get to the end, no great end game of RVR waiting, then I don't see a reason to play the game at all. And really that's why I dropped out, I lost faith that there was anything waiting at the end and what I was doing really wasn't very much fun.


Title: Re: What went wrong.
Post by: Seanzor on October 23, 2008, 10:25:46 AM
There's no reason to rush to the end of WAR as it exists.  Players are just trained by other MMO's to think that they need to as a matter of course. 

As a counterpoint: there's *always* a reason to rush to the power ceiling: you have more strategic options available to you in combat.  I obviously can't speak for everyone, but I always have more fun in combat when my opponents and I have access to every ability our classes offer.  Low level PvP is only fun because of how fast leveling is - aside from that, it's overly simplistic and thus inherently dull after a couple of rounds.

In addition, any dev team worth its salt will prioritize class balance at the power ceiling over class balance prior to that point.  Thus, another reason to 'rush' to cap.


Title: Re: What went wrong.
Post by: Nebu on October 23, 2008, 10:29:22 AM
Rushing to the cap means one of two things:

a) the 1-40 game isn't as fun as the cap game. 

b) We're preprogrammed to race to the cap. 

Maybe both?



Title: Re: What went wrong.
Post by: Vinadil on October 23, 2008, 10:35:21 AM
Or, it means that since this is a level-based game they had to create level-based content.  Since everyone will eventually reach the Cap they created More content focused on the Cap levels.  So, to enjoy the bulk of the game you Have to reach the Cap.  This is defintely true of WAR.  It was designed to have tons of players running around in T4 killing each other and doing PQs and such.  The Cap is somewhere between 28-31 for most people (meaning you have access to T4 and most Mastery abilities), the rest of the levels being Icing.

The problem is that people are getting stuck well before they reach the Cap, even the "reduced cap".  XP should literally Fly until people hit at least 28, if not 30.


Title: Re: What went wrong.
Post by: Seanzor on October 23, 2008, 10:36:04 AM
While my above points are a factor, for me, to be honest, it's mainly:

3) I rush to cap because I'm preprogrammed to HATE HATE grinds, so anything I can do to cut down the grind is great.  Thus why I leveled exclusively via doing scenarios, dropping group once in them, and topping DPS as an Archmage who didn't heal anyone but himself (no xp for healing).

4) Rushing up lets me make early informed calls as to whether or not a game is dog shit.  If I find a super-grind of doom approaching level cap, I'm done.  WoW did that to me and I quit for like half a year, AoC did that to me at ~50, EQ did that to me at, like, level 12.  I'm kinda surprised I stuck it out to 32 in WAR - I blame peer pressure (hell, my friends and I all, as if telepathically linked, just stopped logging in permanently within one day of each other without any discussion of the game at all).


Title: Re: What went wrong.
Post by: Achaiah191 on October 23, 2008, 10:37:35 AM
Agreed. I don't see whats wrong with wanting to hit level 40, I want my new skills/tactics/morale abilities. I also want some better armor and I want to do city sieging. As it is right now, what you do at level 1 is not much different from level 30.


Title: Re: What went wrong.
Post by: Wershlak on October 23, 2008, 10:37:46 AM
There's no reason to rush to the end of WAR as it exists.  Players are just trained by other MMO's to think that they need to as a matter of course. 

For me the only rush is that I bought the game late and played around with classes before settling in. Guild members were already in T3 or T4.

No mentor or sidekick system left me unable to play with friends so I'm stuck trying to catch up.

I'm really sick of the whole concept of levels. With so many other advancement mechanics around, talent points, AA systems, rep grinds, even something like quests to unlock new skills/abilities I just don't see the point. In a PvP game your just spreading your playerbase over 4 tiers for no reason. Then your forced to add in the "bolster" buff to eleviate some of the problems it causes. I just think they had no balls. /rantoff


Title: Re: What went wrong.
Post by: Mrbloodworth on October 23, 2008, 10:37:56 AM
Thus why I leveled exclusively via doing scenarios, dropping group once in them, and topping DPS as an Archmage who didn't heal anyone but himself (no xp for healing).

A grind of a diffrent name, is still player induced. There is a difference between player made grind, and Game forced grind.


Title: Re: What went wrong.
Post by: Righ on October 23, 2008, 10:39:26 AM
Rushing to the cap means one of two things:

a) the 1-40 game isn't as fun as the cap game. 

b) We're preprogrammed to race to the cap. 

Maybe both?

Its a bit of both. Insert form tirade about levels in multiplayer computer games here. If the developers are copying bad designs you can't really blame player behaviour when they are copy 'grinding' practices from other games. You could make the 1-n9 experience as wonderful as you liked, but people will still want to circumvent it because your decision to use levels set a certain expectation based on prior games.


Title: Re: What went wrong.
Post by: Nebu on October 23, 2008, 10:42:12 AM
4) Rushing up lets me make early informed calls as to whether or not a game is dog shit.  If I find a super-grind of doom approaching level cap, I'm done.  WoW did that to me and I quit for like half a year, AoC did that to me at ~50, EQ did that to me at like level 12.  I'm kinda surprised I stuck it out to 32 in WAR - I blame peer pressure (hell, my friends and I all, as if telepathically linked, just stopped logging in permanently within one day of each other without any discussion of the game at all).

You can decide if a game is shit far sooner than that.  There's any number of examples to choose from. That really isn't a good reason.  Rushing to the endgame gets you to the endgame content faster, but ultimately your retention will depend on the quality of the game at the endgame.  

I'd say that MMO's force people toward the endgame more because of the status quo than any other reason.  It's as if people don't really stop to enjoy the trip to the endgame until they've already made it there at least once.  MMO's have a definite arms race appeal to them for many achiever types.


Edit: Righ beat me to the punch.


Title: Re: What went wrong.
Post by: Seanzor on October 23, 2008, 10:52:58 AM
Thus why I leveled exclusively via doing scenarios, dropping group once in them, and topping DPS as an Archmage who didn't heal anyone but himself (no xp for healing).

A grind of a diffrent name, is still player induced. There is a difference between player made grind, and Game forced grind.
Well, I got to pick which grind I wanted to do - I chose the one that was simultaneously the most fun (I *love* to compete, and I think PvE is misery) and the fastest (averaging, I'd say 22k xp for each Tor Anroc, losses included).

My 'player made grind' was a lot more fun than any other grind the game offered.  It was also much shorter.

Edit: Also - what else would I do?  It's either do scenarios (fun and fast), do quests (awful rehashed crap), or siege keeps (I did that about three times, then realized that it's either a PvE raid where you stomp a couple of enemy players along the way, or it's a stalemate that transitions to loss via attrition, and either way I don't advance my character at all).

Yeah, we are on the same page, Bloodworth.


Title: Re: What went wrong.
Post by: Mrbloodworth on October 23, 2008, 10:54:25 AM
Oh, i just posted that to make sure we are all on the same page. I think most here are talking about the Game forced grind (out of necessity, not want).


Title: Re: What went wrong.
Post by: Lakov_Sanite on October 23, 2008, 10:55:43 AM
When I was playing I can't really say I was rushing to the cap but I certainly wanted it over with. I felt war's pve experience just gets very stale and people want to be done with it more than it's their nature to rush to an endgame.  Scenario's are fun and I think if they were less xp/reward per hour than rvr that even staunch anti-wow people might enjoy them as something fun to do.  As it is though they are being overused, people are getting sick of them but the alternative is equally boring and repetitive PVE.

If people could just level 1-40 on their pairings quests alone it wouldn't have been so bad but once you have to start doing chapter 10 orc,chaos,dark elf your quests per level triple and then you can see the giant hamster wheel around you. Not only is it a grind, it's also a pain in the ass to have to fly to the different pairings and grab all those new quests. It breaks your rhythm and the storyline of your character and takes you out of the Immersive environment they try and create.

It's clear the whole flow of the game was disrupted by the exp nerf pre-release and honestly I can't think of one fix that could have solved all these woes more than that.


Title: Re: What went wrong.
Post by: Kamen on October 23, 2008, 10:58:32 AM
Fuck levels.

If you need a grind crutch then make capping out skill/ability wise impossible - Eve.


Title: Re: What went wrong.
Post by: Nebu on October 23, 2008, 11:01:45 AM
Fuck levels.

If you need a grind crutch then make capping out skill/ability wise impossible - Eve.

Levels will go away as soon as players stop creating a demand for games with them.  Seriously though, levels are really pretty meaningless in WAR just as they were in DAoC.  This is the case since everyone will be playing the majority of their gametime in the endgame.  Reknown are the true levels in WAR. 



Title: Re: What went wrong.
Post by: Seanzor on October 23, 2008, 11:04:34 AM
A) Renown.
B) The levels are absolutely not meaningless, in that they are the thing most likely to prevent people from ever getting to the endgame.


Title: Re: What went wrong.
Post by: Righ on October 23, 2008, 11:09:40 AM
If people could just level 1-40 on their pairings quests alone it wouldn't have been so bad but once you have to start doing chapter 10 orc,chaos,dark elf your quests per level triple and then you can see the giant hamster wheel around you.

As somebody who has done an unreasonable amount of PvE on one character for the story and 'complete the tome' reasons, I'm pretty sure that you can do 1-40 on your native pairing only - you just have to complete every PQ influence line as you do it as well as all the 'flagged PvE' scouting and collecting quests in the RvR areas. Nobody in their right mind (I'm prepared to concede that I'm doolally) would do that, especially when there's nobody else doing the PQs and it involves solo-killing stage one twice each time. Despite this unpleasant grind, I still felt it was less painful than killing furbolgs and undead in WoW. However, those were about 'rep' and not 'getting to a maxed-out character' so I understand why the WAR grind kicks more people in the goolies.


Title: Re: What went wrong.
Post by: Khaldun on October 23, 2008, 11:24:04 AM
Well, whether it's gone wrong for other people or not, I'm about done with it in terms of personal fun, pretty much as I'm done with it in terms of looking at how the internal culture and social practices of the game have come together in the first month of live. I logged on last night, joined the queues, one scenario popped in two hours of waiting, and it was Tor Anroc. There was no open PvP happening, nobody in the very large guild I'm in felt like doing PQs. Everyone was just plugging away at PvE hoping that scenarios or RvR would start up, but nothing really did in the two hours I was on. That was two hours I could have been playing any number of other things, even WoW. Having nothing to do but WAR PvE is like getting stuck carving a bar of soap in your prison cell.


Title: Re: What went wrong.
Post by: Midama on October 23, 2008, 11:32:27 AM
Quote
97% of all their servers being Medium Population during prime time should light a fire under someones ass over there to get things going.
This, basically. After thinking about it more, I've decided to go ahead and cancel until i see some patch notes. I feel like I've hardly played the game and I'm already bored and frustrated with it. Which is a little troubling, I think i have a high tolerance for MMO issues.
 Aside from the ghost town feeling, its class balance and lack of meaningful combat. It feels like button mashing. I also feel like i can't really enjoy my character because i see a mountain of re balancing and whatnot in the future, and i don't want to invest in a character that may be completely different in three months.  Sadly i don't have much faith they will do a great job, after seeing what they went live with. T4 pvp is repeatedly described as a race to see who's Magus or Eng can do their AE pull the enemy into a ball and kill them all first.

 I'll try and throw in some ideas instead of being completely negative. Get rid of the AE/enemy pull garbage. If anything, change it so they can toss their allies into combat from a distance. Knockbacks are out of control, stop it. At best, knockback should push characters back a few feet, not so far as to take them out of meaningful combat. Too many roots and snares as it is, people hate this. Give squishes other tools like blink, shields, invis, etc. With so many people favoring range, give melee a better means of closing the gap. I hate to keep stealing from WoW, but they did a good job. Charge, real stealth etc are a good thing in this kind of combat, imo.
 Make counters and strategy meaningfull.


Title: Re: What went wrong.
Post by: raydeen on October 23, 2008, 11:36:59 AM
I think this pretty much sums up the experience most are having with the game. It seems really fun at first and then BAM! (http://www.metacafe.com/watch/703994/funny_dog/)


Title: Re: What went wrong.
Post by: Righ on October 23, 2008, 11:44:34 AM
I hate to keep stealing from WoW, but they did a good job. Charge, real stealth etc are a good thing in this kind of combat, imo.

Not with PvP they didn't. And stealth in any form is bad for class based PvP. Sure, everybody loves sneaking up on people while invisible and killing them when they pull a mob. Its not so much fun for the victim. Arms race. Before you know it, everybody wants to be a stealthing, flying, unrootable AoE'ing class and nobody will play anything else. Its bad enough that ranged DPS is grossly overpowered in this game and picks up the best reward rate for both XP and renown. Lets not encourage them to bring in other BAD ideas to 'fix' the game.


Title: Re: What went wrong.
Post by: Midama on October 23, 2008, 11:47:22 AM
 Fair enough. Only reason i tossed stealth in was to give melee a chance to engage without getting blown up by all the waiting range classes. If they can come up with better, im all for it.


Title: Re: What went wrong.
Post by: Nebu on October 23, 2008, 11:48:49 AM
Fair enough. Only reason i tossed stealth in was to give melee a chance to engage without getting blown up by all the waiting range classes. If they can come up with better, im all for it.

Resist gear, resist buffs, and healers do the trick.  That's why they have the large hp numbers. To survive the time needed to close distance.  They are the go between in no man's land.


Title: Re: What went wrong.
Post by: Ratman_tf on October 23, 2008, 11:55:33 AM
Fuck levels.

If you need a grind crutch then make capping out skill/ability wise impossible - Eve.

Levels will go away as soon as players stop creating a demand for games with them.  Seriously though, levels are really pretty meaningless in WAR just as they were in DAoC.  This is the case since everyone will be playing the majority of their gametime in the endgame.  Reknown are the true levels in WAR. 



Tell that to all the grey guys I ganked in the Midgard frontier.


Title: Re: What went wrong.
Post by: Nebu on October 23, 2008, 12:05:26 PM
Tell that to all the grey guys I ganked in the Midgard frontier.

Leveling in the frontier was a risk/reward thing. 

Besides, gray ganking is lame.  You kill the guy PL'ing them and leave the gray to die to mobs and take an xp death!


Title: Re: What went wrong.
Post by: Khornish on October 23, 2008, 12:52:53 PM
14 line paragraph, double spaces after sentences, block of text.


Title: Re: What went wrong.
Post by: Lantyssa on October 23, 2008, 02:01:14 PM
Its a bit of both. Insert form tirade about levels in multiplayer computer games here. If the developers are copying bad designs you can't really blame player behaviour when they are copy 'grinding' practices from other games. You could make the 1-n9 experience as wonderful as you liked, but people will still want to circumvent it because your decision to use levels set a certain expectation based on prior games.

Levels will go away as soon as players stop creating a demand for games with them.  Seriously though, levels are really pretty meaningless in WAR just as they were in DAoC.  This is the case since everyone will be playing the majority of their gametime in the endgame.  Reknown are the true levels in WAR. 
Levels will go away when there is a successful game without them.  There is a small horde of us here who think it's crap game design.  We have red names who think it's a crap design.  Who is going to fund it though, when the only 'successful' games have levels?

Unfortunately, they're not meaningless.  My Swordmaster is level 23.  I've done all the quests through Tier1 to Tier 2 and am about to move on to Saphery.  I'm being sent to areas where mobs are four and five levels above me, and I cannot even use the quest rewards.  Levels are acting as a barrier.  My only option is to grind, which I won't do.  (Unlike Righ, I'm not willing to solo kill five hundred mobs in first stage PQs to advance.  I am doing a ton of exploring to look for quest unlocks, but their xp is minimal.)


Title: Re: What went wrong.
Post by: Nevermore on October 23, 2008, 02:05:10 PM
Levels will go away when there is a successful game without them.

You mean like, say, Ultima Online?  Or Eve Online?


Title: Re: What went wrong.
Post by: Nebu on October 23, 2008, 02:06:50 PM
You forgot... WoW changed the meaning of "successful".


Title: Re: What went wrong.
Post by: Sjofn on October 23, 2008, 02:20:40 PM
Tell that to all the grey guys I ganked in the Midgard frontier.

Leveling in the frontier was a risk/reward thing. 

Besides, gray ganking is lame.  You kill the guy PL'ing them and leave the gray to die to mobs and take an xp death!

You bastard!


Title: Re: What went wrong.
Post by: schild on October 23, 2008, 02:21:56 PM
You forgot... WoW changed the meaning of "successful".

No it didn't. It changed the meaning of "what you need for people on the internet to really give a rat's ass."


Title: Re: What went wrong.
Post by: Nebu on October 23, 2008, 02:29:48 PM
No it didn't. It changed the meaning of "what you need for people on the internet to really give a rat's ass."

I'm guessing that by "people on the internet" you mean "investors"?


Title: Re: What went wrong.
Post by: Righ on October 23, 2008, 02:31:41 PM
No it didn't. It changed the meaning of "what you need for people on the internet to really give a rat's ass."

Are you suggesting that there are people who are not on the Internet?


Title: Re: What went wrong.
Post by: Lantyssa on October 23, 2008, 02:32:05 PM
What we're willing to call successful and what is successful enough to get funding is vastly different.  Or the people with enough pull can't think outside the level paradigm.  There are a multitude of reasons, but the end result is UO and Eve are more or less niche now, and while they might provide some good lessons and examples, the right people don't care.

Was Jacobs talking about how they were going to be a solid game looking to do as well or better than EQ2, LotR, or CoX?  No, he was telling us how they would be competing with WoW and making them shiver in their boots.  We saw the same thing with AoC.  When a game company comes out and says, "We're looking to make a solid game which makes a decent profit, but don't care about competing with the big dogs.  WoW numbers would be fantastic, but 200k would make us happy," then I'll think there is some hope.

DING, baby, DING.  DIKU 4EVAR.


Title: Re: What went wrong.
Post by: Nebu on October 23, 2008, 02:33:09 PM
Are you suggesting that there are people who are not on the Internet?

Yes.  One of them is running for president.


Title: Re: What went wrong.
Post by: Kageru on October 23, 2008, 07:22:55 PM

I like levels. It's one of the simplest mechanics for showing your characters progression from fresh-faced recruit to heroic champion. It also acts as a tutorial by allowing a gradual growth in the complexity of the mechanics available to you. Through questing it allows you to explore regions of the gameworld and the lore / factions etc. And getting the ding / quest completion is just addictive in itself.

The trick is that the pacing has to be tied to the content and the goal of the game. There is no point in having a slow levelling scheme if you aren't growing the gameplay through new abilities and don't have new parts of the world to explore. Grind is when you are levelling through pure repetition rather than acceptably concealed repetition. In a PvP game, where the point of the game is competiting with other players, the level grind should be shorter so you can get to the meat of the game on an equal footing. From what I have been reading War does badly on all of these as endlessly repeating a scenario cannot offer new environments to explore and the growth in character flexibility is also somewhat limited.

Warcrafts level, abilities and wealth / itemization growth is extremely impressive. They have even gone back and filled some of the holes they had on release so that a new player is confronted with a 30% reduced climb and a lot more to do. That's one of the advantages of rolling around in money of course, but it also means they are still attracting and retaining new players when the game is old.

And ultima online definitely had levels. Compressing "warrior" and "mage" down to one skill didn't make raising that skill any less of a grind. Skill based games also have the issue where you have to do bizarre and counter-intuitive things to level less used skills. Whereas levels let you focus on exploring the world knowing your skills while grow in order to support what the class should be able to accomplish.


Title: Re: What went wrong.
Post by: SuperPopTart on October 23, 2008, 07:25:35 PM
Why do I always miss things?  :pedobear:


Title: Re: What went wrong.
Post by: Trippy on October 23, 2008, 07:29:11 PM
Why do I always miss things?  :pedobear:
You need to train HaemishM better :awesome_for_real:


Title: Re: What went wrong.
Post by: SuperPopTart on October 23, 2008, 07:30:50 PM
lol no he talks I just don't listen


P.S. - I see SOMEONE opened the floodgates and let (I missed a WHOLE WORD THERE) people in!


Title: Re: What went wrong.
Post by: ghost on October 23, 2008, 08:26:09 PM
I'm assuming that many of you here were in the beta......

What happened?  From all accounts the beta was phenomenal.


Title: Re: What went wrong.
Post by: schild on October 23, 2008, 08:29:07 PM
They set up the ideal environment for things to work and that environment never pointed out the problems with the fucking game. >_<

Theoretically, awesome.

20/20 Hindsight: Shit shit shit.


Title: Re: What went wrong.
Post by: Ashmodai on October 23, 2008, 08:33:35 PM
They set up the ideal environment for things to work and that environment never pointed out the problems with the fucking game. >_<

Theoretically, awesome.

20/20 Hindsight: Shit shit shit.

Elaborate?  Some of the problems are just hard to miss.  How did all of the CC make it into the game?  "Uh we have this cool idea that someone should be able to suck every player within 65 ft to a single point!"  How does something like that get through beta as a good mechanic?  That's just one example of many, I can't think of many good things to say about WAR's endgame at all at this point, really.  Which is sad, because the concept is good and appeals to me.


Title: Re: What went wrong.
Post by: schild on October 23, 2008, 08:35:45 PM
Most of the CC doesn't annoy me. Just that one ability does. I don't know how it made it to retail.

I don't know how half the shit made it to retail.


Title: Re: What went wrong.
Post by: Ashmodai on October 23, 2008, 08:44:50 PM
I think this pretty much sums up the experience most are having with the game. It seems really fun at first and then BAM! (http://www.metacafe.com/watch/703994/funny_dog/)

That sums it up for me too.  I've taken to rolling alot of alts - at least t1-t3 are at least moderately enjoyable, heck I even enjoy Tor Anroc, different classes are fun, and the grind isn't terrible up to 25 or so.  I guess the bright and shiny newness of the game was enough to distract for the first month or so but now that that veneer is wearing thin the problems come through and there's lots of them.


Title: Re: What went wrong.
Post by: ghost on October 23, 2008, 08:50:34 PM
Well, sure they missed a lot of little things that are irritating, but to me the big picture is what is killing the game. 

They really missed something in the psychology of why people do things.

WOW clearly played on the "slot machine" psychology that gets gamblers.  WAR seemed to miss on the psychology of "ding, I leveled" and "hey, that is a 25 man zerg coming at me and I'm all alone............guess I'll do a scenario instead. :ye_gods:


Title: Re: What went wrong.
Post by: BitWarrior on October 23, 2008, 08:52:56 PM
Elaborate?  Some of the problems are just hard to miss.  How did all of the CC make it into the game?  "Uh we have this cool idea that someone should be able to suck every player within 65 ft to a single point!"  How does something like that get through beta as a good mechanic?  That's just one example of many, I can't think of many good things to say about WAR's endgame at all at this point, really.  Which is sad, because the concept is good and appeals to me.

Some (from speaking with my close friends whom have played the game) feel that what we were promised was a global war, and what we got were skirmishes. As it stands, the game doesn't do PvP any better than WoW's Battlegrounds.


Title: Re: What went wrong.
Post by: rk47 on October 23, 2008, 08:55:24 PM
There is actually something that could get Tanks and melee in close combat. Most of the time anyway.
Tanks hold the line and charge forward together. Attracting attention. This works very well since BW & Sorcs like to roast the tin cans. 50% disrupt and block rate should ensure them make it to the front. Heals on them to sustain their presence while the close combats flank. Ranged fire just keep pressure.

HOWEVER, sustained presence is impossible in the light of massive KB & Magnet pulls in this game as well as root. I was being ping-pong'ed left and right even tho I made it to their midst. Before I could twist my third Chosen Aura I was already flying. And I would be out of range of heals and die from 9 DOT. Playing guerilla warfare wouldn't work either with the way DOT work. Once they land, you're fucked till you're healed or hex removed. This needs to be changed to whenever a dot ticks, it has a gradual increase on disrupt chance. 2.5% increments per tick would ought to make it less bullshit for a fully dotted tank to just curl up and die in a corner waiting for heals after the BW does 3 keypress.

tldr version:
roots & knockbacks made it hard for tanks to do anything remotely useful except to spam the same thing blindly at other enemy grp. Please give tanks counters against knockback. I don't mind being stunned or disabled.
dots made it doubly hard for melee to survive an encounter as well. dots should come with a disrupt component per tick.



Title: Re: What went wrong.
Post by: Lantyssa on October 23, 2008, 09:08:10 PM
tldr version:
roots & knockbacks made it hard for tanks to do anything remotely useful except to spam the same thing blindly at other enemy grp. Please give tanks counters against knockback. I don't mind being stunned or disabled.
dots made it doubly hard for melee to survive an encounter as well. dots should come with a disrupt component per tick.
I friggin' loathe being disabled.  Roots are really annoying, but I have Juggernaut.  I can handle the ping pong fairly well.  Dying in two seconds from eight people focusing fire makes me grumble, but I deal.  Being disabled makes me yell unpleasant things at my monitor at a volume which wakes the neighbors.


Title: Re: What went wrong.
Post by: rk47 on October 23, 2008, 09:11:23 PM
when you're 'disabled' you're stuck in that position till you get up in 2-3 second ready to pick a target
when you're 'knocked' you're flying in the air for 2-3 second, unable to do crap, target's range has changed and hence you're really clueless till you land. You need to visit Dragonwake T4 RvR map to understand what I mean. I had idiots running to the bridge to gank a swordmaster despite me telling them 'ITS A LONG WAY DOWN HE HAS AOE KNOCKBACK' Boom. 5 people just fell off the bridge. 

Now do you still prefer to be knocked than disabled?


Title: Re: What went wrong.
Post by: Trippy on October 23, 2008, 09:13:31 PM
They set up the ideal environment for things to work and that environment never pointed out the problems with the fucking game. >_<

Theoretically, awesome.

20/20 Hindsight: Shit shit shit.
How would you know? You didn't play Beta :awesome_for_real:

Also, you are wrong. I couldn't say if *all* the issues people are bringing up now were brought up in Beta cause I didn't follow the Beta forums all that closely but many of them were. We even talked about many of them in our, you know, thingy.


Title: Re: What went wrong.
Post by: Venkman on October 23, 2008, 09:22:39 PM
Well, sure they missed a lot of little things that are irritating, but to me the big picture is what is killing the game. 

They really missed something in the psychology of why people do things.

They never tested the big picture in beta. It was mostly a bunch of very specific use-cases with testers mostly being funneled to them.

And the psychology part has always been an issue with them for some reason. Either they have one type of player their games eventually depopulate to, or they don't adequately test their social engineering experiments.


Title: Re: What went wrong.
Post by: Lantyssa on October 23, 2008, 09:24:49 PM
Maybe in T4 it would matter.  I've only done a handful of T3 stuff, and in T2 I was a goddess of win since I parked my Swordmaster on the flag.

When I'm knocked back I at least can tell I'm not able to do anything while flying.  I start thinking about where I'm going after I land, too, since I'm pretty good at judging my arc.  (Also Gust of Wind... I can do it back.)  When I'm disabled though, I stand right back up and can't do anything for four or five seconds.  Laying on my back wouldn't make it much better.

Maybe it's a dramatic thing.  Soaring through the air to land on my feet ready to charge back in feels heroic.  "Heh.  That all you got?  Thanks for giving me some room to build up momentum for my giant sword."  Forcing me to the ground in a vulnerable position where I take my time standing?  Doesn't feel heroic.


Title: Re: What went wrong.
Post by: Wasted on October 24, 2008, 12:04:32 AM
Well, sure they missed a lot of little things that are irritating, but to me the big picture is what is killing the game. 

They really missed something in the psychology of why people do things.

They never tested the big picture in beta. It was mostly a bunch of very specific use-cases with testers mostly being funneled to them.

And the psychology part has always been an issue with them for some reason. Either they have one type of player their games eventually depopulate to, or they don't adequately test their social engineering experiments.


Its still a pretty laughable situation though, that Mythic are in that oRVR is what the game was most marketed for, the thing most people on the boards say they want to engage in, and yet they are all but being held to ransom to make oRVR more rewarding or people wont play.  They are playing catch-up with public opinion already, making apologies and trying to buy back favour.  Whether their subs numbers are bad or not they have created a public perception that the game is lacking in key features and are chasing opinion, not dictating it.

The lack of official boards and a firm grasp on public communication and its tone has created the perception in many that the game is failing, even if the figures may indicate its not doing as bad as all the doom-callers are saying.  Its certainly going to hurt retention and growth though.

The 'nice-honest guy, we know of the problems and are fixing them' approach didn't work for Funcom either, add that they called so early for player opinion in working out solutions gave away so much control that they just shot themselves in the foot really.


Title: Re: What went wrong.
Post by: Zzulo on October 24, 2008, 04:29:33 AM
funcom had horrible public relations

their official forum was absolutely horrible

their patches were horrible



Title: Re: What went wrong.
Post by: Ossigor on October 24, 2008, 04:37:59 AM
Was that a haiku?


Title: Re: What went wrong.
Post by: Tarami on October 24, 2008, 04:41:19 AM
More like a seppuku.


Title: Re: What went wrong.
Post by: tolakram on October 24, 2008, 04:47:18 AM
Here's what I see.

You have people saying they like oRVR.

You have people saying they hate getting zerged.

Decide.  :)


Title: Re: What went wrong.
Post by: Vinadil on October 24, 2008, 04:54:46 AM
His point is valid
There are problems with both ways
This is not easy


Title: Re: What went wrong.
Post by: Vinadil on October 24, 2008, 05:01:02 AM
Also, on the point of Beta.  Here are two key things they missed from the Guild beta phase:

1) Capped levels at 20 for the first push.  They capped us at T2 for the majority of the first push.  Then they opened T3 for a couple of days... not nearly enough time for us to see the XP decrease and play ANY of the scenarios really.  Then they wiped, gave us all level 31 characters and went to the next problem...

2) Release was coming soon... only the Captastic of the Captastic wanted to LEVEL again.  We had level 31 chars, we had almost all the ablities we wanted, we WANTED to RVR... so, that is what we did.  You had armies of level 31/32s running around RVRing the entire time.  We queued for some scenarios, they popped ALOT.  Everyone was doing PVP, because people "felt" like they were levelled enough.

What Mythic probably saw was this:

1) People levelled through T1-2 at a good rate, everyone was happy with the experience.  Assumption... "Our levelling speed is good", whoops we missed T3!

2) People love the T4 RVR and scenarios.  I think this will be true... if people GET there.  Once people start hitting 31+ in masse I think the RVR areas will get much more populated.  It is just so much easier to jump in once you get to T4.

Also - to the Magnet ability.  I am pretty sure that was thrown in after guild beta ended... because none of our level 31 Engies could spec it, and you can get it at 29 if you really want to.


Title: Re: What went wrong.
Post by: Geki on October 24, 2008, 06:26:56 AM
Also, on the point of Beta.  Here are two key things they missed from the Guild beta phase:


1) Guild beta was nothing more than a stress test for the servers.  By the time you guys got in all of the mechanics and tiers were 'tested' and it was pretty much about tuning the server at that point.  The templates were because elders already had 31s that weren't wiped yet, so they gave guilds 31s for a couple days until all of the guild people got their registrations set, etc.  There was no focus testing during the guild beta.  They were there to basically see if anything blew up during "normal" gameplay.

2) Speaking for myself and those that I tested with, closed/guild beta people rvr'd constantly because we thought that's what the game was about.  But as you and others have said it was basically because we were dropped in the same tier at every test.  To duplicate this in production you'd have to have 1000+ people in every pairing and every tier.  Could the servers handle that?  I doubt it, but I'm sure orvr wouldn't be an issue at that point.


What really burns my ass is that basically Mark told us we were all retarded when we wanted more servers during the head starts and first week of retail.  Well, here we are a month later and we have low pop servers because we didn't want a queue during the first two weeks. I fully admit, I cried like a little bitch when I saw a queue the first week and begged for more servers.  Now I wish I had been patient and just waited until they increased the cap per server a week or two ago.


Edit note:  Basically, it comes down to HaemishM's "11 knob" and since nobody gave a shit about leveling in beta we weren't trying to find the 11 knob.  Once the HURHURs figured out they could level in scenarios it was all over.  Now they can't change scenarios because people will bitch, messing with the "way we like to play the game" and all that shit.




Title: Re: What went wrong.
Post by: ghost on October 24, 2008, 06:27:59 AM
Here's what I see.

You have people saying they like oRVR.

You have people saying they hate getting zerged.

Decide.  :)

A game that is nothing but zerg after zerg probably won't appeal to the mainstream MMO gamer and would relegate WAR to being a "niche" game.  That is okay, I suppose, but I just don't see it being a good long term solution and I'm pretty sure that this wasn't what Mythic envisioned.


Title: Re: What went wrong.
Post by: Khaldun on October 24, 2008, 06:46:14 AM
One of the things I liked about PQs is that I thought they were a stab at solving the deepest problem in MMOGs: how to get groups of relative strangers to coordinate actions together in a way that went above pure zergery.

The early game PQs cue players to do some very basic tanking-and-healing together if they want to get to the end of the PQ. And I saw a lot of that in Tier 1 PQs: without any communication, players basically enacting the tank-heal-damage triad in a fairly coordinated way.

What would make the later PQs work as progression is if they subtly upped the ante, requiring players to spontaneously coordinate slightly more ambitious or complex sequences. Instead they just go for pure grind with some tank-and-heal at the end.

The *real* trick, however, would be to make oRvR and scenarios in the same fashion. And here Mythic just didn't even begin to address the problem, because the incentive structure of all RvR in WAR encourages players to mindlessly zerg *rather* than to coordinate action. In any T2 or T3 scenario, the genuinely smart strategy for maximizing XP and RP gains is:

a) don't be a tank
b) DPS mindlessly or heal randomly, with the only objective being kill as much or put as many heals on as you can
c) if someone else can happen to hold objectives or cap flags, this is a good thing, but don't give up killing and healing to help that happen

That's a very clear communication about how to play, and it runs exactly counter to what most of the players say they want. I'm not saying it's easy to figure out how to reward players for more coordinated social play, and if you overdo it in that direction, we're right back to more or less requiring people who want to compete to be in hardcore guilds, in vent all the time, and so on. The magic recipe is a combination of intuitive structures for cooperation with incentive structures that reward coordination.



Title: Re: What went wrong.
Post by: Vinadil on October 24, 2008, 08:13:27 AM
Basically you are saying, "Mythic rewards guilds and punishes solo/new players."  So, the issue then becomes training new/solo players in how to Act like guilds.

The fact is that in scenarios it is NOT the best to just randomly DPS and Heal.  Our guild groups show that in almost every scenario we run, as we top the damage,healing,xp, and renown charts.  But, for a Solo player, it definitely Seems best for them just to DPS/Heal.

Once again hindsight makes me see where WoW understood this.  They only have 3 battlegrounds.  I hated that.  As part of organized guild groups who were forced to run the same BGs over and over I constantly asked, "Why CAN'T they make more maps?!?!"  I did not get this issue, the issue that WAR has shown us.  That is, it is HARD to train solo and new players how to work together.  It takes them doing the SAME thing over, and over for a long period of time in order for strategy to develop.

Now you have people in wow who can be complete PUGs and function almost as well as pre-made groups.  The PUGs have learned the strategy.

That will be harder in WAR because there are so many maps with so many strategies.  Even the pre-mades have not all decided on the best strategy for every map... much less the PUGs.  WoW developed a game that helped people connect in new ways, and destroyed close-knit guilds.  WAR is a much better design for close-knit guilds, but is still trying to figure out how to connect new people in meaningful ways.


Title: Re: What went wrong.
Post by: Beltaine on October 24, 2008, 08:24:04 AM
Once again hindsight makes me see where WoW understood this.  They only have 3 battlegrounds.  I hated that.  As part of organized guild groups who were forced to run the same BGs over and over I constantly asked, "Why CAN'T they make more maps?!?!"  I did not get this issue, the issue that WAR has shown us.  That is, it is HARD to train solo and new players how to work together.  It takes them doing the SAME thing over, and over for a long period of time in order for strategy to develop.


That is so so true.

Yesterday, 35 days into release, Khaine's Embrace popped. We ran to capture the first point and everyone stood around, so I clicked the flag and made the capture. I then ran all the way to the opposite capture point (which had still not been captured) and claimed it.

A few minutes later everyone is just slugging it out in the middle of the zone while I'm running around making captures, I'm wondering what's going on when someone says in /sc chat, "WTF is this explosion?"; "How does this scenario work?"; "I don't know what I'm doing."

Over a month into release and T1 scenarios has been Nordenwatch so much, that when one of the others pops, nobody has a damn clue.

(Been lurking here for a week and finally had something to say  :oh_i_see:)




Title: Re: What went wrong.
Post by: ghost on October 24, 2008, 08:28:14 AM
Basically you are saying, "Mythic rewards guilds and punishes solo/new players."  So, the issue then becomes training new/solo players in how to Act like guilds.

The fact is that in scenarios it is NOT the best to just randomly DPS and Heal.  Our guild groups show that in almost every scenario we run, as we top the damage,healing,xp, and renown charts.  But, for a Solo player, it definitely Seems best for them just to DPS/Heal.

Once again hindsight makes me see where WoW understood this.  They only have 3 battlegrounds.  I hated that.  As part of organized guild groups who were forced to run the same BGs over and over I constantly asked, "Why CAN'T they make more maps?!?!"  I did not get this issue, the issue that WAR has shown us.  That is, it is HARD to train solo and new players how to work together.  It takes them doing the SAME thing over, and over for a long period of time in order for strategy to develop.

Now you have people in wow who can be complete PUGs and function almost as well as pre-made groups.  The PUGs have learned the strategy.

That will be harder in WAR because there are so many maps with so many strategies.  Even the pre-mades have not all decided on the best strategy for every map... much less the PUGs.  WoW developed a game that helped people connect in new ways, and destroyed close-knit guilds.  WAR is a much better design for close-knit guilds, but is still trying to figure out how to connect new people in meaningful ways.

I still think a great way to do this would be to have "soloable" objectives in tier 1 and tier 2 RvR lakes.  This would get people used to the idea of taking objectives in the RvR lakes.  You could give a little RR reward for doing them and maybe a little xp.  I guarantee you if you get two flagged people near one of these they are going to start fighting and that is a good thing. 


Title: Re: What went wrong.
Post by: tolakram on October 24, 2008, 08:29:22 AM
Quote
Over a month into release and T1 scenarios has been Nordenwatch so much, that when one of the others pops, nobody has a damn clue.

New player maybe, that would be a good thing.   Not everything is wrong, jeepers and all that.


Title: Re: What went wrong.
Post by: Xuri on October 24, 2008, 08:29:46 AM
funcom had horrible public relations

their official forum was absolutely horrible

their patches were horrible
To bite, or not to bite. Woe.


Title: Re: What went wrong.
Post by: UnSub on October 24, 2008, 08:58:37 AM

Over a month into release and T1 scenarios has been Nordenwatch so much, that when one of the others pops, nobody has a damn clue.


This is a real pity, because IMO Khaine's Embrace is a lot more interesting than Nordenwatch. However, it does require more thought than just picking a target and firing, while in Nordenwatch you can just fire away*.

* not if you want to win, of course, but you need fewer clued in people in Nordenwatch than Khaine's.


Title: Re: What went wrong.
Post by: Righ on October 24, 2008, 09:04:14 AM
You need even fewer clued people to win Gates of Ekrund. Nuke the middle.


Title: Re: What went wrong.
Post by: UnSub on October 24, 2008, 09:10:50 AM
You need even fewer clued people to win Gates of Ekrund. Nuke the middle.

But it is a confusing map. With Nordenwatch, there is no thought involved about where to run to.


Title: Re: What went wrong.
Post by: ashrik on October 24, 2008, 09:13:18 AM
They should have gone with a real open beta instead of an "open" beta. And made it much more lengthy.

We got time to test the game, but not any real time to play it. A beta full of regular people, instead of internet neckbeards, who are playing the game just as they would the release- that's where you'd get the best information of a near-retail product.

Edit: but DAMN what a negative thread/title. I don't think we're exactly at 'rats fleeing a sinking ship' just yet heh.


Title: Re: What went wrong.
Post by: Nebu on October 24, 2008, 09:17:03 AM
I don't think we're exactly at 'rats fleeing a sinking ship' just yet heh.

Don't be so sure.  If people aren't leaving after the first month, many are just staying to see what happens this month.  The levee has a small crack at the moment...   


Title: Re: What went wrong.
Post by: raydeen on October 24, 2008, 09:39:57 AM
You need even fewer clued people to win Gates of Ekrund. Nuke the middle.

I don't even know what that map looks like. I can barely get Khaine's Embrace. And this is after playing on at least 3 different servers. I think it was probably a mistake to let people choose scenarios regardless of their geographical region. It's like trying to get any other map but Deck 16 in the old UT.


Title: Re: What went wrong.
Post by: Ehle on October 24, 2008, 09:57:33 AM
Quote

Listen, if I'm going to pay for a self-proclaimed PvP game I don't expect to log on and have to dick around for an hour or more begging and pleading with people to willingly spend their time participating in an activity that - though fun in theory - is actually entirely counter productive to their advancement.  I am also not going to spend days and days leveling to 40 in the vain hope that somehow things will get better.  I've played these games long enough to know that things never get better.


This.  If I want PvE I will go play WoW's refined version. 

I logged in last night during prime time and waited 15-20min just to do one scenario.  Ran all over the oRvR in my zone and saw nothing.  Last time I did that I found 2 other people and we knocked a keep door down before one enemy showed up and stymied us from the lord room (not like we could've taken it anyway).  Two other times I ran into a lone enemy player.  Won one fight, lost the other.  Oh boy.  I have a job and don't need another one cajoling folks into organizing for something that the game seems designed to funnel folks away from doing. 

Gawd, why is there any PvE in this game?  Why are there so many zones and why are they so freaking big?  Why isn't 20 max level?  Why are flight masters so, so rare?  Why is PvP loot so terribly bad?  Why aren't the servers at least aggregated into a few meta worlds (maybe about ~4 Eve universes from all of the servers)? 

This game is like owning a sportscar that you can't drive until you build the garage.   


Title: Re: What went wrong.
Post by: Nebu on October 24, 2008, 10:06:43 AM
Gawd, why is there any PvE in this game?  Why are there so many zones and why are they so freaking big?  Why isn't 20 max level?  Why are flight masters so, so rare?  Why is PvP loot so terribly bad?  Why aren't the servers at least aggregated into a few meta worlds (maybe about ~4 Eve universes from all of the servers)? 

This game is like owning a sportscar that you can't drive until you build the garage.   

That's a great question.  Why is there PvE in this game?  My guess would be something to do to advance your character in times when you don't feel like PvP.  Second, as a means to attract players from "that other elephant in the room" and slowly encourage them to try the pvp game. 

I think that you're hinting at something very correct though: that WAR woudl have been better served to just dump their resources into the PvP aspects fo the game (scenarios and RvR) and really polish the hell out of that.  Crafting and PvE seem like an add on... much as PvP did to EQ.


Title: Re: What went wrong.
Post by: Seanzor on October 24, 2008, 10:17:40 AM
I'd guess it's because it's a lot of fun to pour money and time into creating content more likely to cause a player to quit, rather than smile.

Or, if you prefer, it's because no one there understood what makes their game fun versus what makes WoW fun, and decided that, zomg, every MMO has PvE, we have to have it too, or else we'll end up like Fury or something (I'd of course posit that Fury's failure was attributable to elements other than the lack of PvE - like how shitty the game play was).


Title: Re: What went wrong.
Post by: Hayduke on October 24, 2008, 10:26:44 AM
PvE can make zone control meaningful.  It was fun on the Zek servers pre-Kunark to cockblock the other team out of dragon kills or a certain dungeon.  Even in Shadowbane a lot of the PvP happens at the mines.

The kind of PvE that's in the game now though is pretty bad and probably should just be used as a way to level when there's no one around (in that regard should be a lot faster).


Title: Re: What went wrong.
Post by: ghost on October 24, 2008, 10:50:01 AM
The game would be a little boring without PVE.  It does add a little bit of fun, when there isn't anything else to do. 

I mean, if you only had RVR it would just be take a keep.......take a keep............take a keep............and so on.  Pretty boring with no external story.


Title: Re: What went wrong.
Post by: Seanzor on October 24, 2008, 11:12:23 AM
For me (and, I'd imagine, many others), this game is *very* boring because of PvE (any by extension, the amount of time one has to spend doing boring shit to gain levels).

I couldn't care less if the PvE adds to some kind of 'story'.  Lore in MMOs is complete hack bullshit.  I read novels when I want a good story (and not those 'my first reader' video game novels, which are also complete hack bullshit).


Title: Re: What went wrong.
Post by: Nonentity on October 24, 2008, 11:14:00 AM
For me (and, I'd imagine, many others), this game is *very* boring because of PvE (any by extension, the amount of time one has to spend doing boring shit to gain levels).

I couldn't care less if the PvE adds to some kind of 'story'.  Lore in MMOs is complete hack bullshit.  I read novels when I want a good story (and not those 'my first reader' video game novels, which are also complete hack bullshit).

Seanzor is totally excited about the Emerald Dream. He was saying excitedly yesterday about how he wonders if Arthas masterminded the corruption of the Emerald Dream that started in Wailing Caverns (which is his favorite lore instance).

I just want to troll you all day long, is that wrong?


Title: Re: What went wrong.
Post by: Nebu on October 24, 2008, 11:14:51 AM
I mean, if you only had RVR it would just be take a keep.......take a keep............take a keep............and so on.  Pretty boring with no external story.

Make more pvp options.  That's the point.  You don't need pve if you give your playerbase a variety of activities that are pvp-based.


Title: Re: What went wrong.
Post by: tommh on October 24, 2008, 11:36:23 AM
I don't agree. The great advantage of PVE is it's always available. Making ALL advancement and game-play dependent on the presence of opposing players is just not a winning option.

I think its also worth differentiating between coop pve and solo pve.  Both have their place but ideally group pve can act as a gateway into pvp. I believe this is one of the purposes of PQs but its not been entirely successful.

The presence of pve isn't really the problem anyway. Its the scenarios.


Title: Re: What went wrong.
Post by: tolakram on October 24, 2008, 11:37:37 AM
Ok,

I'm not pulling the flush level just yet (mainly because I'm an idot) but we're starting to expose fundamental design flaws that might take more than a few tweaks to correct.

First rule of marketing, know your audience.

Actually that's the second, the first requires you to be an asshole, but I digress....


Title: Re: What went wrong.
Post by: Nebu on October 24, 2008, 11:43:36 AM
The presence of pve isn't really the problem anyway. Its the scenarios.

The PvE is terrible.  Why not just have us play a virtual slot machine instead?  That would also be something to do. 

If your pvp isn't good enough to attract one other person for me to fight, then having shitty PvE around isn't doing anything more than recruiting resources away from improving the PvP.  Does that make sense?


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 11:54:26 AM
Quote
Making ALL advancement and game-play dependent on the presence of opposing players is just not a winning option.

Worked fine in DAOC IMO.


Title: Re: What went wrong.
Post by: Seanzor on October 24, 2008, 12:02:26 PM

The presence of pve isn't really the problem anyway. Its the scenarios.

Whaaat?  I'd have quit at level 16, tops, if not for the scenarios.  Having only oRvR (shit shit shit xp/renown) or PvE (less fun than my job) to level would be horrible.


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 12:05:48 PM
Quote
Having only oRvR (shit shit shit xp/renown)

While I agree scenarios are necessary for off times/casual fun, just because oRvR has shitty incentives doesn't mean that oRvR wouldn't be a fun way to level, rather just that mythic fucked it up.


Title: Re: What went wrong.
Post by: Warskull on October 24, 2008, 12:09:03 PM
I don't agree. The great advantage of PVE is it's always available. Making ALL advancement and game-play dependent on the presence of opposing players is just not a winning option.

I think its also worth differentiating between coop pve and solo pve.  Both have their place but ideally group pve can act as a gateway into pvp. I believe this is one of the purposes of PQs but its not been entirely successful.

The presence of pve isn't really the problem anyway. Its the scenarios.

The scenarios are a good thing.  Everyone claims they hate scenarios, but scenarios provide an extremely important niche.  Scenarios are the only place to reliably get a reasonably fair game.  They are the only place where a smaller group of players can shine.  Tout ORvR all you want, but nothing changes the fact that in the end it is a numbers game.  Furthermore as numbers increase the game swings more and more towards RDPS and further away from melee.  If this game didn't have scenarios I wouldn't play it because it wouldn't have any PvP where individual player skill and decisions mattered.

The problem is Mythic forgot to put the rewards in for ORvR and effectively removed it from the game.  In T1/T2 I can PvE to level fairly effectively or do scenarios.  In T3/T4 I really have to do scenarios to level, but I can do small amounts of PvE to augment it (for items mainly.)  At no time can I effectively progress via ORvR.

When a game has a level system the pressure is on people to progress so they can reach the somewhat level playing field at the top.  Bolster helps alleviate the need to level so you aren't at a disadvantage, but it is still there.  Furthermore, you get more skills and options at the top.  People want to level and will push to level to get to the proper end game.  Getting next to no exp in ORvR killed it, so now people are going to stick to scenarios.

Early on the strength of this game was that it didn't feel like grind because you could pick your poison.  You could do scenarios for a bit, get sick of them and then hammer out a PQ or two, decide you were tired of PvE and do some open RvR, and then get angry about getting zerged and go back to scenarios.  The problem was the cut out the viability of the options.  ORvR was never really much of an option and PvE ceases to be a good option in T3.

T3 and T4 quests could easily stand to have exp gain double, maybe even tripled.  5k exp for a quest, great, I can kill 10 mobs and get that and need 600,000 to actually level.

ORvR is completely reliant on other people running around capping worthless objectives and keeps that don't have enough influence for anyone to care.  People already figured out you can prevent zone loss by boycotting ORvR and scenarios for that zone.  There is no downside to avoiding ORvR and no bonuses to participating.  Those guys that run out and ninja-cap all the objective should get a lot of exp.  Sure it wasn't a lot of effort, but they are the guys who are getting the ORvR ball rolling.  You really want to encourage them to get out there.  With the 100% gains from killing players if you get players from one side in ORvR as long as players from the other side exist and aren't vastly outnumbers they will go in there.  Remember while you wait for a scenario you can PvE, you can't do anything else while looking for people in ORvR.

Also, give the outnumbered side in a tier a bonus.  Give them more exp and more renown for participating.  They will feel like they shouldn't bother because destruction wins due to the fact that they have more players.  Encourage them so that even if destruction wins you will still get a lot of stuff.  That will get them out there.

Furthermore, those promised influence rewards for ORvR can't come soon enough.

In summary things killing ORvR:
-Poor rewards
-Rewards are entirely reliant on other players already being there
-The outnumbered side feels little reason to participate, it looks like a futile effort

Scenarios need to exist as an option for quick, fair fights.  ORvR needs to exist as an option for bigger, more dramatic battles with a feel of accomplishment.  PvE needs to exist as way to progress when you are down on your luck, off your game, or just want something easy and brainless (maybe you had a bad day or are sick and hopped up on Nyquil.)  This game will be at its best when players feel they have a plethora of options to progress instead of only one.

All the players I know who are getting tired of the game and leaving, or on are on the border of leaving is because progress grinds to a halt in T3, the T3 scenarios are weak, and ORvR doesn't exist.  So the game lacks options and puts up a road block of grind that is scaring people away.


Title: Re: What went wrong.
Post by: wuzzman on October 24, 2008, 12:29:55 PM
Quote
Making ALL advancement and game-play dependent on the presence of opposing players is just not a winning option.

Worked fine in DAOC IMO.

where is DAOC now again?


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 12:42:15 PM
Quote
where is DAOC now again?

DAOC did just fine in it's time.  It failed because it focused more on PvE and didn't fix any of it's RvR problems.  In other words, it failed once it did what you assholes suggest must be done for a MMORPG to be successful.

But it wasn't WoW, you're right about that.  If you want 5 million subscribers, perhaps you're correct.  Let me give you and any developers out there a hint though:  No one is going to out-WoW WoW. 


Title: Re: What went wrong.
Post by: wuzzman on October 24, 2008, 12:48:40 PM
Quote
where is DAOC now again?

DAOC did just fine in it's time.  It failed because it focused more on PvE and didn't fix any of it's RvR problems.  In other words, it failed once it did what you assholes suggest must be done for a MMORPG to be successful.

But it wasn't WoW, you're right about that.  If you want 5 million subscribers, perhaps you're correct.  Let me give you and any developers out there a hint though:  No one is going to out-WoW WoW. 

I don't know, DAOC may have not be considered a failure in its time...you know when games like everquest was popular...but I'm defiantly sure its a failure in our time.


Title: Re: What went wrong.
Post by: Seanzor on October 24, 2008, 01:30:07 PM
While I agree scenarios are necessary for off times/casual fun, just because oRvR has shitty incentives doesn't mean that oRvR wouldn't be a fun way to level, rather just that mythic fucked it up.
It means just that.  Extending the /played grind by 400-500% is not fucking fun, at least for me.  The limited selection of abilities that one has before nearing level cap would become mind-numbingly bland, and issues of class balance would be amplified (class balance, for any game remotely decent, is much better at level cap than it is prior to it).


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 02:28:00 PM
Quote
It means just that.  Extending the /played grind by 400-500% is not fucking fun, at least for me.  The limited selection of abilities that one has before nearing level cap would become mind-numbingly bland, and issues of class balance would be amplified (class balance, for any game remotely decent, is much better at level cap than it is prior to it).

Christ, you have the reading comprehension of a spoon.

Quote
I don't know, DAOC may have not be considered a failure in its time...you know when games like everquest was popular...but I'm defiantly sure its a failure in our time.

What the hell are you talking about?  Every MMORPG that was released before and after WoW has been a failure by your standards.  No MMORPG will ever out-WoW WoW.  So maybe, perhaps, you should learn to contextualize your understanding of 'success'.

For instance, if WAR had focused more on, well, WAR!, and less on stupid shit WoW does better, it would have better retention.  Capiche?


Title: Re: What went wrong.
Post by: eldaec on October 24, 2008, 03:23:37 PM
Quote
Having only oRvR (shit shit shit xp/renown)

While I agree scenarios are necessary for off times/casual fun, just because oRvR has shitty incentives doesn't mean that oRvR wouldn't be a fun way to level, rather just that mythic fucked it up.

This hits the nail on the head. Sport-pvp scenarios are an excellent mechanic for a casual fun sidebar. Not for a core mass pvp endame.

RvR on the other hand, is gimped because of Mythic's obsession with making it not-like-daoc. I could understand if they wanted to take RvR on to the next step beyond daoc (say by doing more to encourage co-ordinated action); but to avoid daoc style deisgn entirely, just for the sake of being different until the last minute where they rushed in daoc-keeps-lite, makes no sense at all.

Using chickens instead of power-scaling also seems like a bad call.

I'm pretty sure there were some threads on a message board somewhere that discussed this issue prior to launch...



Title: Re: What went wrong.
Post by: wuzzman on October 24, 2008, 03:25:26 PM

Quote
I don't know, DAOC may have not be considered a failure in its time...you know when games like everquest was popular...but I'm defiantly sure its a failure in our time.

What the hell are you talking about?  Every MMORPG that was released before and after WoW has been a failure by your standards.  No MMORPG will ever out-WoW WoW.  So maybe, perhaps, you should learn to contextualize your understanding of 'success'.

For instance, if WAR had focused more on, well, WAR!, and less on stupid shit WoW does better, it would have better retention.  Capiche?

when I say "by todays standards" I'm not talking about how much cash it made, I'm talking about the laundry list of dead mechanics and bad design decisions.


Title: Re: What went wrong.
Post by: eldaec on October 24, 2008, 03:37:13 PM
Where do we find these people?


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 03:40:40 PM
Quote
when I say "by todays standards" I'm not talking about how much cash it made, I'm talking about the laundry list of dead mechanics and bad design decisions.

DAOC fucked up plenty.  No doubt.  But I'm not talking about the specifics, but rather the general concept.  yeah, there was AE mez, AE stun, PBAE groups, 1 shotting rangers, all of that insanely stupid unbalanced unfun shit.  In fact, we can thank DAOC for showing future games how to avoid these obvious gaffes.  But the one thing it did real well was the post 50 game ala classic and SI.  It was fun.  RvR in and of itself was fun!  And for a long time!  It built community, it wasn't overly punitive, and it was unpredictable (to an extent).  If it weren't for a terrible PvE grind and ToA, (and buffbots IMO) the game would have done even better.


Title: Re: What went wrong.
Post by: Seanzor on October 24, 2008, 03:51:19 PM
Christ, you have the reading comprehension of a spoon.
Yeah, you've got me there.  I was still frothing from the absurd claim that scenarios are the devil.


Title: Re: What went wrong.
Post by: Simond on October 24, 2008, 04:40:28 PM
Quote
where is DAOC now again?

DAOC did just fine in it's time.  It failed because it focused more on PvE and didn't fix any of it's RvR problems.  In other words, it failed once it did what you assholes suggest must be done for a MMORPG to be successful.

But it wasn't WoW, you're right about that.  If you want 5 million subscribers, perhaps you're correct.  Let me give you and any developers out there a hint though:  No one is going to out-WoW WoW. 
DAoC did worse than Verant-era EQ. Not being able to do better than Blizzard? Fine.
Not being able to do better than an insane opium addict and his coterie of yes-men at the height of The Vision(tm)? Not so hot.


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 04:45:09 PM
You're missing the point again.  EQ was the money-hats generator of it's time.  Things have changed.  So what?  WoW is just a better EQ. It made 10x the numbers.  Make a better DAOC, and because the MMORPG audience has widened considerable, you'll be making some money hats too.

By the way, 700k subs is pretty damn successful even today.  That's only double what DAOC had in it's peak.  That's what WAR could hit with good RvR based gameplay.  Yeah, it ain't 5 million.  No one else is getting 5 million subs for a long, long time, so you certainly can't shoot for that.


Title: Re: What went wrong.
Post by: Goreschach on October 24, 2008, 04:58:53 PM
Quote
where is DAOC now again?

DAOC did just fine in it's time.  It failed because it focused more on PvE and didn't fix any of it's RvR problems.  In other words, it failed once it did what you assholes suggest must be done for a MMORPG to be successful.

But it wasn't WoW, you're right about that.  If you want 5 million subscribers, perhaps you're correct.  Let me give you and any developers out there a hint though:  No one is going to out-WoW WoW. 
DAoC did worse than Verant-era EQ. Not being able to do better than Blizzard? Fine.
Not being able to do better than an insane opium addict and his coterie of yes-men at the height of The Vision(tm)? Not so hot.

I'm glad someone brought this up. Every time someone talks about these games having a 'significant potential playerbase' or somesuch they go on to point out how DAOC or AC or SB or whatever had a moderately large percentage of the players of Everquest. They then run with this number and expect whatever new game to have 25 or 10 or whatever percent of WoW's numbers.

WOW DID NOT EXPAND THE MMO PLAYERBASE. Not by one person. There were no magic subliminal messages that rewired peoples' brains so that those who found online videogames not fun would suddenly consider them fun. The amount of people you see playing WoW today were always available and willing to play an MMO, there just wasn't an MMO they were willing to play. With the possible exception of more widespread computers and internet connections, if everquest had been as good as WoW, it would have gathered up the kinds of numbers WoW now has. And a game released to Everquest's standards would not fare any better today just because people have played WoW. Everquest was a horrible, horrible game. Saying that your pet guilty pleasure managed to only be moderately stomped by Everquest is not something to be proud of, it's something you should be in therapy for.


Title: Re: What went wrong.
Post by: Xuri on October 24, 2008, 05:22:28 PM
Wow did not expand the MMO(G) player-base? Pull the other one, it's got bells on.


Title: Re: What went wrong.
Post by: Nebu on October 24, 2008, 05:24:15 PM
So I have to ask...





Still too early?  :grin:


Title: Re: What went wrong.
Post by: schild on October 24, 2008, 05:25:06 PM
Tee hee.


Title: Re: What went wrong.
Post by: slog on October 24, 2008, 05:32:37 PM
Quote
where is DAOC now again?

DAOC did just fine in it's time.  It failed because it focused more on PvE and didn't fix any of it's RvR problems.  In other words, it failed once it did what you assholes suggest must be done for a MMORPG to be successful.

But it wasn't WoW, you're right about that.  If you want 5 million subscribers, perhaps you're correct.  Let me give you and any developers out there a hint though:  No one is going to out-WoW WoW. 
DAoC did worse than Verant-era EQ. Not being able to do better than Blizzard? Fine.
Not being able to do better than an insane opium addict and his coterie of yes-men at the height of The Vision(tm)? Not so hot.

I'm glad someone brought this up. Every time someone talks about these games having a 'significant potential playerbase' or somesuch they go on to point out how DAOC or AC or SB or whatever had a moderately large percentage of the players of Everquest. They then run with this number and expect whatever new game to have 25 or 10 or whatever percent of WoW's numbers.

WOW DID NOT EXPAND THE MMO PLAYERBASE. Not by one person. There were no magic subliminal messages that rewired peoples' brains so that those who found online videogames not fun would suddenly consider them fun. The amount of people you see playing WoW today were always available and willing to play an MMO, there just wasn't an MMO they were willing to play. With the possible exception of more widespread computers and internet connections, if everquest had been as good as WoW, it would have gathered up the kinds of numbers WoW now has. And a game released to Everquest's standards would not fare any better today just because people have played WoW. Everquest was a horrible, horrible game. Saying that your pet guilty pleasure managed to only be moderately stomped by Everquest is not something to be proud of, it's something you should be in therapy for.

I could have sworn this was posted by one of the new Warhammer refugee posters.


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 05:45:43 PM
Quote
some crazy stuff, mostly out of context by Goreschach

If WoW did EQ right and got 10x the subs, DAOC done right would do similarly well.  By your own logic, I might add.  DAOC was shitty, EQ was shitty (they both made money though.)  Make em better, make more money in proportion to the existing fanbase for the various type of MMORPG.  The fact that DAOC pulled 2/3 of the subs that EQ did back in the day shows that a DAOC style game has exactly 2/3 of the audience by your logic.  Thus, a good DAOC game would pull in 3 million subs.  Damn, you're an optimist.  I would have never guessed it could have done so well.

Quote
WOW DID NOT EXPAND THE MMO PLAYERBASE. Not by one person.

you're also just plain fucking crazy. 


Title: Re: What went wrong.
Post by: Goreschach on October 24, 2008, 06:10:27 PM
Quote
Illogical drivel by Goreschach

If WoW did EQ right and got 10x the subs, DAOC done right would do similarly well.  By your own logic, I might add.  DAOC was shitty, EQ was shitty (they both made money though.)  Make em better, make more money in proportion to the existing fanbase for the various type of MMORPG.  The fact that DAOC pulled 2/3 of the subs that EQ did back in the day shows that a DAOC style game has exactly 2/3 of the audience by your logic.  Thus, a good DAOC game would pull in 3 million subs.  Damn, you're an optimist.  I would have never guessed it could have done so well.

Maybe you should try to comprehend that WoW isn't just EQ with more polish. Well, that and that you're missing the entire point of my post.

The fact that DAOC pulled 2/3 of the subs of EQ only shows that DAOC only had 2/3 of the audience of Everquest. And that's my entire point. WoW's existence didn't increase the possible pool of MMO players, and it didn't make the number of people who would have actually enjoyed playing Everquest any higher. The 10 million people aren't just a multiple of the people who played EQ, they're an entirely different set of users. You can't extrapolate any possible guess about the percentage of WoW's numbers you'd get in a 'good DAOC' because WoW isn't just 'EQ times ten'.

But apparently you and every MMO dev on the planet can't figure this out, which is why they just assume WoW is EQ 2.0, and attempt to throw out something that looks like they were competing with EQ 2.0. Then they act all butthurt and confused when the inital rush of bored players all run screaming for the hills 2-3 months after release, and their game is left with a subscription number rivaling that of games competing against EQ 1.0, such as AOC. Why? Because WoW's existence does not increase the number of players willing to play any game other than WoW.


Title: Re: What went wrong.
Post by: BitWarrior on October 24, 2008, 06:16:29 PM
Maybe you should try to comprehend that WoW isn't just EQ with more polish.

Are you serious? You do know who the Executive Vice President of Game Design at Blizzard is, right? And their Lead Designer? And you do know where half (or perhaps more) of their entire development team came from, right?

And you do see what's going on with the expansions, correct? And additional content and retention? You *are* aware of these things, correct?

If so, there's no way you could possibly make that statement.


Title: Re: What went wrong.
Post by: Slayerik on October 24, 2008, 06:22:29 PM
You do realize that MMOs weren't truly mainstream until I saw William fucking Shitner proclaimed he had a tauren shaman on a commercial, right?

I'd say that at least 1/10th, and thats a very low number, of the new MMO subscribers just might be bored of WoW and looking for something different. Come on, when we were MMO noobs we were all over every next great thing....at least I was. You don't think the next gen of MMO players aren't? Why are they so different?

Maybe you are just trolling or something.


Title: Re: What went wrong.
Post by: Goreschach on October 24, 2008, 06:43:39 PM
You do realize that MMOs weren't truly mainstream until I saw William fucking Shitner proclaimed he had a tauren shaman on a commercial, right?

I'd say that at least 1/10th, and thats a very low number, of the new MMO subscribers just might be bored of WoW and looking for something different. Come on, when we were MMO noobs we were all over every next great thing....at least I was. You don't think the next gen of MMO players aren't? Why are they so different?

Maybe you are just trolling or something.

Every new mmo released in the past couple years just corroborates my point. William Shatner didn't make MMO's mainstream, William Shatner made WoW mainstream. WoW's success hasn't done a goddamn thing to increase the subscription numbers of any mmo except WOW. Granted, I'm skipping over one important fact, WoW definitely has increased the box sales of recent mmos, since a lot of players are bored with WoW. But blizzard didn't increase the number of people willing to play a typical mmo, they simply made an mmo than an increased number of people were willing to play. And until other mmo's follow suite, we're just going to see the kind of population implosions we've been seeing with all recent mmo's.


Title: Re: What went wrong.
Post by: CecilDK on October 24, 2008, 06:45:30 PM
I think there is definitely a segment of WoW players who will never move to another MMO---either because they're fans of the Warcraft IP, Blizzard fans in general, or are simply too invested in WoW to move on.

But for the rest of us who have been playing the game a while, still like the genre, and are looking for new content, there is definitely an opportunity.  I've played AoC, LOTRO, WAR, and Tabula Rasa, and none have managed to keep me, someone who was introduced to MMO's by WoW (though I played MUD's before).

If another MMO manages to have a friendly leveling curve, fluid combat, appealing world, and a good endgame then I think you can steal away a good segment of WoW players.

Unfortunately, I don't see anything on the horizon.


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 06:57:50 PM
Gore, I sympathize with the idea that earlier games are shitty and that's why they were smaller.  Absolutely.  But to discount the blizzard effect, and to discount what happens when a MMORPG finally hits the mainstream, is just totally ridiculous.

And, at the very least, the raiding endgame of WoW is a 100% direct lift from EQ.


Title: Re: What went wrong.
Post by: Venkman on October 24, 2008, 07:08:29 PM
Err, I'm missing something here but don't you and Gore actually agree?

DAoC at its peak did not prove 2/3 of all MMOs were willing to play an ORVR game. I'd need to find a chart I'm too lazy to look for, but I don't actually think the RVR in DAoC was even at its best when DAoC had the numbers that made it 2/3 of EQ1. RVR had to continue improving through all subsequent launches from CoX through SWG and beyond while it shed numbers to those titles in the wake of EQ1 doing nothing but growing through 2003.

But that's not even important. What IS important something DAoC RVR fans seem to miss:

RVR was mostly viable when the levels were done, which only was worthwhile when the core group that remained was there to help sheperd players from 20 to 50 in grind groups that took a few days. That is the very essence of not mass market behavior.

This is a subset of a subset of a culture, successful by virtue of being unique. This very much does not prove the mass market viability of RVR any more than Eve having a few hundred thousand accounts proves the mass market appeal of a social political economic uniserver.

tl;dr version: DAoC RVR does not prove there's mass appeal in the concept itself.


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 07:48:57 PM
Quote
RVR was mostly viable when the levels were done, which only was worthwhile when the core group that remained was there to help sheperd players from 20 to 50 in grind groups that took a few days. That is the very essence of not mass market behavior.

I can't say I follow your reasoning at all.   So the fact that people were willing to grind through shitty PvE proves RvR isn't mass market?   Doesn't that just mean RvR is awesome enough that people will go through shit to get to it?  Surely no one in DAOC was happy about it.  The PvE server was a very, very strange thing that I can't say anyone I played with ever could fathom at all.

Regardless, that shit was standard behavior back then, not some subset of a subset.  Grind was customary, that thing you had to do to get to the game.  We just accepted it and dealt with it.  WoW changed everything.  No one would ever tolerate anything resembling the DAOC PvE grind today,  even those that went through it before.

Again, I don't understand your reasoning at all.  The game failed after ToA.  That's a fact.  It might have peaked in numbers during ToA (although I would guess it did right at ToA's release, not, say, 4 months after ToA), but it dropped significantly after ToA.  ToA focused on EQ-esque progression PvE and not RvR.  It seems pretty obvious to me what the appeal of DAOC was.  And to Jacobs, who has stated that ToA was a huge mistake in the past.


Title: Re: What went wrong.
Post by: slog on October 24, 2008, 08:00:23 PM
Quote from: Goreschach

But apparently you and every MMO dev on the planet can't figure this out, which is why they just assume WoW is EQ 2.0, and attempt to throw out something that looks like they were competing with EQ 2.0. Then they act all butthurt and confused when the inital rush of bored players all run screaming for the hills 2-3 months after release, and their game is left with a subscription number rivaling that of games competing against EQ 1.0, such as AOC. Why? Because WoW's existence does not increase the number of players willing to play any game other than WoW.

Ok your other stuff is meh but htis I agree with 100%.

WoW is WAY more than EQ 2.0. Blizz actually puts stuff out and tweaks it.  Then when it's out for 6 months, they tweak it again, making it easier. Then they do it again.   And that's just dungeons.  You can tell they do a ton of data mining and analysis by the quality of the new content.


Title: Re: What went wrong.
Post by: squirrel on October 24, 2008, 08:03:46 PM
Err, I'm missing something here but don't you and Gore actually agree?


Hush. You're interrupting the froth.


Title: Re: What went wrong.
Post by: Goreschach on October 24, 2008, 08:04:35 PM
Err, I'm missing something here but don't you and Gore actually agree?


Hush. You're interrupting the froth.

Agreeing on the internet doesn't preclude arguing on the internet.


Title: Re: What went wrong.
Post by: trias_e on October 24, 2008, 08:47:03 PM
mmm, froth.   So delicious, especially when irrelevant.  :heart:

Quote

WoW is WAY more than EQ 2.0. Blizz actually puts stuff out and tweaks it.  Then when it's out for 6 months, they tweak it again, making it easier. Then they do it again.   And that's just dungeons.  You can tell they do a ton of data mining and analysis by the quality of the new content.

This is sort of arguing semantics here.  When I say EQ 2.0 I don't mean it's a small step forward.  I simply mean that the essence of EQ was distilled into a better more accessible version.  Loot-based progression, raid progression.  Turning dungeon camping into dungeon crawling through instances.  The stuff that made people play EQ for unfathomable lengths of time.

Also, lets put WoW's rise into context here.  It certainly has grown significantly since BC came out (adding battlegrounds and sport PvP seems to be the biggest difference), but clearly at release it was even more similar to EQ than it is now...and at release, it still pulled in massive amounts of subs.

Anyways, if you boil down why people played DAOC, I'd argue it comes to semi-unpredictable open world PvP (without any major repercussions for losing).  Advancement through PvP, open field and keep sieges keeping things interesting, etc.  You could do that much better than DAOC did it, if you tried, similar to how WoW took why people were playing EQ and distilled it into ultra-smack.  Adding things like scenarios to balance out the gameplay experience was a good step forward, as was seen in the many 'WAR is robot jesus!' posts at release.  But the honeymoon was over once people found that scenarios were the only way to progress, and open RvR was pointless/not as fun as it should be.  WAR is failing because they didn't focus on making open RvR as awesome as it could be, and instead tried to out-WoW WoW and be everything to every one.


Title: Re: What went wrong.
Post by: Lakov_Sanite on October 24, 2008, 10:13:53 PM
Thing is, Sony couldn't make EQ 2.0 and nor can mythic make DAOC 2.0

Face it, once blizzard announces their new mmo is world pvp oriented they will be making your robot pvp jesus.


Title: Re: What went wrong.
Post by: WindupAtheist on October 24, 2008, 10:31:02 PM
I made me something to post every time anyone asks what went wrong with any game!

(http://i38.photobucket.com/albums/e121/GrimDysart/grouchy.jpg)

 :awesome_for_real:


Title: Re: What went wrong.
Post by: UnSub on October 25, 2008, 12:28:13 AM
Thing is, Sony couldn't make EQ 2.0 and nor can mythic make DAOC 2.0

Face it, once blizzard announces their new mmo is world pvp oriented they will be making your robot pvp jesus.

Has there been a MMO studio yet who's second title is actually better than its first?

This is a serious question.


Title: Re: What went wrong.
Post by: eldaec on October 25, 2008, 02:15:20 AM
EQ2 is better than EQ. Though you could argue they are different studios.

It just had a shitty launch (like EQ). People only ignore it because WoW is exactly the same game with more polish.

Quote from: Darniaq
I'd need to find a chart I'm too lazy to look for, but I don't actually think the RVR in DAoC was even at its best when DAoC had the numbers that made it 2/3 of EQ1. RVR had to continue improving through all subsequent launches from CoX through SWG and beyond while it shed numbers to those titles in the wake of EQ1 doing nothing but growing through 2003.

EQ was flat at 400-450k subs from 2001-2004.

DAoC was flat at 200-250k subs from the beginning of 2002 to mid-04.

Both started to decline at the same point in mid 2004 in the wake of the EQ2/CoX generation, and both declined at about the same rate.

It is true to say that the best RvR design didn't kick in until mid 2004 with the launch of New Frontiers, but by that time ToA had already poisoned the game.


Title: Re: What went wrong.
Post by: Fordel on October 25, 2008, 03:35:45 AM
DaoC might have had a stronger showing, if they didn't nerf XP gain near release. I recall many people basically being duped by the Beta or the first week or so, then having all the XP/Leveling changed for the worse, with everyone slowing to a crawl and people being heavily penalized for grouping with anyone that wasn't in their exact level range. Details are sketchy, was so long ago  :|

The other thing that constantly held DaoC back, was this utter insistence on trying to get everyone to PvE. Not just the people who wanted too, but *everyone*. A lot of effort was funneled into the PvE game, where the PvP got life support attention only. It wasn't till NewFrontiers that truly new and improved systems were being put in place to fix the flaws. But as Eldaec said, it was already too late.




I can start ranting about the "style review" again if we want  :why_so_serious:


Title: Re: What went wrong.
Post by: Venkman on October 25, 2008, 05:02:00 AM
That.

And you'd think after all this time that it'd be axiom to not do a near-launch huge XP nerf.

Quote from: trias_e"
So the fact that people were willing to grind through shitty PvE proves RvR isn't mass market?   Doesn't that just mean RvR is awesome enough that people will go through shit to get to it?  Surely no one in DAOC was happy about it.
Correct. Not anywhere near a mass market number of them. Precisely because of this. In that order :-)

That is my reasoning. I think this is more specific to the western world though.


Title: Re: What went wrong.
Post by: Fordel on October 25, 2008, 05:40:55 AM
Thing is, Sony couldn't make EQ 2.0 and nor can mythic make DAOC 2.0

Face it, once blizzard announces their new mmo is world pvp oriented they will be making your robot pvp jesus.

Has there been a MMO studio yet who's second title is actually better than its first?

This is a serious question.

Lineage 2 is better then Lineage... I think?

The second has way more up skirt shots of blue skinned elves, so I think that makes it better!


Title: Re: What went wrong.
Post by: UnSub on October 25, 2008, 05:44:47 AM
It is true to say that the best RvR design didn't kick in until mid 2004 with the launch of New Frontiers, but by that time ToA had already poisoned the game.

What made New Frontiers the best of DAoC's RvR design?


Title: Re: What went wrong.
Post by: FellintoOblivion on October 25, 2008, 06:07:51 AM
Well it's been over a month and by all accounts it looks like people have been jumping ship left and right once 'teh shiny' wore off.

Now the question is, what happened? There's at least three threads that have all spiraled off into this land so let's try and consolidate.

Specifically not what's bad about the game but what happened, or could have happened to change the outcome?

My personal thought is the beta is where it all started. Testing by teir, keeping things very hush, it led to an isolationist development, poorly implement(but good) ideas and a confused vision.

Number one reason - Too many servers, not enough people.

This.

+ They should have named all the head start servers "Server 1, Server 2" etc. and then gone back and renamed them later. Would have prevented the masses from rolling on the servers with 'cool' names leading to stupid server queues followed by ninja server cap raises that came exactly as people became fed up enough to stop playing.


Title: Re: What went wrong.
Post by: khaine on October 25, 2008, 06:55:04 AM
Agreed with too many servers being #1 problem , I've never seen a game depend more on healthy populations than tihs one , for me at least

In EQ or WoW even if it was a dead server/zone/area there was at least remotely interesting and/or challening PVE to do , but in WAR the zero social aggro, crap xps for anything PVE related ,  and severe lack of mob variety makes PVE a non option for me

Last night while I was downloading WoW on another computer , I played my Tier 4 BW for 3-4 hours and Serpents Passage popped 4 times , I saw two enemy players total in open rvr across 6 Tier 4 zones , and a few Tier 3 ones even ,

Combined with zero chat , fewer guild members each night online , it's just suddenly hit that wall of , this is not really all that fun anymore , why bother




Title: Re: What went wrong.
Post by: eldaec on October 25, 2008, 07:04:34 AM
It is true to say that the best RvR design didn't kick in until mid 2004 with the launch of New Frontiers, but by that time ToA had already poisoned the game.

What made New Frontiers the best of DAoC's RvR design?

It tweaked the design to make it easier and quicker to find fights (with the battle map and teleport supply line system), and encouraged tower/keep battles over mindless 8v8 emain roaming. It also made relic raids a little more involved and less dependent on alarm clocks.


Of course every subsequent change made pandered to 8v8.


Title: Re: What went wrong.
Post by: Venkman on October 25, 2008, 07:10:09 AM
Wait, DAoC started pandering to 8x8 (http://www.onlinegametrader.net/index.php?action=disp_news&news_id=190)?  :ye_gods:

(http://www.onlinegametrader.net/~nystul/Guides/8x8/serverlinemap.gif)



Title: Re: What went wrong.
Post by: Pringles on October 25, 2008, 09:18:01 PM
Fuck WAR.

The only sad thing I have to say about this is that people are going to say PVPers are what ruined WAR, ultimately it was the developers indecisiveness on who they wanted to support that led to its current problems.

Yes, my grammar sucks, and I'm new here.  Sup.


Title: Re: What went wrong.
Post by: schild on October 25, 2008, 09:19:31 PM
Serious Question(s):

Why was your first post so short and on point and your second post so long and dramatic. Aren't we like 4 days past drama? Have you even read these threads?


Title: Re: What went wrong.
Post by: Pringles on October 25, 2008, 09:23:15 PM
Better?  :heartbreak:


Title: Re: What went wrong.
Post by: lariac on October 26, 2008, 12:06:44 AM
So I did a 12 hour marathon today running keep takes and being a longtime DAOC rvr guy, here are the things I like and don't like about the ORVR....

In DAOC, you can repair doors. I haven't been able to figure out if you can in WAR. Some of the best times in keep defense was fixing a door while the enemy (for me it was Albs and Hibs) were working on the inner keep door. Then it was just getting on top of the parapat and pretty much like shooting fish in a barrel.

Siege weapons. I really like the whole raming requires 4 people to operate each trying to maximize the hit. Totally awesome. Only drawback is that you can only setup one ram. DAOC, love setting up like 4 on a keep door and watching that door go down like a cheap hooker. On the other hand, I don't understand the point of the catapults and ballistas other than taking out enemy catapults and ballistas on the keeps but you can have you range folks do that as well pretty quickly. If the cats and ballistas were for killing other players, good luck with that it was really more pyschological when I set them up. They feared them but they really didn't need too. Oil rocks.

BOs - Really like the BOs however I think that they should work the same way keeps worked with relics in DAOC. The more keeps you take the less guards you had at the relic keeps. BOs should work this way in that if we spend the time to get the BOs in the area, there should be a skeleton crew at the keep with maybe the keep lord and one bodyguard on the second level with minimal troops on the outside. This way if a raid does all the BOs, they should be able to take the keep easily even if a group shows up to defend (today 24 of us were getting pwned by 5 folks in a keep because it was just too hard to recover from trying to take the lord, his 5 bodyguards, other guard respawns and these order guys respawning quickly due to war camp being closer than ours).

Notification - In DAOC, you were notified when keeps were under attack. I don't understand why it isn't more prevelant in WAR. Especially the BOs. You can't even view them unless you in the actual zone so you can't see if the other side is making a move in that zone or whatnot. Also, notification should be relevent. I don't know how many times today I looked at the maps, saw a keep under attack, spend the time to fly there, then ride, then get there and nothing is going on; nobody is around. Doors are fine. Very frustrating.

Respawns - I mentioned this above, but some of the warcamps are really close to warkeeps while others are not. Take a look at Badlands, I think Order is almost quarter the distance to the keep than Destruction is. This really smacks as unfair.

Scenerios - agree with whats been mentioned before; However, I haven't figured out the renown point scoring. Sometimes I think it is very random. Most of my guild wonders how I average +700 renown every scenerio with only doing >11,000 in healing. I tell them I have no fucking clue.

As mentioned before, it would be cool if guilds could claim keeps. but rather than use gold, maybe use GRPs (DAOC way) or some other way to pay for the upkeep. Also make keeps claimable right off the bat so even low level guilds feel like they are making a difference in the overall war. Guilds will outlevel the keep and move on to the next.

Guild emblems was a huge thing in DAOC and really don't understand why they didn't carry it over in the same way. That should be something that guildies should be able to wear early and be proud of.

Agree with the islands, gear and other things mentioned here.

Outside of RVR and just to make a shoutout for the Shaman class, why the fuck does my AOE knockback knock myself back as well? Also why does it take me 6 secs to rez somebody? Two things that are totally bullshit in my book.

Edit: 24 not 36


Title: Re: What went wrong.
Post by: Meldrath on October 26, 2008, 02:34:28 AM

- On a similar note, mobs don't pull in groups, likely because players lack group-mitigation abilities (root, mez, fear). As frustrating as these abilities are when used against you in PvP, their absence makes PvE less tactically interesting.


Somebody played lotro too, lol. I agree with just about everything said here, and I hope god to honestly that the transfers are incoming to higher populated servers and not the reverse. If they are the reverse, I belive that alot of people will hang up their hats and call it quits.


Title: Re: What went wrong.
Post by: ashrik on October 26, 2008, 02:39:43 AM
It's an interesting question, that's for sure.

We can all say that time spent not in control of our characters (feared, mez'd, rooted) is not fun.

But does the lack of these things make the game less strategic?

Does that lack of strategy, if it exists, make the game less fun?

What is more fun? A game without strategy or a game without roots and shit?

I'm really starting to hate how appealing WoW is looking to me. What the fuck


Title: Re: What went wrong.
Post by: Azazel on October 26, 2008, 03:19:04 AM
EQ2 is better than EQ. Though you could argue they are different studios.

It just had a shitty launch (like EQ). People only ignore it because WoW is exactly the same game with more polish.

I haven't played EQ2 since launch, but it was shittastic, ugly as fuck and unplayable for a solo player at launch. Nothing like WoW with more polish at that stage, anyway.



Title: Re: What went wrong.
Post by: Simond on October 26, 2008, 03:22:35 AM
SOE got a good live team for EQ2, who spent the better part of two years removing as much of the original "working as designed" suck as they could get away with.


Title: Re: What went wrong.
Post by: Venkman on October 26, 2008, 06:41:36 AM
EQ2 is better than EQ. Though you could argue they are different studios.

It just had a shitty launch (like EQ). People only ignore it because WoW is exactly the same game with more polish.

It took them a bit over a year to release the EQ2 they should have launched with, and the one that would have done much better for them. Archetypes/sub-classes bite without /level, locked encounters, call for help, being actually kinda ugly, all that noise was so contrived it was in no way a "better" EQ1 at launch. It was a hackneyed sibling of it at best.

Pub 19 changed much of that and now EQ2 is better than EQ1, and imho one of the better MMOs out there in general. Hmm, sorta like the RvR everyone talks about from DAoC vs the RvR that was in at launch...


Title: Re: What went wrong.
Post by: Numtini on October 26, 2008, 07:03:57 AM
They really really turned EQ2 around, it's arguably the best game out there right now. Unfortunately, it also shows the issue of momentum. While its a great game, it has never really been able to win back anything like serious numbers and even among people who play and love it, it still seems to be considered a "playing while waiting for..." game.


Title: Re: What went wrong.
Post by: Righ on October 26, 2008, 08:10:44 AM
Face it, once blizzard announces their new mmo is world pvp oriented they will be making your robot pvp jesus.

Probably not. But they will probably get closer to the lowest common denominator before Tigole fucks it all up.


Title: Re: What went wrong.
Post by: Gurney on October 26, 2008, 08:57:56 AM
I have a question that has been nagging me.  And I am not a former DAOC player so this isn't one of those the old game is always better things.

The easiest thing for Mythic would have been to completely copy the RvR mechanics of DAOC.  Yet they did not even though many people, even people who quit DAOC, say those mechanics were good.  Why is this?  Why did they throw away what works?

The BFO seem really half ass to me.  And victory points/ zone control seem kind of weak and currently insane.  It is kind of mind boggling that they threw out what works and replaced with weak mechanics.  It really should be obvious the zone mechanics are quite weak, IMO.

My theory is they purposely "dumbed it down" under the misapprehension that most WoW players are dumb and in the process just strung some things together that don't do much.  This happens a lot with computer scientists, a lot of things they make that they think are simple to use are barely comprehensible and hard to use to normal people.  Also I think they wanted to make things like BFO very "casual friendly" but in the process just made them barely important and also misunderstood that casual for PvP means getting into the action quickly and not getting utterly smashed in 5 seconds not winning some prize (other than xp and renown and therefore gear) once every 5 minutes.   I think they misunderstand that casual PvPers want to have a quick personal impact and do not really expect to take a keep or even a BFO if they only have 15 minutes to play.  You could do this in Planetside. 

So in other words BFO exist they way they are so that a "casual" can go into a RvR zone join a open party take two BFO in 10 minutes and get two whole carrots (Yay!) in 10 minutes.  But the consequences of this are that BFOs get taken quickly and cheaply and then people leave and they have no real value and do nothing to encourage RvR.  A casual PvPer in WAR would much rather be able to log in join an open party or warband and run to a fight then run some weak-ass BFO that dole out carrots.  If BFO actually inspired more fighting and more  drawn out fights they would attract more casual PvPers not less IMO.  Because PvPers want action and they want that action to reward them.  The BFO are just alternating renown farms.



Title: Re: What went wrong.
Post by: Venkman on October 26, 2008, 11:38:29 AM
They wanted to make RvR more casual. They just didn't implement all of the required features to make it so because when it came down to prioritizing stuff, they deprioritized the wrong things. And now they seem to either be incorrectly assessing the outcome (typical MMO stuff), or specifically focusing on the players they have now (typical Mythic practice).


Title: Re: What went wrong.
Post by: Goreschach on October 26, 2008, 11:42:26 AM

In DAOC, you can repair doors. I haven't been able to figure out if you can in WAR. Some of the best times in keep defense was fixing a door while the enemy (for me it was Albs and Hibs) were working on the inner keep door. Then it was just getting on top of the parapat and pretty much like shooting fish in a barrel.

That kind of strenuous physical labor could only be performed by a level 40 tank.

Really.


Title: Re: What went wrong.
Post by: Warskull on October 26, 2008, 12:14:25 PM
DaoC might have had a stronger showing, if they didn't nerf XP gain near release. I recall many people basically being duped by the Beta or the first week or so, then having all the XP/Leveling changed for the worse, with everyone slowing to a crawl and people being heavily penalized for grouping with anyone that wasn't in their exact level range. Details are sketchy, was so long ago  :|

The other thing that constantly held DaoC back, was this utter insistence on trying to get everyone to PvE. Not just the people who wanted too, but *everyone*. A lot of effort was funneled into the PvE game, where the PvP got life support attention only. It wasn't till NewFrontiers that truly new and improved systems were being put in place to fix the flaws. But as Eldaec said, it was already too late.

Replace "DAoC" with WAR and that sounds a lot like this launch.  Beta showcased a quick leveling, fun T1/T2, launch revealed a huge grindfest T3/T4 which is causing lots of players to reroll and go back to T1/T2 to actually play the game or quit.  Your second statement is looking ominously true too.

Quote
Has there been a MMO studio yet who's second title is actually better than its first?

This is a serious question.

Blizzard is pretty fiercely protective of their name and IP.  They realize that the way they have maintained their image so far gives them the liberty to shit in a box and have it sell millions if they wanted.  They the are most likely company to cut their loses on a second MMO that is turning out bad.   They make enough money from WoW that they can afford to.  It makes more sense to milk WoW for a longer period of time and take their time with their next MMO.


Title: Re: What went wrong.
Post by: waylander on October 26, 2008, 12:26:47 PM
DAOC RVR seems more fun and better thought out than War RVR at this point. The PVE in this game is like going back in time to 2003. You can't PL your friends who fall behind, your exp is maximized by solo grinding than by actually grouping up, you can't even get a guild cloak with your emblem until guild level 20 (lol?), the PQ loot roll system is horrible, and you can't progress without the other side showing up to fight. At least in DAOC you could cap relics, towers, hell even walls could be destroyed in RVR.

They nerfed the rifts mechanic for magus/engineers but they can still pull in 9 people per time. Even more fun are teams that run multiple magus specs and you are constantly pulled from one magus to the next, knocked down by Marauders, and aoe nuked to death before you can do anything.  Destruction is easymode PVP, and on the Order side people dislike the White Lion (Marauder counter), Archmage (Shaman counter), and Engineer (Magus counter).

Even though Order guilds on our server lead in guild rankings and renown we get stopped cold due to the zone control issues, destruction boycotting, unpopular classes that could help overall pvp balance, and several other of the same issues we have repeated over and over here. There isn't another game out before 2010 that is PVP focused so we're going to stick it out but if AOC or another game provides more action then War could lose a lot of people.


Title: Re: What went wrong.
Post by: Lakov_Sanite on October 26, 2008, 01:10:14 PM
[
Blizzard is pretty fiercely protective of their name and IP.  They realize that the way they have maintained their image so far gives them the liberty to shit in a box and have it sell millions if they wanted.  They the are most likely company to cut their loses on a second MMO that is turning out bad.   They make enough money from WoW that they can afford to.  It makes more sense to milk WoW for a longer period of time and take their time with their next MMO.

It's because wow is so popular that I don't see blizzard in a rush to make a sub par mmo, they clearly have one in the works and I bet it's already a lot more finished than we think it is.  Diablo 3 is an excellent example. They could have just repackaged D2 and sold millions but they are making another quality game in the same vein but with quite a few new features and improvements.

Now I'm not going to keep fellating blizzard but they've at least shown that while they do print money hats they don't rest too much on their laurels.

Edit for Righ: Wow may appeal to the dreaded mass-market diku crowd that is so vilified but blizzard makes a lot of games that are not wow, that are also very popular and tigole doesn't work on those games. If all blizzard ever did was wow, then I would agree as to not having much faith in their second product being any different but thus far they've shown to me that can effectively produce quality products in other genre's so while they may make wow 2.0 I'm willing to give them the benefit of the doubt.


Title: Re: What went wrong.
Post by: Aez on October 26, 2008, 03:22:57 PM
And to the graveyard it goes.  I SO love the speed at which they're getting buried.

No fucking around.  BAM! - to the back of the head.  Who's next?   :why_so_serious:


Title: Re: What went wrong.
Post by: EWSpider on October 26, 2008, 04:05:04 PM
DAOC RVR seems more fun and better thought out than War RVR at this point.

Everything about DAoC is better in my opinion.  It completely baffles me to be honest.  DAoC's combat system is one of the best I've seen with the exception of a few frustrating mechanics (one could argue the interrupt system licks donkey balls).  How does DAoC have such an awesome system while's WAR combat system is complete ass?  Don't get me wrong, I've still managed to have fun in WAR and continue to do so, but DAoC's combat system is better in every way.  It's much more responsive and visceral.  I absolutely love the animations and their variety.  When I get into melee range and start laying the hurt on someone combat just flows and is satisfying and enjoyable.  When I get into melee range in WAR I'm just mashing buttons and fighting with the system to try to kill the other guy.  I don't feel any satisfaction when I lay a big hit on someone.  Everything is just so sluggish and disconnected and what few animations there are, are uninspired drek.  If Mythic had just taken DAoC's system and maybe replaced how casting and interrupts work they would have had a real winner.

At any rate, I just hope Mark Jacobs removes the cockblock on Origins and let's the DAoC team release DAoC 1.5.


Title: Re: What went wrong.
Post by: Nebu on October 26, 2008, 04:14:13 PM
Interrupts were one of the better aspects of DAoC.  They served the purpose of keeping casters in check with melee while allowing non-dps classes to server a crucial role in pvp (cc + interrupts).  If you played a caster/healer in DAoC, you learned quickly what the ranges of your enemies were and how to properly position yourself to avoid interrupts.  If you got interrupted a lot, you weren't doing something right.  Caster dps was insane when played by a solid player.  The difference being that you had to be conscious of not only range to an enemy, positioning, but also had to be constantly panning to be effective. 

Yet another reason why DAoC >>> WAR.  Subtleties in combat.  Sandbox-like pvp.  Solo, 8v8, zergvzerg all fun and viable.  Damnit... if they had simply fixed the shortcomings of DAoC, this would have been one hell of a game.



Title: Re: What went wrong.
Post by: Azazel on October 26, 2008, 04:55:56 PM
They wanted to make RvR more casual. They just didn't implement all of the required features to make it so because when it came down to prioritizing stuff, they deprioritized the wrong things. And now they seem to either be incorrectly assessing the outcome (typical MMO stuff), or specifically focusing on the players they have now (typical Mythic practice).

Except for the part where they ignore pretty much every one of their players asking for less shitty PVE and more great PVP.



Title: Re: What went wrong.
Post by: EWSpider on October 26, 2008, 05:05:04 PM
Interrupts were/are definitely required within DAoC's current system.  What I meant to say is that it's a very unforgiving system (along with long duration CC) that prevented it from having more mass appeal.  If I were going to redesign the system I'd probably go about it differently (were mass appeal my goal).  Origins, which I consider DAoC 1.5, will/would have retained the interrupt system, and was still something I was/am very much looking forward to.


Title: Re: What went wrong.
Post by: lariac on October 26, 2008, 08:26:29 PM

In DAOC, you can repair doors. I haven't been able to figure out if you can in WAR. Some of the best times in keep defense was fixing a door while the enemy (for me it was Albs and Hibs) were working on the inner keep door. Then it was just getting on top of the parapat and pretty much like shooting fish in a barrel.

That kind of strenuous physical labor could only be performed by a level 40 tank.

Really.

Lvl 50 actually, but the thing was I was usually in a group with a bunch of ranged guys. So they would actually be doing the shooting.


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 06:30:54 AM
[
Blizzard is pretty fiercely protective of their name and IP.  They realize that the way they have maintained their image so far gives them the liberty to shit in a box and have it sell millions if they wanted.  They the are most likely company to cut their loses on a second MMO that is turning out bad.   They make enough money from WoW that they can afford to.  It makes more sense to milk WoW for a longer period of time and take their time with their next MMO.

It's because wow is so popular that I don't see blizzard in a rush to make a sub par mmo, they clearly have one in the works and I bet it's already a lot more finished than we think it is.  Diablo 3 is an excellent example. They could have just repackaged D2 and sold millions but they are making another quality game in the same vein but with quite a few new features and improvements.

Now I'm not going to keep fellating blizzard but they've at least shown that while they do print money hats they don't rest too much on their laurels.

Edit for Righ: Wow may appeal to the dreaded mass-market diku crowd that is so vilified but blizzard makes a lot of games that are not wow, that are also very popular and tigole doesn't work on those games. If all blizzard ever did was wow, then I would agree as to not having much faith in their second product being any different but thus far they've shown to me that can effectively produce quality products in other genre's so while they may make wow 2.0 I'm willing to give them the benefit of the doubt.

People like to bash Blizzard for making games that make money. I don't get that.

Blizzard impressed me when they shit canned Starcraft: Ghost. They aren't afraid to dump a project that isn't good enough and judging by the success of the games they HAVE released I think they have a pretty good idea what's going to be popular and sell well.


Title: Re: What went wrong.
Post by: Goreschach on October 27, 2008, 06:47:35 AM

Blizzard impressed me when they shit canned Starcraft: Ghost. They aren't afraid to dump a project that isn't good enough and judging by the success of the games they HAVE released I think they have a pretty good idea what's going to be popular and sell well.

It wasn't the first time. A while before that there was work on a 2d sidescrolling warcraft rpg type thing that got the axe.


Title: Re: What went wrong.
Post by: Ratman_tf on October 27, 2008, 07:13:09 AM
Not many companies are in a place where they can drop a game in development and survive it.

(http://news.filefront.com/wp-content/uploads/2008/07/hellgate_london_burgled.jpg)



Title: Re: What went wrong.
Post by: UnSub on October 27, 2008, 07:28:23 AM
Indeed.

(http://eternallycool.net/wp-content/uploads/2007/07/gods-and-heroes-red.jpg)


Title: Re: What went wrong.
Post by: Miasma on October 27, 2008, 07:37:45 AM
I really didn't mind Gods and Heroes, if you looked past the huge number of bugs and stability problems in beta the gameplay itself was rather enjoyable.

Judging by my luck at most diku MMOs recently I'm sure my love would have turned to hate by the time I hit the midpoint of levelling though...


Title: Re: What went wrong.
Post by: UnSub on October 27, 2008, 07:51:04 AM
I thought G&H was completely mediocre, but with some really nice ideas. Like grapple animations, every class being a pet class, having the ear of a particular god, getting your own squad camp, etc.


Title: Re: What went wrong.
Post by: Simond on October 27, 2008, 10:57:31 AM
And to the graveyard it goes.  I SO love the speed at which they're getting buried.

No fucking around.  BAM! - to the back of the head.  Who's next?   :why_so_serious:
You know, that's a good point - what is next?  :grin:


Title: Re: What went wrong.
Post by: Signe on October 27, 2008, 11:10:30 AM
Why aren't we over this by now? 


Title: Re: What went wrong.
Post by: khaine on October 27, 2008, 11:26:12 AM
How long before EA comes out with the EA All Access sub for DAOC / UO / WAR  and future ones

SOE's is life support for VG to PotBS , figure EA might as well try the same




Title: Re: What went wrong.
Post by: Geki on October 27, 2008, 11:30:58 AM
Why aren't we over this by now? 

Because despite the hate, people still want this game to do well.  The hope is still there.  Can't really say whether the death bell has rung just yet.  The only thing we know right now is that if it is succeeding, it's not doing it in a way that we would like.


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 11:35:47 AM
Why aren't we over this by now? 

Because despite the hate, people still want this game to do well.  The hope is still there.  Can't really say whether the death bell has rung just yet.  The only thing we know right now is that if it is succeeding, it's not doing it in a way that we would like.

Actually I want it to fail miserably.


Title: Re: What went wrong.
Post by: Wershlak on October 27, 2008, 11:37:12 AM
Why aren't we over this by now? 

You mean WAR or the cycle of falling in love with every game that comes out only to have our hearts broken a month later?  :heartbreak:


Title: Re: What went wrong.
Post by: Nebu on October 27, 2008, 11:37:40 AM
Why aren't we over this by now? 

Because there isn't an MMO worth playing right now if PvP is your thing.  With WAR tanking, I'm left with the choice of playing DAoC again or going outside into the sun.  I'm afraid of the sun!


Title: Re: What went wrong.
Post by: Mrbloodworth on October 27, 2008, 11:41:25 AM
Why aren't we over this by now? 

Because despite the hate, people still want this game to do well.  The hope is still there.  Can't really say whether the death bell has rung just yet.  The only thing we know right now is that if it is succeeding, it's not doing it in a way that we would like.

Actually I want it to fail miserably.

WTF? Why?


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 11:43:56 AM
Why aren't we over this by now? 

Because despite the hate, people still want this game to do well.  The hope is still there.  Can't really say whether the death bell has rung just yet.  The only thing we know right now is that if it is succeeding, it's not doing it in a way that we would like.

Actually I want it to fail miserably.

WTF? Why?

Because I love the Warhammer IP and the sooner this abortion gets sucked up the sooner they can do something better with it.


Title: Re: What went wrong.
Post by: Geki on October 27, 2008, 11:45:45 AM

Because I love the Warhammer IP and the sooner this abortion gets sucked up the sooner they can do something better with it.

That's the most backwards logic I've seen in quite some time. 

"Great news guys!  WAR tanked!  Now we can snatch the license and finally work on that Warhammer date sim game!!!"


Title: Re: What went wrong.
Post by: Ingmar on October 27, 2008, 11:47:28 AM
Interrupts were one of the better aspects of DAoC.  They served the purpose of keeping casters in check with melee while allowing non-dps classes to server a crucial role in pvp (cc + interrupts).  If you played a caster/healer in DAoC, you learned quickly what the ranges of your enemies were and how to properly position yourself to avoid interrupts.  If you got interrupted a lot, you weren't doing something right.  Caster dps was insane when played by a solid player.  The difference being that you had to be conscious of not only range to an enemy, positioning, but also had to be constantly panning to be effective. 

Yet another reason why DAoC >>> WAR.  Subtleties in combat.  Sandbox-like pvp.  Solo, 8v8, zergvzerg all fun and viable.  Damnit... if they had simply fixed the shortcomings of DAoC, this would have been one hell of a game.



I had to pull this one out because if there is one piece of design in all of MMO-dom that I think is shitty, it is DAOC's interrupt system. It led directly to very messy class balance issues. With that interrupt system, caster per-nuke damage had to be *extremely* high, because if it wasn't they would have been totally useless. Unfortunately what that ended up meaning was that fighting a caster was a totaly binary experience. Either they nuked you to death before you got to them (usually in 2-3 shots) or you won with them having little to no chance to escape. That was maybe the single core issue that poisoned every other class design issue in the entire game, IMO.

I actually think it was worse than minute long mezzes, in terms of the systemic problems it created.


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 11:50:13 AM

Because I love the Warhammer IP and the sooner this abortion gets sucked up the sooner they can do something better with it.

That's the most backwards logic I've seen in quite some time. 

"Great news guys!  WAR tanked!  Now we can snatch the license and finally work on that Warhammer date sim game!!!"

Yea.

"WAR is still limping along with 100K subs five years later! Man that IP must be a fucking cash cow, lets do something with it!" is a much more attractive situation.

At least if WAR tanks and GW throws Mythic under the bus they can save face and keep the IP attractive for potential development.


Title: Re: What went wrong.
Post by: Mrbloodworth on October 27, 2008, 11:50:33 AM
Because I love the Warhammer IP and the sooner this abortion gets sucked up the sooner they can do something better with it.

(http://www.meikathon.net/roflmao/facepalm4.jpg)


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 11:54:37 AM
Why aren't we over this by now? 

Because despite the hate, people still want this game to do well.  The hope is still there.  Can't really say whether the death bell has rung just yet.  The only thing we know right now is that if it is succeeding, it's not doing it in a way that we would like.

Actually I want it to fail miserably.

WTF? Why?

Because I love the Warhammer IP and the sooner this abortion gets sucked up the sooner they can do something better with it.

(http://www.meikathon.net/roflmao/facepalm4.jpg)

Judging by your mastery of internet meme I guess I can add you to the list of people who think lingering shitty exposure and a company letting its IP wallow in mediocrity is a good thing.

Preemptive edit: If you think WAR is the best a Warhammer MMO could be then just stop reading. Otherwise what do you think is better:

A) WAR limps along for the next 5-7 years with 100-250K players and becomes regarded as just another failed MMO, thus no other company could make a Warhammer MMO if they wanted or;

B) WAR goes the way of AoC, GW decides to pull the plug and publically shit on MJ for ruining it. They become much more selective with whom they give their license to and MAYBE someone else takes a shot at a Warhammer MMO a decade from now

Seeing that B is the only option that even allows for the POSSIBILITY of a better Warhammer MMO, that's what I pick.


Title: Re: What went wrong.
Post by: Zzulo on October 27, 2008, 12:03:16 PM
(http://www.threadbombing.com/data/media/54/facepalm_statue.jpg)


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 12:04:08 PM
(http://www.threadbombing.com/data/media/54/facepalm_statue.jpg)

See above.


Title: Re: What went wrong.
Post by: Geki on October 27, 2008, 12:09:06 PM

Yea.

"WAR is still limping along with 100K subs five years later! Man that IP must be a fucking cash cow, lets do something with it!" is a much more attractive situation.

At least if WAR tanks and GW throws Mythic under the bus they can save face and keep the IP attractive for potential development.

If war tanks, no studio is going to touch the IP with a ten foot pole.  People will associate Warhammer with WAR, not with GW.  If you think anyone without a neckbeard gives two shits about Warhammer Fantasy IP you're diluted.  Any studio that had any passing interest in the IP is not going to come from the codex-owning fanbase, it's going to come from the executives that see that the IP has potential to be profitable.  Seeing war tank will take it right off the table. 


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 12:11:07 PM

Yea.

"WAR is still limping along with 100K subs five years later! Man that IP must be a fucking cash cow, lets do something with it!" is a much more attractive situation.

At least if WAR tanks and GW throws Mythic under the bus they can save face and keep the IP attractive for potential development.

If war tanks, no studio is going to touch the IP with a ten foot pole.  People will associate Warhammer with WAR, not with GW.  If you think anyone without a neckbeard gives two shits about Warhammer Fantasy IP you're diluted.  Any studio that had any passing interest in the IP is not going to come from the codex-owning fanbase, it's going to come from the executives that see that the IP has potential to be profitable.  Seeing war tank will take it right off the table. 

And letting it shit on itself for five years will be any better?

There have been non-MMO Warhammer games that have sucked some serious ass in the past but they are still getting made.

Oh and I am actually very concentrated.


Title: Re: What went wrong.
Post by: Zzulo on October 27, 2008, 12:13:20 PM
man there has been tons of bad warhammer games in the past

that warhammer RTS comes to mind. It was so mediocre it passed right on over to horrible :heartbreak:


Title: Re: What went wrong.
Post by: Lantyssa on October 27, 2008, 12:14:21 PM
B) WAR goes the way of AoC, GW decides to pull the plug and publically shit on MJ for ruining it. They become much more selective with whom they give their license to and MAYBE someone else takes a shot at a Warhammer MMO a decade from now
Who are they going to be more selective with that can pick it up?  One company has already failed.  This one, a major MMO company with a published game, is ultimately going to be a big 'meh'.  Blizzard?  They already did Warhammer, without the royalties.  If the game goes down, you're not getting a Warhammer MMO.

Edit: Geki made a good point, too, in regards to this.

"Great news guys!  WAR tanked!  Now we can snatch the license and finally work on that Warhammer date sim game!!!"
Do want!

Will that Hag take my offer of her hated enemy's entrails?  Can I make the Orc stop bashin' da stunty long enough for him to notice my affections?  Oh!  I quiver at the thought.


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 12:15:00 PM
man there has been tons of bad warhammer games in the past

that warhammer RTS comes to mind. It was so mediocre it passed right on over to horrible :heartbreak:

Battle March? I picked it up for 360. Wasn't TERRIBLE. If you're a Warhammer fan I'm sure it's a lot easier to over look the shittier aspects but I enjoyed it.


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 12:16:23 PM
B) WAR goes the way of AoC, GW decides to pull the plug and publically shit on MJ for ruining it. They become much more selective with whom they give their license to and MAYBE someone else takes a shot at a Warhammer MMO a decade from now
Who are they going to be more selective with that can pick it up?  One company has already failed.  This one, a major MMO company with a published game, is ultimately going to be a big 'meh'.  Blizzard?  They already did Warhammer, without the royalties.  If the game goes down, you're not getting a Warhammer MMO.

Edit: Geki made a good point, too, in regards to this.

"Great news guys!  WAR tanked!  Now we can snatch the license and finally work on that Warhammer date sim game!!!"
Do want!

Will that Hag take my offer of her hated enemy's entrails?  Can I make the Orc stop bashin' da stunty long enough for him to notice my affections?  Oh!  I quiver at the thought.

If the game DOESN"T go down we're stuck with it.

If it does there is at least a chance someone picks it up, it's happened before.


Title: Re: What went wrong.
Post by: schild on October 27, 2008, 12:17:14 PM
GW won't pull the plug and Mythic/EA won't kill it.

Stop making the thread stupid.


Title: Re: What went wrong.
Post by: Mrbloodworth on October 27, 2008, 12:17:58 PM
GW won't pull the plug and Mythic/EA won't kill it.

Stop making the thread stupid.

Its to late.


Title: Re: What went wrong.
Post by: Geki on October 27, 2008, 12:20:05 PM

And letting it shit on itself for five years will be any better?

There have been non-MMO Warhammer games that have sucked some serious ass in the past but they are still getting made.

Oh and I am actually very concentrated.

Great point, if tons of shitpile games get released and dumped we'll keep getting more shitpile games until the studios just avoid the ip like the plague.  If you're looking for tons of bargain bin software then yes, cutting it off right now is a good idea. 

What I'm saying is, you aren't gonna have a choice. Wanting this game to fail is going to make it worse for the IP than making it better.  You better start spooning this game and telling it you love it because it's the best thing you're gonna get and you're fucked.


Title: Re: What went wrong.
Post by: FellintoOblivion on October 27, 2008, 12:21:44 PM
GW won't pull the plug and Mythic/EA won't kill it.

Stop making the thread stupid.

I didn't say they would or even that I expected them to.

Turn the mirror around.


Title: Re: What went wrong.
Post by: BitWarrior on October 27, 2008, 12:30:09 PM
I love the Warhammer IP and the sooner this abortion gets sucked up the sooner they can do something better with it.

I didn't say they would or even that I expected them to.

Thanks for playing.


Title: Re: What went wrong.
Post by: schild on October 27, 2008, 12:31:32 PM
Much like WAR, it seems FellintoOblivion decided to go full retard. We know how that goes.


Title: Re: What went wrong.
Post by: Morfiend on October 27, 2008, 12:35:56 PM
I love the Warhammer IP and the sooner this abortion gets sucked up the sooner they can do something better with it.

I didn't say they would or even that I expected them to.

Thanks for playing.

Thanks fallen, we are now all stupider for having read your posts.


(http://www.forumspile.com/Thread-Crap-Graph.jpg)



Title: Re: What went wrong.
Post by: Brogarn on October 27, 2008, 01:10:52 PM
Wish I had scrolled down and saw Morfiend's graph before reading through all this.  :uhrr:


Title: Re: What went wrong.
Post by: korrowan on October 27, 2008, 01:24:41 PM
I ll never understand how people say this is a PVE game when I have done 2 level 26s and countless level 10-20's and I have yet to do PVE.  Granted maybe tier 4 you have to do some?  ITs all about server population..heck on a server while playing Order yesterday we had constant RvR in tier 1 and tier 2 throughout the day between the 5 min scenario pops.  If you want to RvR the issue is either you do not go find it.. or you picked a server with crap population which will be fixed by transfers in the next week or so.  You are the deciding factor in how the game is played out especially now that exp is amazing in RvR 700 for a solo kill at level 10... which is way better than PvE (at least in beta).


Title: Re: What went wrong.
Post by: khaine on October 27, 2008, 01:25:22 PM
man there has been tons of bad warhammer games in the past

that warhammer RTS comes to mind. It was so mediocre it passed right on over to horrible :heartbreak:

Battle March? I picked it up for 360. Wasn't TERRIBLE. If you're a Warhammer fan I'm sure it's a lot easier to over look the shittier aspects but I enjoyed it.


Shadow of the Horned Rat or something like that I believe

Little flags I remember on the screen all over and something like you had to speed click or something

It was horrible




Title: Re: What went wrong.
Post by: khaine on October 27, 2008, 01:27:41 PM
I ll never understand how people say this is a PVE game when I have done 2 level 26s and countless level 10-20's and I have yet to do PVE.  Granted maybe tier 4 you have to do some?  ITs all about server population..heck on a server while playing Order yesterday we had constant RvR in tier 1 and tier 2 throughout the day between the 5 min scenario pops.  If you want to RvR the issue is either you do not go find it.. or you picked a server with crap population which will be fixed by transfers in the next week or so.  You are the deciding factor in how the game is played out especially now that exp is amazing in RvR 700 for a solo kill at level 10... which is way better than PvE (at least in beta).


Let me know how tier 3/4 is for you once everyone is doing nothing but scenarios and quests for scenarios because thats the only way to reasonably level

I play/ed on med-high pop and tier 3 and 4 (4 is much worse) there is very little open RvR , no PVE either , because EVERYONE is standing around doing nothing but scenarios

You've discovered what everyone else knows , tier 1 and 2 is fun , 3 is meh , and 4 is boring beyond belief




Title: Re: What went wrong.
Post by: CecilDK on October 27, 2008, 01:42:47 PM
I ll never understand how people say this is a PVE game when I have done 2 level 26s and countless level 10-20's and I have yet to do PVE.  Granted maybe tier 4 you have to do some?  ITs all about server population..heck on a server while playing Order yesterday we had constant RvR in tier 1 and tier 2 throughout the day between the 5 min scenario pops.  If you want to RvR the issue is either you do not go find it.. or you picked a server with crap population which will be fixed by transfers in the next week or so.  You are the deciding factor in how the game is played out especially now that exp is amazing in RvR 700 for a solo kill at level 10... which is way better than PvE (at least in beta).

A) If you have 30 min. queues and open RvR is dead, you have little to no choice but to do PvE

B) Transfers, especially self-selecting transfers, are unlikely to fix the problem.  It's likely to make low pop servers much worse, and may imbalance some med pop servers even more.  It's possible it'll help, but it's no guarantee of changing anything.

C) Open RvR is nice if you can find it.  People stick to scenarios because it is reliable experience.  Solo kills are a bad metric, because players are rarely solo, and there's no way to know if you can find anyone.  If you spend an hour in an RvR lake without finding anyone you've wasted your time.


Title: Re: What went wrong.
Post by: korrowan on October 27, 2008, 02:10:26 PM
I ll never understand how people say this is a PVE game when I have done 2 level 26s and countless level 10-20's and I have yet to do PVE.  Granted maybe tier 4 you have to do some?  ITs all about server population..heck on a server while playing Order yesterday we had constant RvR in tier 1 and tier 2 throughout the day between the 5 min scenario pops.  If you want to RvR the issue is either you do not go find it.. or you picked a server with crap population which will be fixed by transfers in the next week or so.  You are the deciding factor in how the game is played out especially now that exp is amazing in RvR 700 for a solo kill at level 10... which is way better than PvE (at least in beta).

A) If you have 30 min. queues and open RvR is dead, you have little to no choice but to do PvE

B) Transfers, especially self-selecting transfers, are unlikely to fix the problem.  It's likely to make low pop servers much worse, and may imbalance some med pop servers even more.  It's possible it'll help, but it's no guarantee of changing anything.

C) Open RvR is nice if you can find it.  People stick to scenarios because it is reliable experience.  Solo kills are a bad metric, because players are rarely solo, and there's no way to know if you can find anyone.  If you spend an hour in an RvR lake without finding anyone you've wasted your time.

Sure it is a bad metric but that was just an example.  Most of the time it was my group of 5 working with other non warband groups taking points and what not.  It truly seems to me that the servers that have good population have good RvR even on my 2 26's (on different servers) the one on the low pop server has crap RvR but the one on High / Med has amazing RvR... the whole issue with the game is server population. 

I doubt they allow you to choose any server and will force people to certain servers to increase their pops as they know what the issues are just like we do.


Title: Re: What went wrong.
Post by: Arthur_Parker on October 27, 2008, 02:16:29 PM
I ll never understand how people say this is a PVE game when I have done 2 level 26s and countless level 10-20's and I have yet to do PVE. 

If I'm honest, I'm wondering if you have you yet to experience PVE because you couldn't figure out how to leave the starter town, possibly, despite people constantly talking about PVE, maybe you just don't believe it's present in WAR.  I'm also curious how you can have countless alts in a game that's been out just over a month and that has a limited number of character slots available per account.


Title: Re: What went wrong.
Post by: waffel on October 27, 2008, 02:21:32 PM
I ll never understand how people say this is a PVE game when I have done 2 level 26s and countless level 10-20's and I have yet to do PVE.  Granted maybe tier 4 you have to do some?  ITs all about server population..heck on a server while playing Order yesterday we had constant RvR in tier 1 and tier 2 throughout the day between the 5 min scenario pops.  If you want to RvR the issue is either you do not go find it.. or you picked a server with crap population which will be fixed by transfers in the next week or so.  You are the deciding factor in how the game is played out especially now that exp is amazing in RvR 700 for a solo kill at level 10... which is way better than PvE (at least in beta).

You must be on some magical server that has open RvR going on at all times, because unless you're doing open RvR I can't imagine how you managed to do multiple alts through the same T1 and T2 scenarios over and over and over. And if you somehow did do scenarios over and over, and enjoyed it enough to make multiple characters to do them, than congrats. Warhammer is the game for you.


Title: Re: What went wrong.
Post by: Righ on October 27, 2008, 04:23:13 PM
I'm also curious how you can have countless alts in a game that's been out just over a month and that has a limited number of character slots available per account.

My assumption was that he couldn't count very far.


Title: Re: What went wrong.
Post by: Morfiend on October 27, 2008, 04:34:49 PM
I'm also curious how you can have countless alts in a game that's been out just over a month and that has a limited number of character slots available per account.

My assumption was that he couldn't count very far.

By very far, I am pretty sure you mean 5.


Title: Re: What went wrong.
Post by: Threash on October 27, 2008, 05:08:36 PM
A lot of things that dont get mentioned are the minor annoyances like not being able to alt tab without crashing, taking over 5 mins to get control of my computer back after logging off and lagging and stuttering like crazy in altdorf even at the lowest possible settings.  This on a computer that easily ran AoC on medium/high settings.


Title: Re: What went wrong.
Post by: Signe on October 27, 2008, 05:49:10 PM
Hey!  5 is one of my favourite numbers and the other one is five, too!  Oh I love my fibs!   :yahoo:


Title: Re: What went wrong.
Post by: UnSub on October 27, 2008, 07:14:02 PM
At least if WAR tanks and GW throws Mythic under the bus they can save face and keep the IP attractive for potential development.

Oh, if only I'd been around to point out that SWOR is being developed in regardless of SWG. It could have stopped the stupid.

Or that WAR40K is probably going to come out despite WAR.

Or which development studio would want to work with GW if they pull the license at the first sign of problems, 30 days post launch.


Title: Re: What went wrong.
Post by: Gurney on October 28, 2008, 06:06:02 AM
At least if WAR tanks and GW throws Mythic under the bus they can save face and keep the IP attractive for potential development.

Oh, if only I'd been around to point out that SWOR is being developed in regardless of SWG. It could have stopped the stupid.

Or that WAR40K is probably going to come out despite WAR.

Or which development studio would want to work with GW if they pull the license at the first sign of problems, 30 days post launch.


You can't stop the stupid.  That is why it is stupid.


Title: Re: What went wrong.
Post by: korrowan on October 28, 2008, 07:23:39 AM
I ll never understand how people say this is a PVE game when I have done 2 level 26s and countless level 10-20's and I have yet to do PVE. 

If I'm honest, I'm wondering if you have you yet to experience PVE because you couldn't figure out how to leave the starter town, possibly, despite people constantly talking about PVE, maybe you just don't believe it's present in WAR.  I'm also curious how you can have countless alts in a game that's been out just over a month and that has a limited number of character slots available per account.

I just had no reason to do it.. if you are on a high pop server you can do Scenarios all the time.. its what my friends and I do because we do not really like mindlessly killing mobs without reason.  Granted it is much quicker on the Order side of things as the pops are much more consistent.  Queue starting at level 1 and go .. watch movie or football or whatever between pops.

Last night on Wurtbad in Tier2 there was constant RvR including keep sieges while I was on (Dwarf area)... and between that I did scenarios that have around 5 min pops at most.. so RvR.. then scenarios and repeat. 


To the clown that insults my math skills because I do not keep count of all of my toons including ones I delete (maybe I should keep a nice excel sheet for you or write an Access database and give you OBDC link to my companies SQL Server where I will host it .. I have deleted some alts and even played a couple on my wife's account when my slots were full... I have tried nearly every class (haven't played Black Orc or White Lion (I hate pet classes but played Squig as it is amusing to run around as a squig) and played them until 10 or so to see what they are all about.  So I guess somewhere around 18 not including any that I played on my wife's account besides my 2 26 sorcs. 


Title: Re: What went wrong.
Post by: Venkman on October 28, 2008, 07:26:41 AM
Ahh! Too many parentheticals! Help!

 :grin:


Title: Re: What went wrong.
Post by: Arthur_Parker on October 28, 2008, 07:44:35 AM
I just had no reason to do it.. if you are on a high pop server you can do Scenarios all the time.. its what my friends and I do because we do not really like mindlessly killing mobs without reason. 

Then just say that, there's nothing wrong with not being interested in PVE, but you can't just dismiss all it's problems because you are (only) level 26 and haven't been affected by them as yet.  Talking about countless alts when they are lower levels doesn't help either.

How's realm rank compare to your level when advancing purely by pvp for leveling up?  Did your realm rank stay capped most of the time?


Title: Re: What went wrong.
Post by: UnSub on October 28, 2008, 08:13:11 AM
if you are on a high pop server you can do Scenarios all the time

If you are on a high pop server doing Tiers 1 and 2 for a paring that attracts attention, you are less likely to run into a lot of the major problem WAR faces: a massive world that feels empty of players. Empty world means no RvR, no PQs.

Given that large number of servers WAR has, they aren't all high pop servers. So a lot of players are experiencing the same empty world problem.


Title: Re: What went wrong.
Post by: korrowan on October 28, 2008, 09:17:46 AM
if you are on a high pop server you can do Scenarios all the time

If you are on a high pop server doing Tiers 1 and 2 for a paring that attracts attention, you are less likely to run into a lot of the major problem WAR faces: a massive world that feels empty of players. Empty world means no RvR, no PQs.

Given that large number of servers WAR has, they aren't all high pop servers. So a lot of players are experiencing the same empty world problem.

I even stated in a post above that population is the issue.. not the content.. its a PvP game anyway.. why PVE in a PVP game..its like EQ PvP..what the hell is the point?  If you want PVE there are countless games that have vastly superior PVE (WoW, EQ1, EQ2 hell even crappy games like Vanguard have amazing PVE if you can deal with the bugs.  The whole issue is population and you can always reroll on another server.. I work 40+ hours a week, married and play sports 3 nights during the week and Sunday mornings and I can get to mid 20's in a couple weeks easy.  Being bound to a server is your issue not the games.. .everyone who plays has the option to reroll to a higher pop server as the grind in this game is just as fast as AoCs and much less than true PVE based MMOs such as EQ where you were lucky to hit max level in months.


Title: Re: What went wrong.
Post by: Nebu on October 28, 2008, 09:20:39 AM
The population problems are due to the fact that the design is in direct conflict with itself.  You need high population in order to support the PvE game.  In RvR the high population surpasses the capacity of the engine due to doubling the numbers of toons on the screen at any given time.  The scale of the RvR areas does a bit to minimize clustering of players, but now you create expanses so large that travel becomes a concern.  Small areas create latency issues and large areas produce travel issues.  It's like a dog chasing its tail.  


Title: Re: What went wrong.
Post by: Lakov_Sanite on October 28, 2008, 09:26:37 AM


I even stated in a post above that population is the issue.. not the content.. its a PvP game anyway..

Except it's not. The only difference between warhammer and eq/wow is that you have battlegrounds in which you can level and tiny portions of your huge pve zones where you can play back and forth in exchanging keeps.

PVP endgame? what pvp endgame? Once you unlock a capital city it's all back to pve, in fact in warhammer pvp just becomes the cockblock to the pve endgame.  Now is warhammers pvp meaningful? well of course but it's meaningful insofar as to get you to the endgame pve content.

This is exactly what people were doing in beta, kidding themselves. You're levelling up to your mid-twenties doing nothing but scenario's and RvR, great for you! Have you wondered after your 200th tor anroc match though, if maybe there's not as much pvp content as you thought? Oh and good luck in 10 level where the best pvp gear comes from pve.

Mythic made a pve game with meaningful pvp but i wouldn't say for a second warhammer is a pvp game considering the pvp content that they designed is maybe 25% of the gameworld.


Title: Re: What went wrong.
Post by: Gurney on October 28, 2008, 09:31:45 AM
The population problems are due to the fact that the design is in direct conflict with itself.  You need high population in order to support the PvE game.  In RvR the high population surpasses the capacity of the engine do to doubling the numbers of toons on the screen at any given time.  The scale of the RvR areas does a bit to minimize clustering of players, but now you create expanses so large that travel becomes a concern.  Small areas create latency issues and large areas produce travel issues.  It's like a dog chasing its tail.  

The bolded portion should be carved into the forehead of someone at Mythic.  Well and a number of other MMORPGs as well.


Title: Re: What went wrong.
Post by: tolakram on October 28, 2008, 09:48:35 AM
I have discovered a new definition of what went wrong:

http://herald.warhammeronline.com/liveevents/2008WitchingNight.php

Also, because of the special nature of these Public Quests and the rewards that players can earn by participating in them, the quests will reset less frequently than you might be used to. Expect a few hours to pass after a Witching Night Public Quest is completed before you'll be able to try it again.

I have no problem with public quests in RvR zones, but why delay them?  What is Mythic afraid of?


Title: Re: What went wrong.
Post by: Nebu on October 28, 2008, 09:50:42 AM
I have no problem with public quests in RvR zones, but why delay them?  What is Mythic afraid of?

I think they see how brilliant an idea it was in EQ to have players wait hours and even days between encounters.  It made the players feel special!



Title: Re: What went wrong.
Post by: Geki on October 28, 2008, 09:52:17 AM
What's to get? Seems right in line with the recent "cockblock" edition ruleset.


Title: Re: What went wrong.
Post by: Righ on October 28, 2008, 10:09:07 AM
On the other hand, you could look at it as a change mandated by PQ failure and diminishing server populations - in order to funnel enough players into the event to make it viable, they need to make it happen less frequently.


Title: Re: What went wrong.
Post by: Nebu on October 28, 2008, 10:14:22 AM
On the other hand, you could look at it as a change mandated by PQ failure and diminishing server populations - in order to funnel enough players into the event to make it viable, they need to make it happen less frequently.

What's wrong with just letting them repeat the encounter while they have a critical mass present?  I mean, why is letting the players have fun such a bad thing to these people?


Title: Re: What went wrong.
Post by: waffel on October 28, 2008, 10:27:05 AM
I even stated in a post above that population is the issue.. not the content.. its a PvP game anyway.. why PVE in a PVP game..its like EQ PvP..what the hell is the point?  If you want PVE there are countless games that have vastly superior PVE (WoW, EQ1, EQ2 hell even crappy games like Vanguard have amazing PVE if you can deal with the bugs.  The whole issue is population and you can always reroll on another server.. I work 40+ hours a week, married and play sports 3 nights during the week and Sunday mornings and I can get to mid 20's in a couple weeks easy.  Being bound to a server is your issue not the games.. .everyone who plays has the option to reroll to a higher pop server as the grind in this game is just as fast as AoCs and much less than true PVE based MMOs such as EQ where you were lucky to hit max level in months.

How can you possibly say that content isn't the issue when you:
1.) Haven't leveled past 26
2.) Spend ALL your time in game doing the same exact scenarios over, and over, and over again. How can that be fun?

One could argue that if you want instanced PvP, why play Warhammer? I'm pretty sure WoW's instanced BGs are at least bigger and more unique than the same small Warhammer ones. And it's not like the instances in this game even have a point. The only reason to do them is to get the most renown and experience. Thats it. Nobody really cares that much about objectives, or teamwork, or having fun. It's all about checking to see if spending the 15 minutes (or less) netted you a lot of renown and experience and once you start getting raped by 5 BWs after you get magnet'd or fetched you'll realize that everyone talking about how the endgame blows ass is actually right.

And another thing, telling people to reroll on another server is the dumbest advice I've seen. News flash buddy, some of us playing don't need to reroll new T1 and T2 characters non-stop all day like you do. Some of us like to stick with a character, level them up, and experience the 'end game'. Telling me to reroll my 33 shaman because I don't like my server? Eat shit. There is no fucking way in hell I'm grinding all those quests, PQ stages, and dog-shit-taco scenarios over and over and over to get where I'm at now just so I can play on a more populated server. And for what? So the same scenarios I hated the first 100 times I did them can pop more frequently on a new server? Yippe.


Title: Re: What went wrong.
Post by: ghost on October 28, 2008, 10:27:59 AM
The population problems are due to the fact that the design is in direct conflict with itself.  You need high population in order to support the PvE game.  In RvR the high population surpasses the capacity of the engine due to doubling the numbers of toons on the screen at any given time.  The scale of the RvR areas does a bit to minimize clustering of players, but now you create expanses so large that travel becomes a concern.  Small areas create latency issues and large areas produce travel issues.  It's like a dog chasing its tail. 

So what is the fix?  Smaller servers or more powerful comps?  PVE, while most folks here don't seem to like it, does provide a fun "venue", if you will.


Title: Re: What went wrong.
Post by: Nebu on October 28, 2008, 10:32:15 AM
So what is the fix?  Smaller servers or more powerful comps?  PVE, while most folks here don't seem to like it, does provide a fun "venue", if you will.

1) A better game engine?  WoW doesn't seize up like WAR does in small scale.  It's downright crippling when you get a higher number on screen. 

2) Reduce the grind to 40.  The trip to 40 isn't what will retain players, it's what they get to do at 40 that will.

3) You choose: smaller RvR area or insta travel to the hot combat zones. 

4) Class balance.  Fix chaos vs order disparity.  Fix or remove magus abilities.

5) Itemization needs attention yesterday. 


Title: Re: What went wrong.
Post by: Geki on October 28, 2008, 10:32:29 AM
On the other hand, you could look at it as a change mandated by PQ failure and diminishing server populations - in order to funnel enough players into the event to make it viable, they need to make it happen less frequently.

Or in order to keep people from maxing their influence quickly, since the rewards for the witching event are listed as epic influence items.  While half of me thinks it's because they want people to fight in the rvr zone while waiting for the pq to start, the other half says they just want to string it out as long as possible.


Title: Re: What went wrong.
Post by: korrowan on October 28, 2008, 10:36:07 AM
I even stated in a post above that population is the issue.. not the content.. its a PvP game anyway.. why PVE in a PVP game..its like EQ PvP..what the hell is the point?  If you want PVE there are countless games that have vastly superior PVE (WoW, EQ1, EQ2 hell even crappy games like Vanguard have amazing PVE if you can deal with the bugs.  The whole issue is population and you can always reroll on another server.. I work 40+ hours a week, married and play sports 3 nights during the week and Sunday mornings and I can get to mid 20's in a couple weeks easy.  Being bound to a server is your issue not the games.. .everyone who plays has the option to reroll to a higher pop server as the grind in this game is just as fast as AoCs and much less than true PVE based MMOs such as EQ where you were lucky to hit max level in months.

How can you possibly say that content isn't the issue when you:
1.) Haven't leveled past 26
2.) Spend ALL your time in game doing the same exact scenarios over, and over, and over again. How can that be fun?

One could argue that if you want instanced PvP, why play Warhammer? I'm pretty sure WoW's instanced BGs are at least bigger and more unique than the same small Warhammer ones. And it's not like the instances in this game even have a point. The only reason to do them is to get the most renown and experience. Thats it. Nobody really cares that much about objectives, or teamwork, or having fun. It's all about checking to see if spending the 15 minutes (or less) netted you a lot of renown and experience and once you start getting raped by 5 BWs after you get magnet'd or fetched you'll realize that everyone talking about how the endgame blows ass is actually right.

And another thing, telling people to reroll on another server is the dumbest advice I've seen. News flash buddy, some of us playing don't need to reroll new T1 and T2 characters non-stop all day like you do. Some of us like to stick with a character, level them up, and experience the 'end game'. Telling me to reroll my 33 shaman because I don't like my server? Eat shit. There is no fucking way in hell I'm grinding all those quests, PQ stages, and dog-shit-taco scenarios over and over and over to get where I'm at now just so I can play on a more populated server. And for what? So the same scenarios I hated the first 100 times I did them can pop more frequently on a new server? Yippe.

Then quit and stop bitching.  I am sure when I get to T4 it will be fine because I waited for the curve to catch up ..( just like in any release (WoW, EQ1, EQ2, L2, Vanguard... the ones that outleveled everyone are the ones bitching and moaning.. you would think people would learn after a while instead of doing the same thing in every game and then bitching like 12 year old spoiled brats) .. imagine that... waiting for the average players to catch up.. what a crazy concept.  I have no idea why you play this game as you just like to bitch and you apparently have not liked any of it up to this point...

The whole point of playing these games is to... OMG HAVE FUN .. if your not having fun... hit cancel and get on with your life lol.

Also if you would read above there is RvR in this game and that is t1 to t3... its all about server populations.. maybe wait and bitch more about how you hate the game (since you pretty much summed the entire game up in your 12 year old rant) until after the server xfers.. games been out for a whopping what... 6 weeks?  Damn you fuckers are spoiled these days... back in the day EQ was a disaster and no one bitched like you kids do.



Title: Re: What went wrong.
Post by: korrowan on October 28, 2008, 10:37:55 AM
So what is the fix?  Smaller servers or more powerful comps?  PVE, while most folks here don't seem to like it, does provide a fun "venue", if you will.

1) A better game engine?  WoW doesn't seize up like WAR does in small scale.  It's downright crippling when you get a higher number on screen. 

2) Reduce the grind to 40.  The trip to 40 isn't what will retain players, it's what they get to do at 40 that will.

3) You choose: smaller RvR area or insta travel to the hot combat zones. 

4) Class balance.  Fix chaos vs order disparity.  Fix or remove magus abilities.

5) Itemization needs attention yesterday. 

I will never understand this Order vs. Destruction disparity.. I enjoy both sides personally.


Title: Re: What went wrong.
Post by: Lakov_Sanite on October 28, 2008, 10:41:33 AM
The whole point of playing these games is to... OMG HAVE FUN .. if your not having fun... hit cancel and get on with your life lol.

Which is what a large portion of people who bought war did/are doing. Thanks for playing.


Title: Re: What went wrong.
Post by: Modern Angel on October 28, 2008, 10:58:09 AM
Motherfucker, the title of this particular thread is WHAT WENT WRONG.


Title: Re: What went wrong.
Post by: Morfiend on October 28, 2008, 11:18:00 AM
Motherfucker, the title of this particular thread is WHAT WENT WRONG.

LALALALALALALALALA *Fingers in ears*

"You are ALL just playing it wrong".


Title: Re: What went wrong.
Post by: wuzzman on October 28, 2008, 12:05:03 PM


Then quit and stop bitching.  I am sure when I get to T4 it will be fine because I waited for the curve to catch up ..( just like in any release (WoW, EQ1, EQ2, L2, Vanguard... the ones that outleveled everyone are the ones bitching and moaning.. you would think people would learn after a while instead of doing the same thing in every game and then bitching like 12 year old spoiled brats) .. imagine that... waiting for the average players to catch up.. what a crazy concept.  I have no idea why you play this game as you just like to bitch and you apparently have not liked any of it up to this point...

The whole point of playing these games is to... OMG HAVE FUN .. if your not having fun... hit cancel and get on with your life lol.

Also if you would read above there is RvR in this game and that is t1 to t3... its all about server populations.. maybe wait and bitch more about how you hate the game (since you pretty much summed the entire game up in your 12 year old rant) until after the server xfers.. games been out for a whopping what... 6 weeks?  Damn you fuckers are spoiled these days... back in the day EQ was a disaster and no one bitched like you kids do.
[/quote]

a game which endgame wasn't fun 4 weeks ago won't be fun 4 months later.


Title: Re: What went wrong.
Post by: khaine on October 28, 2008, 12:47:34 PM
So far in this thread , Korrowan is a database admin to prove he's smarter than anyone , married and playing sports 4 nights/days out the week to prove he's super busy and still leveling fine and at the same time more macho than anyone else

Next step , is either he's a ninja or maybe just a black belt that teaches homeless kids karate





Title: Re: What went wrong.
Post by: korrowan on October 28, 2008, 02:03:31 PM
So far in this thread , Korrowan is a database admin to prove he's smarter than anyone , married and playing sports 4 nights/days out the week to prove he's super busy and still leveling fine and at the same time more macho than anyone else

Next step , is either he's a ninja or maybe just a black belt that teaches homeless kids karate





Yep that is it.. my whole point is .. leveling in this game is super easy... thats it.  Time invested in comparison to other games is NIL.


Title: Re: What went wrong.
Post by: Pringles on October 28, 2008, 02:19:12 PM
So far in this thread , Korrowan is a database admin to prove he's smarter than anyone , married and playing sports 4 nights/days out the week to prove he's super busy and still leveling fine and at the same time more macho than anyone else

Next step , is either he's a ninja or maybe just a black belt that teaches homeless kids karate





Yep that is it.. my whole point is .. leveling in this game is super easy... thats it.  Time invested in comparison to other games is NIL.

The fun factor is not determined by the difficulty of leveling.

Classic EQ was hard as fuck, but it was fun.

WAR is easy as fuck, but mostly not fun.

I've never felt more like I was playing a Korean MMO in an American game than WAR.


Title: Re: What went wrong.
Post by: UnSub on October 28, 2008, 06:53:40 PM
Also if you would read above there is RvR in this game and that is t1 to t3... its all about server populations.. maybe wait and bitch more about how you hate the game (since you pretty much summed the entire game up in your 12 year old rant) until after the server xfers.. games been out for a whopping what... 6 weeks?

When I started on Ulthuan, it was a high population server. It still felt empty.

But yes, under the right conditions - that you play under the right period of time in the day, on the right side, on the right server, in the right Tier, on the right class - I'm sure you can have a great experience. As for all the people who didn't do this because they bought at launch when such things aren't clearly defined, it is obviously their fault and they should be lucky that Mythic lets them start again on another server.

Also, at six weeks out, there really shouldn't be so many people going, "I had fun up to Tier 3, but then it sucked". People appear to have burned out in the free month. While Jacobs is right in that MMOs are a marathon, not a sprint, the start counts for a lot.

Finally: you said you've got 2 lvl 26 sorcs. Any particular reason you got to lvl 26 with the same class twice, then stopped?


Title: Re: What went wrong.
Post by: Ashmodai on October 28, 2008, 07:58:47 PM

Yep that is it.. my whole point is .. leveling in this game is super easy... thats it.  Time invested in comparison to other games is NIL.

Just because the game doesn't require a massive time investment, doesn't mean it's not hard to level.  Currently, one has to be able to bring oneself to play the exact same mini-game 750 times to get out of a tier, or run 2500 brainless, unscripted PvE quests (not to mention there aren't even that many, but hey).  That makes the game boring, forcing oneself to play a game when it's boring is hard.  Something we play as entertainment or a hobby should not be boring, ever.

You shouldn't 'feel the grind', there should be a smooth progression which funnels you via quests, PvP and other in game mechanics towards your next level.  That's the problem - you start feeling the grind the minute you hit 21ish or so, and you're not running Tor Anroc for the 687th time because you want to play that map, you're doing it so you can level up and be done with it.


Title: Re: What went wrong.
Post by: waffel on October 28, 2008, 09:33:30 PM
One of the biggest things I miss from DAoC:

Running around the world, exploring, and finding mobs that are weak to your damage type, who you're resistant to, and who are abundent, give decent faction, and drop decent items.

That shit was cool.

Or how about playing with a friend and saying "Lets go into so and so dungeon, the mobs in there give real good dungeon-bonus experience and drop some pretty sweet items, plus, there is a lot of them and I have a quest to go in there for a kick-ass weapon!  And if we get some loot nobody can use I can just salvage it to help get my weaponskill up so I can make myself a badass new weapon! Also, the mobs are werewolf monsters so they're weak to fire and they give a nice faction bonus for so and so mobs, who give pretty good quests once they're neutral"

I mean shit, yeah, you're grinding mobs more than WAR, but fuck, that shit was fun and exciting. You did that for awhile with your bro, then your realm gets darkness falls and you and your friend go into there and hang out on the steps with all the 50s and shit, and you all (lowbies and high-levels) make a push down and wipe the defending force, getting some nice RPs and having fun. Then, you're rewarded with the DF so you and your bro kill some mobs getting seals for pretty good leveling armor.

Thinking about that now makes me smile and also pisses me off. It was so fun, exciting, and unique. It worked so well and I just get so pisses off that Mythic didn't do something similar with Warhammer. Fuck.


Title: Re: What went wrong.
Post by: ashrik on October 28, 2008, 11:50:55 PM
On the other hand, you could look at it as a change mandated by PQ failure and diminishing server populations - in order to funnel enough players into the event to make it viable, they need to make it happen less frequently.

What's wrong with just letting them repeat the encounter while they have a critical mass present?  I mean, why is letting the players have fun such a bad thing to these people?
I don't think it's as simple as that. If the PQ were to play out like other PQs, then it would do exactly that- play out like other PQs.

You go it, you repeat it, get your elite reward, leave. Chances are, you never come back unless a friend really really wants you to. Recipe for failure. We know because this is what we're already seeing.

IF they set the restart times to something like every 30-60 minutes, I think they'll be on to something here. With Keep and BO warfare in between respawn times, something that I would have finished in 25 minutes (and left) is now something that I'm enjoying possibly for several hours.

WoW figured it out that leaving these things open on a 24 hour basis makes it less fun for everyone. The current design supports me flying by, grabbing my nodes/grinding my influence, and leaving. It's a funnel in and and funnel out. What they're proposing is a funnel in and something to make me want to stay in.

Edit:
Quote
Expect a few hours to pass after a Witching Night Public Quest is completed before you'll be able to try it again.
DAMN YOU MYTHIC


Title: Re: What went wrong.
Post by: DraconianOne on October 30, 2008, 03:43:49 AM
Ahh! Too many parentheticals! Help!

Too many nested and unclosed parentheticals.

Hope he's not a coder.


Title: Re: What went wrong.
Post by: SuperPopTart on October 30, 2008, 11:10:17 AM
By the gods this is like watching a soap opera - with new people!


Title: Re: What went wrong.
Post by: Sophismata on October 30, 2008, 08:36:04 PM
Just wanted to chime in with some information on levels in (MMO)RPG's...

Not many people know this, but ArenaNet (specifically Mike O'B, as I remember) really wanted to ditch levels altogether for Guild Wars. The premise was that leveling was just a block for actually playing the game, and early-mid alpha a few of the builds tried had levels and xp completely removed.

It didn't work - without such a basic metric for character progression, a lot of players got freaked out. Perhaps that's a bit strong - there was a vibe of something missing from the game, but you couldn't put your finger on it. I think it had to do with certain RPG expectations as much as anything else - but then I look at games like Call of Duty and BF2, where there is also a level progression alongside the standard game - instead of just allowing people to unlock whatever they want, they need to work towards it.

As you guys know, GW ended up allowing people to create max-level characters for play as a solution, while still giving people the option of levelling up normally. It does make me wonder though whether it's players as much as developers who 'refuse' to embrace new ideas...


Title: Re: What went wrong.
Post by: UnSub on October 30, 2008, 09:51:11 PM
As you guys know, GW ended up allowing people to create max-level characters for play as a solution, while still giving people the option of levelling up normally. It does make me wonder though whether it's players as much as developers who 'refuse' to embrace new ideas...

This is a really good point - players often say they want innovation and new things, then run away screaming back to the safety of sequel-land and known IPs when they appear.


Title: Re: What went wrong.
Post by: Venkman on October 31, 2008, 06:10:22 AM
Play experiences become genres because there's always a business opportunity to offer an improvement on success.

Even closer to home is how you get WoW sucking in even so many veteran MMO players. It's EQ1 on easymode and is a success because it's an improvement on the familiar.


Title: Re: What went wrong.
Post by: waylander on October 31, 2008, 06:47:30 AM


As you guys know, GW ended up allowing people to create max-level characters for play as a solution, while still giving people the option of levelling up normally. It does make me wonder though whether it's players as much as developers who 'refuse' to embrace new ideas...

I took a lot of heat rounds from certain Arenanet devs and the PVE community for trying to push that issue hard in GW alpha/beta and early retail. When GW launched even the veterans needed 650 hours of solid PVE to get to the end game to have access to all the skills and gear to create 1 solid PVP character. Prior to release we were all thinking we'd have to invest about 40 hours in character development, and IMHO that's still acceptable.

By the time GW released PVP characters and unlocks though, most of the quality PVP community had moved on to other games. What was left was a Diablo II type player and type of guild. I have no doubt those who still play and win their championships know how to play the game, but unfortunately there's virtually no worthwhile PVP community to attract or retain quality players. GW is just a prettier version of the Diablo/battlenet community, and maybe their next game will show some improvements.


Title: Re: What went wrong.
Post by: Sophismata on October 31, 2008, 07:13:18 AM
I took a lot of heat rounds from certain Arenanet devs and the PVE community for trying to push that issue hard in GW alpha/beta and early retail. When GW launched even the veterans needed 650 hours of solid PVE to get to the end game to have access to all the skills and gear to create 1 solid PVP character. Prior to release we were all thinking we'd have to invest about 40 hours in character development, and IMHO that's still acceptable.

Ah. Sadly, I had to duck out before the game launched - I enjoy alpha tests for a few reasons, but you'd need to pay me well to get me to beta test a game. I had assumed that most of the template mechanic had carried to retail, though, from what I saw of GW post-launch. Shame that it didn't.


Title: Re: What went wrong.
Post by: tolakram on October 31, 2008, 07:16:37 AM
For me the concept of Guild Wars worked, but the loot lost me.  I guess that shows I'm more of a DiabloII fan than anything else.  I was hoping for D2 with quality PvP ... I don't want to craft my stuff!   :oh_i_see:


Title: Re: What went wrong.
Post by: Gurney on October 31, 2008, 08:16:40 AM
For me the concept of Guild Wars worked, but the loot lost me.  I guess that shows I'm more of a DiabloII fan than anything else.  I was hoping for D2 with quality PvP ... I don't want to craft my stuff!   :oh_i_see:

Quality PvP with Diablo like loot is probably not possible.  Almost certainly not to the quality that Guild Wars has.


Title: Re: What went wrong.
Post by: Nebu on October 31, 2008, 08:20:19 AM
I think that a line has to be drawn during the development process with games.  Either you decide that the game is about loot and progression (a la WoW) or that the game is about skill and player versus player interaction.  Mixing the two into some sort of bastard hybrid seems to be where games run into trouble.  Trying to find the magic combination that appeals to many usually results in a combination that appeals to few.  It's like pickles and strawberries.  I love them both, just not together. 


Title: Re: What went wrong.
Post by: Arthur_Parker on October 31, 2008, 08:42:53 AM
I don't think it's that simple, it's all about not minding twinking and fotm classes. 

AC1 had a near perfect loot system, the WAR system is a bad copy of WoW, the WoW system has never appealed to me.  If I'm level 9 in WAR and I get a purple sword, that's nice but useless to me at level 40. 

In AC1 it was possible to get good, even excellent, items from low level mobs thanks to the random nature of abilities and damage range.  The bell curve nature of character/skill and level advancement tied to a random loot system, meant that sometimes you would discover an item that actually made you consider rerolling just to use it.  Supporting alt characters maintains the health of your game, AC1 did it with the loot system and fotm classes, WoW does it with all sorts of exp speed ups.  WAR actively discourages alt play because of the grind and the importance of other players being in your level range.


Title: Re: What went wrong.
Post by: Nebu on October 31, 2008, 08:54:31 AM
I don't think it's that simple, it's all about not minding twinking and fotm classes. 

I agree that I grossly oversimplified things.  I just think there comes a fundamental point in game design where you decide what the target audience is for your game.  It's similar to the movie industry.  You don't make an action flick to appeal to people that enjoy dialogue-rich coming of age films.  If you want to target the achiever mentality, then build a core game with that in mind as the primary focus.  If you wish to appeal to the pvp crowd, appeal to that audience.  Trying to be everything to everyone is where many games fall flat.  They will inevitably piss off all factions in the process.


Title: Re: What went wrong.
Post by: khaine on October 31, 2008, 08:55:22 AM
One thing I have noticed is MJ has decided to not post any more at all anywhere , since about the armor grind announcement

No more MTV blog interviews of "look at us in six weeks" stuff , no VN lovefests of we love you MJ , nadda

He decide he had done enough damage and toned himself down , or someone higher up at EA decided to tell him to keep quiet ?


Title: Re: What went wrong.
Post by: ghost on October 31, 2008, 08:58:20 AM
One thing I have noticed is MJ has decided to not post any more at all anywhere , since about the armor grind announcement

No more MTV blog interviews of "look at us in six weeks" stuff , no VN lovefests of we love you MJ , nadda

He decide he had done enough damage and toned himself down , or someone higher up at EA decided to tell him to keep quiet ?

Actually, didn't he say he was going on vacation? 


Title: Re: What went wrong.
Post by: Nebu on October 31, 2008, 08:58:35 AM
He decide he had done enough damage and toned himself down , or someone higher up at EA decided to tell him to keep quiet ?

Maybe he reread his comments on why AoC failed and decided that he should just shut up and produce a good game before becoming an expert on the failure of others.  

Just a guess.


Title: Re: What went wrong.
Post by: schild on October 31, 2008, 08:59:54 AM
No one is a fan of being told they're wrong, but it counts 900x so when it's a lead designer. Now imagine if thousands of people are telling you you're wrong.

No doubt he's angrier than hell and pissed off that his baby isn't doing that well. He may keep getting some new players just because the box is on the shelf, but it's an ignorance is bliss case. At this point, he needs to figure out how to snap his fingers and MAKE THINGS HAPPEN. /shrug, doesn't really matter though, MMOGs don't really get second chances.


Title: Re: What went wrong.
Post by: Mrbloodworth on October 31, 2008, 09:02:10 AM
doesn't really matter though, MMOGs don't really get second chances.

http://www.eve-online.com/


 :why_so_serious:


Title: Re: What went wrong.
Post by: Nebu on October 31, 2008, 09:02:32 AM
MMOGs don't really get second chances.

EQ2 and EvE did recover... but you're generally correct.  

I'd really like to see Mark turn the ship around.  I want this game to succeed... but am losing hope.


Title: Re: What went wrong.
Post by: schild on October 31, 2008, 09:10:12 AM
EQ2 and Eve are the ONLY examples. To be fair, Eve didn't really "recover" so much as it had the slowest ramp up in the history of MMORPGs - but it seems they're hellbent on destroying that due to Iceland shitting the bed. Also, Eve appeals to a subset NO other RPG appeals to. And it would seem that the population for such an RPG is apparently 200-300k worldwide.

EQ2 had people that cared, but more than that, they didn't really "turn it around," they just made it successful. It's still not any sort of goto game for new players or anything like that. Hartsman and Co did a great job getting rid of all the problems that came with the original launch, and good for them, unfortunately, even in terms of Massive Success, it was an inevitable failure. Like I said, no second chances. Eve and EQ2 realized they never got a first chance.

But that's mostly spin. I know exactly what you're saying and I've used the argument before. It just seems that Mark just doesn't give a fuck, which is strange, because he has a company at steak. That ship just ain't sailing.


Title: Re: What went wrong.
Post by: insouciant on October 31, 2008, 09:18:44 AM
That ship just ain't sailing.


If I remember my Micheal Ray Richardson correctly, I think the quote is "The ship be sinking."



Title: Re: What went wrong.
Post by: trias_e on October 31, 2008, 09:29:23 AM
Quote
And it would seem that the population for such an RPG is apparently 200-300k worldwide.

That's not really fair.  Eve has all sorts of issues that limit it's population besides it's world pvp model.  Eve done better would certainly get more subs.  Not sure how many, and probably a very small % compared to the diku portion of the pie, but bigger than 300k at least.

Quote

But that's mostly spin. I know exactly what you're saying and I've used the argument before. It just seems that Mark just doesn't give a fuck, which is strange, because he has a company at steak. That ship just ain't sailing.

It could just be fatigue.  If Mark is on vacation, perhaps when he gets back he will be willing to make some necessary changes instead of 'baby steps'.  Or the company is just sitting in 2002 'you have time, people will grind for 6 months' mode.  However, this is really strange considering AoC's massive population drop was staring them right in the face, proving, hey, guess what, it's not 2002 anymore.

In the end though, what's even more likely is that ego is getting in the way of things.  I don't mean this as an insult, I believe it's just human nature.  As a poker player, you constantly see people applying failing strategies over and over again because they are so personally invested in the correctness of their strategy.  They believe they are winning players.  Sometimes it takes going broke 3 or 4 times before they hit 'rock bottom' and admit things are going wrong.  I think this applies best to the situation at hand.  The 'baby step' argument is something that assumes their current model is great and just needs tweaks.  This is the sign of a long commitment to their game...working on it for years, the designers hashing out these various systems and believing, truly, that what they have will work.

The biggest problem in this case is that finding an unbiased source of information about what is going wrong is really tough.  And finding the correct type of gameplay to focus on is going to have to be a biased decision.


Title: Re: What went wrong.
Post by: schild on October 31, 2008, 09:34:08 AM
Quote
That's not really fair.  Eve has all sorts of issues that limit it's population besides it's world pvp model.  Eve done better would certainly get more subs.  Not sure how many, and probably a very small % compared to the diku portion of the pie, but bigger than 300k at least.

Eve done better would probably not have the inaccessible appeal that keeps morons out or have the certain strangeness required to appeal to mathspergers/armchair economist types. In other words, it wouldn't be Eve done better, it would be Eve done stupid. Eve is a singular thing and will set it's own glass ceiling, or at least they're hoping it's made of glass. At this point it doesn't matter if they keep trying to appeal to tiny subsets of their playerbase.


Title: Re: What went wrong.
Post by: Ard on October 31, 2008, 09:54:37 AM
EQ2 and Eve are the ONLY examples.

Technically, AO also recovered, but I'm not sure if their max players around Shadowlands compared to launch is significant enough to count because I can't remember what their peak was before they shot themselves in the foot repeatedly.  But they did manage to bounce back for a while at least.


Title: Re: What went wrong.
Post by: trias_e on October 31, 2008, 09:56:43 AM
Quote
Eve done better would probably not have the inaccessible appeal that keeps morons out or have the certain strangeness required to appeal to mathspergers/armchair economist types. In other words, it wouldn't be Eve done better, it would be Eve done stupid. Eve is a singular thing and will set it's own glass ceiling, or at least they're hoping it's made of glass. At this point it doesn't matter if they keep trying to appeal to tiny subsets of their playerbase.

Perhaps you're right about that.  Perhaps not.  Honestly, the more I think about it, working in the Eve model is probably kind of like a fractal...change a small bit of your base design and you could have massive repercussions in the end.  Very hard to guess what will happen when players are your content, your systems of gameplay enabling them.  Point is, who knows?  

Maybe I'm wrong about that.  Maybe player-based content and player-system interaction are easy to predict.  Right now I'm think otherwise though, and I would at least argue that we don't have enough data points to make a conclusion.

That's a big derail, so I'm going to be crazy and try to relate it to the discussion at hand.  Eve was not very predictable at first, but at this point has balanced out.  It still relies on player zeitgeist, metagame forum warrioring, etc, and I think none of us would be shocked to see Eve all of the sudden lose half of their population due simply to their model.  WoW is extremely predictable, probably more predictable in what exactly the players will do than any MMORPG out there before it, and this sort of predictability allowed the designer to make the perfect skinner box.  WoW is never going to lose tons of players quickly unless they really fuck up.

WAR has a problem because WoW has the whole predictable MMO gameplay thing thoroughly owned.  Ex-WoW players probably aren't looking for the same amount of predictability.  So WAR went with a hybrid between player-based content, (although ala DAOC not EVE) and WoW solo-ease (scenarios and WoW PvE questing).  But the player-as-content model can then crumble in horrific fashion if the systems are off.  Especially in WAR when you are trying to balance between half-assed WoW rip off game play and this player-based model.  In WAR, there is clearly a problem of incentive and player conditioning.  If your content is based on player interaction, you simply don't have the time to wait and see if you are a developer, If your system fails it can fail catastrophically.  When the players have the option between solo gameplay and a terrible inter-player experience, which will they pick?  And when your solo gameplay isn't nearly as good as WoW's, your players are grinding instead of having fun, and grinding to what exactly?

WAR incentivization failures seem mind-bogglingly obvious, but at the same time, it would have been extremely difficult to hybridize and balance the predictable WoW model and the unpredictable player-interaction based model in the first place.  


Title: Re: What went wrong.
Post by: eldaec on October 31, 2008, 09:58:03 AM
I'm pretty sure the EVE newbie experience is keeping enough mathspergers out to at least double the playerbase.

I know for a fact we'd have more people in the f13 EVE non-retard gang if it weren't for the large numbers of people here who are still mentally scarred after trying it at a point when Bat Country wasn't able to lavish isk, advice, and pew pew on new players.

http://forums.f13.net/index.php?topic=15037.0


Title: Re: What went wrong.
Post by: waylander on October 31, 2008, 10:01:13 AM
If Warhammer can stay above 200k subscribers, fix the core issues we've all beat to death here, keep getting some positive press, and get an xpack out the door it can still get a good second wind. Yes its one chance to get a million subs quickly and be the next WoW money hat machine didn't happen, but it can still pull itself out of a ditch.

Now if Mark doesn't improve RVR by making it more rewarding with gear and exp, reduce the number of RVR lakes, fix itemization, use the transfer service to fix population imbalances, etc then yeah this game will be pushing Ultima Online numbers within a year.

To me its the baby steps that show they see a problem but give us a half ass solution that piss me off worse than anything. Since 1.04 went in we have captured our zones, queued like the newsletter said, Destruction won't defend/que, and we still can't flip the fucking zone. Its beyond insane.


Title: Re: What went wrong.
Post by: Nebu on October 31, 2008, 10:04:36 AM
I'm starting to wonder if WAR can recover with the current engine.  It's one thing to do a gameplay alteration, but they're stuck with the engine.  An engine that can't seem to cope with largescale warfare. 


Title: Re: What went wrong.
Post by: ghost on October 31, 2008, 10:11:31 AM
Quote
Eve done better would probably not have the inaccessible appeal that keeps morons out or have the certain strangeness required to appeal to mathspergers/armchair economist types. In other words, it wouldn't be Eve done better, it would be Eve done stupid. Eve is a singular thing and will set it's own glass ceiling, or at least they're hoping it's made of glass. At this point it doesn't matter if they keep trying to appeal to tiny subsets of their playerbase.

Perhaps you're right about that.  Perhaps not.  Honestly, the more I think about it, working in the Eve model is probably kind of like a fractal...change a small bit of your base design and you could have massive repercussions in the end.  Very hard to guess what will happen when players are your content, your systems of gameplay enabling them.  Point is, who knows? 

Maybe I'm wrong about that.  Maybe player-based content and player-system interaction are easy to predict.  Right now I'm think otherwise though, and I would at least argue that we don't have enough data points to make a conclusion.

That's a big derail, so I'm going to be crazy and try to relate it to the discussion at hand.  Eve was not very predictable at first, but at this point has balanced out.  It still relies on player zeitgeist, metagame forum warrioring, etc, and I think none of us would be shocked to see Eve all of the sudden lose half of their population due simply to their model.  WoW is extremely predictable, probably more predictable in what exactly the players will do than any MMORPG out there before it, and this sort of predictability allowed the designer to make the perfect skinner box.  WoW is never going to lose tons of players quickly unless they really fuck up.

WAR has a problem because WoW has the whole predictable MMO gameplay thing thoroughly owned.  Ex-WoW players probably aren't looking for the same amount of predictability.  So WAR went with a hybrid between player-based content, (although ala DAOC not EVE) and WoW solo-ease (scenarios and WoW PvE questing).  But the player-as-content model can then crumble in horrific fashion if the systems are off.  Especially in WAR when you are trying to balance between half-assed WoW rip off game play and this player-based model.  In WAR, there is clearly a problem of incentive and player conditioning.  If your content is based on player interaction, you simply don't have the time to wait and see if you are a developer, If your system fails it can fail catastrophically.  When the players have the option between solo gameplay and a terrible inter-player experience, which will they pick?  And when your solo gameplay isn't nearly as good as WoW's, your players are grinding instead of having fun, and grinding to what exactly?

WAR incentivization failures seem mind-bogglingly obvious, but at the same time, it would have been extremely difficult to hybridize and balance the predictable WoW model and the unpredictable player-interaction based model in the first place. 

Clearly the beta didn't work.  For something as complex as the interactions in WAR are they should have had a real beta with people playing the real game.  Not set up situations.  The psychology involved in why people do things is very complex, and you are right-  a small switch here or there can really screw up things and then your first impression goes down the shitter. 

The reason WOW is predictable?  Intermittent and unpredictable rewards.  You don't know if you are going to get that drop.......and then it doesn't come this time.  But it will next time, right?  Wrong.  Well, maybe the time after that.

This is what gets gamblers hooked. 

We are looking for something different in WAR, and it truly is different.  They underestimated the psychology of why people will do mass/open PVP.  Maybe it is rewards, maybe not, but in the end there has to be a "hook" and it has to be fun long term.  I don't think they can get there with it without massive and sweeping changes in the way ORvR works, and not just changing the reward structure.


Title: Re: What went wrong.
Post by: Sophismata on October 31, 2008, 10:28:34 AM
I'm starting to wonder if WAR can recover with the current engine.

The engine shits me. Random crashes, visual glitches, massive synchronisation problems. The second most irritating thing is the way it tends to skip spell effects when you cannot see the source of the spell - but this pales in comparison to the problems caused (http://www.youtube.com/watch?v=MtpSyhDgjYs) by WAR's buggy collision detection.

Annnnyway...

While I don't know if WAR can ever truly recover, I do think it has a lot riding on its 1.1 patch. My personal belief is that EA was losing money, and needed sales before its quarterly report. WAR had to release, and my guess is that a lot of final work didn't quite make it in - I *think* that the 1.1 changes will be pretty big, judging by MJ's comments scattered around the internet. There is mention that elements are being recoded for this, but... I don't know. I guess I just want this to succeed, and my hope and naïvety are blinding me to way things are probably headed.

But then, being Australian, I have a vested interest in WAR succeeding, because it could help make Oceanic servers a reality for future games, too.


Anyway, at the least, there needs to be some sort of communication as to what's down the track.


Title: Re: What went wrong.
Post by: Soln on October 31, 2008, 11:33:36 AM
EA was losing money, and needed sales before its quarterly report.


Werd. 


Title: Re: What went wrong.
Post by: Sobelius on October 31, 2008, 12:03:02 PM
Echo what's been said here. Game needs to consolidate players. I wouldn't mind seeing server merges -- even if it meant the occasional login queue on a weekend night.

Compared to the first couple of weeks, when players were everywhere and all the systems -- PQs, oRvR and Scenarios -- were all viable choices. Now the population is simply spread too thin -- it is spread out across servers, across tiers, across scenarios/PQs/RvR Lakes.

It's also possible people could be suffering mild burnout. I know I binged on WAR and played way too many hours for my own good during the first month. I'm feeling a little of the post-binge/burnout "blahs".





Title: Re: What went wrong.
Post by: GoodIdea on October 31, 2008, 02:37:30 PM
When WOW was relased, WOW had massive server crashes, queues that lasted hours long before you could even log in, and a whole shit load more problems than WAR ever had. And they responded a lot slower than the devs at WAR do to problems.

It's a new game, so there are bound to be problems. But do you like the concept of the game, do you like open rvr?

I don't know how any of you could possibly go back to WOW. If you do, you're just looking for a completely different game than I am. F*** WOW pvp, it's not fun. We've been doing the same 4 crappy battlegrounds for years now. They are still meaningless and with cross servers BGs, even the players are meaningless, you're just a number, a one-serving friend, never to be seen again.

You know what? I can name you at least 10 destruction players on my server and I recognize most playes names now. That's what makes the game fun, the rivalries, known enemies, being a known person yourself. Meaningful wins and loses (if they ever fix zone control). That's what makes games fun.

But do whatever, it's your time. I know I'm going to give WAR a chance. I'll be really disappointed if they don't make the game more fun in the next month or two, but I am going to give them that time to adjust.



Title: Re: What went wrong.
Post by: Nebu on October 31, 2008, 02:46:25 PM
But do whatever, it's your time. I know I'm going to give WAR a chance. I'll be really disappointed if they don't make the game more fun in the next month or two, but I am going to give them that time to adjust.

I'd love to give WAR a chance.  I'm just not going to pay them $15 a month while they get their act together.  After 10+ years with MMO's I'm just not willing to pay to play yet another MMO beta. 


Title: Re: What went wrong.
Post by: Arthur_Parker on October 31, 2008, 02:54:12 PM
I was there when WOW started

Fuck man, have you really been playing computer games that long?


Title: Re: What went wrong.
Post by: GoodIdea on October 31, 2008, 03:22:26 PM
I was there when WOW started

Fuck man, have you really been playing computer games that long?

Yes, have you? If you can remember back, the first 3 months of WOW were horrible in so many ways. Each patch day there was almost no point in even trying to login, it would just be one server crash after another.

WAR is so close to getting it right. They need to act fast but if they do, their playerbase will continue to grow. But they need open rvr to work.

I think they can get it right, I hope so anyway. Going back to WOW is not an option. I can't believe people are not bored of raiding already.



Title: Re: What went wrong.
Post by: Soln on October 31, 2008, 03:24:18 PM
this thread needs more green.  Fish green.


Title: Re: What went wrong.
Post by: khaine on October 31, 2008, 03:32:12 PM
I was there when WOW started

Fuck man, have you really been playing computer games that long?

Yes, have you? If you can remember back, the first 3 months of WOW were horrible in so many ways. Each patch day there was almost no point in even trying to login, it would just be one server crash after another.

WAR is so close to getting it right. They need to act fast but if they do, their playerbase will continue to grow. But they need open rvr to work.

I think they can get it right, I hope so anyway. Going back to WOW is not an option. I can't believe people are not bored of raiding already.




Shit , you can't expect him or many of us to remember back THAT far



Title: Re: What went wrong.
Post by: Ard on October 31, 2008, 04:20:42 PM
Shit , you can't expect him or many of us to remember back THAT far

In my case, I blame the early onset of senility.


Title: Re: What went wrong.
Post by: Nija on October 31, 2008, 04:51:05 PM
I quit war.

I'm playing WoW for the first time since 3 months after release.

WAR was good enough to revive the DIKU bug within me, but certainly not good enough to keep that bug fed.


Let me know when they merge all of the open rvr servers into a single one, because that's the population density that is required in order for this game to actually be fun. When that happens it'll be worth revisiting.


Title: Re: What went wrong.
Post by: Tuncal on October 31, 2008, 05:47:02 PM
When WOW was relased, WOW had massive server crashes, queues that lasted hours long before you could even log in, and a whole shit load more problems than WAR ever had. And they responded a lot slower than the devs at WAR do to problems.
Technical stability does not a good game make. There are so many design flaws in WAR at the moment, you can easily consider it Open Beta. Nay, Alpha. Compare that to WoW, which had a lot of server problems at the start (actually a couple of months after the start, when their subscription numbers skyrocketed), yet had their game perfectly designed. And they had their endgame in place - even if at that stage it meant gearing up to do UBRS.


Title: Re: What went wrong.
Post by: Sophismata on October 31, 2008, 05:51:46 PM
I was there when WOW started

Fuck man, have you really been playing computer games that long?

Yes, have you?

I just.. these forums are awesome.


Title: Re: What went wrong.
Post by: Kageru on October 31, 2008, 06:28:04 PM
When WOW was relased, WOW had massive server crashes, queues that lasted hours long before you could even log in, and a whole shit load more problems than WAR ever had. And they responded a lot slower than the devs at WAR do to problems.

It's a new game, so there are bound to be problems. But do you like the concept of the game, do you like open rvr?

I don't know how any of you could possibly go back to WOW. If you do, you're just looking for a completely different game than I am. F*** WOW pvp, it's not fun. We've been doing the same 4 crappy battlegrounds for years now. They are still meaningless and with cross servers BGs, even the players are meaningless, you're just a number, a one-serving friend, never to be seen again.

Seen this argument so many times. WoW had server stability problems largely because they massively underestimated the popularity of the game, it had been perfectly stable during the large scale beta. This was a time when 400k online was the juggernaut and not even the WoW developers really expected that much more than that. They were wrong, but justifiably wrong.

I think open RvR will always be scuppered by population imbalance and ultimately repetitive. I've seen nothing in War to convince me this is not the case.

I think a small number of well balanced battlegrounds focuses players... Since they're probably going to funnel themselves into what is perceived as the best battlegrounds anyway. No point in a game investing a lot of development effort in dead space.

Cross server battlegrounds mean that smaller population servers can still get regular battleground instances starting which is good design they should have had in at launch. Personal ties to fellow players are much better formed in a PvE environment or amongst frequent allies, which is generally friends or guild.

Keep ranting though, watching fanboys in denial is one of my innocent pleasures.


Title: Re: What went wrong.
Post by: squirrel on October 31, 2008, 08:31:24 PM
I was there when WOW started

Fuck man, have you really been playing computer games that long?

Yes, have you?

I just.. these forums are awesome.

Thars gold in them thar hills son.


Title: Re: What went wrong.
Post by: WindupAtheist on October 31, 2008, 08:41:50 PM
When WOW was relased, WOW had massive server crashes, queues that lasted hours long before you could even log in, and a whole shit load more problems than WAR ever had. And they responded a lot slower than the devs at WAR do to problems.

Yeah, but when WoW released the impression was that of a complete thought-out game that was just getting buried under an order of magnitude more players than anyone could have expected. The systems in WAR are inscrutable to the observer and the developers appear to be scrambling to deal with basic design issues.


Title: Re: What went wrong.
Post by: Trippy on October 31, 2008, 08:43:09 PM
MMOGs don't really get second chances.

EQ2 and EvE did recover... but you're generally correct.  

I'd really like to see Mark turn the ship around.  I want this game to succeed... but am losing hope.
EQ II never recovered. The game is better but they are still below the number of servers they launched with. I don't consider EVE such a game either since it was so under the radar to begin with. Even though it was supposedly a very crappy game/launch in the beginning it was more like the old-school EQ-model where it started small and grew.

AO is the only game I can think of that people knew about, was horrible at the beginning, but managed to improve things enough that they picked up a decent number of subs before falling back down again.


Title: Re: What went wrong.
Post by: Slayerik on October 31, 2008, 09:08:23 PM

Yes, have you? If you can remember back, the first 3 months of WOW were horrible in so many ways. Each patch day there was almost no point in even trying to login, it would just be one server crash after another.

WAR is so close to getting it right. They need to act fast but if they do, their playerbase will continue to grow. But they need open rvr to work.

I think they can get it right, I hope so anyway. Going back to WOW is not an option. I can't believe people are not bored of raiding already.

You are kinda overblowing the problems WOW had. Believe it or not, and yes I am a stud, but I was there too. Some queues, some loot lag problems, some servers were fucked. I was still extremely hooked. Can the same be said for most people one month into WAR?

Guess they shoulda beta tested the thing before launching it.


Title: Re: What went wrong.
Post by: Trippy on October 31, 2008, 09:43:07 PM
When WOW was relased, WOW had massive server crashes, queues that lasted hours long before you could even log in, and a whole shit load more problems than WAR ever had. And they responded a lot slower than the devs at WAR do to problems.

It's a new game, so there are bound to be problems. But do you like the concept of the game, do you like open rvr?

I don't know how any of you could possibly go back to WOW. If you do, you're just looking for a completely different game than I am. F*** WOW pvp, it's not fun. We've been doing the same 4 crappy battlegrounds for years now. They are still meaningless and with cross servers BGs, even the players are meaningless, you're just a number, a one-serving friend, never to be seen again.
Seen this argument so many times. WoW had server stability problems largely because they massively underestimated the popularity of the game, it had been perfectly stable during the large scale beta. This was a time when 400k online was the juggernaut and not even the WoW developers really expected that much more than that. They were wrong, but justifiably wrong.
No it wasn't perfectly stable in open beta. Things like loot lag in beta meant they knew their backend infrastructure was insufficient to handle the load even back then and it just got worse when it launched. But they had to launch when they did cause Vivendi said so, so they didn't have time to get in all the extra hardware they were going to throw at the problem until months after the launch.



Title: Re: What went wrong.
Post by: Hawkbit on October 31, 2008, 10:51:23 PM
I was there when WOW started

Fuck man, have you really been playing computer games that long?

Yes, have you?



I just.. these forums are awesome.

Fully deserving of  :awesome_for_real:


Title: Re: What went wrong.
Post by: Arthur_Parker on November 01, 2008, 03:34:29 AM
I was there when WOW started

Fuck man, have you really been playing computer games that long?

Yes, have you?

 
When WOW was relased,

Quote
« Last Edit: October 31, 2008, 09:44:19 PM by GoodIdea »

Hey Geldon, how you been?


Title: Re: What went wrong.
Post by: UnSub on November 01, 2008, 04:52:59 AM
But then, being Australian, I have a vested interest in WAR succeeding, because it could help make Oceanic servers a reality for future games, too.

As an Australian, I also appreciated the Oceanic servers on launch. But I watched them empty pretty quickly too.


Title: Re: What went wrong.
Post by: Zzulo on November 01, 2008, 05:02:02 AM
They should have probably postponed the game a few months (until after WoTLK  :awesome_for_real:) and worked out the itemization and RvR issues, while also finishing the four missing classes.

I think that would have been better.


Title: Re: What went wrong.
Post by: slog on November 01, 2008, 07:07:46 AM
They should have probably postponed the game a few months (until after WoTLK  :awesome_for_real:) and worked out the itemization and RvR issues, while also finishing the four missing classes.

I think that would have been better.

Probably.  But as mentioned above, this is EA we are talking about.  EA has been a slave to their quarterly results for years now, and they had to push the game out to meet their Earnings per Share targets.   EA just isn't set up do deal with the long term process that is required to launch a successfull MMORPG. 


Title: Re: What went wrong.
Post by: Arthur_Parker on November 01, 2008, 05:10:28 PM
My guild has over 300 members tonight 9 were online at peak Euro time.  I'm starting to get AC2 flashbacks.


Title: Re: What went wrong.
Post by: Der Helm on November 02, 2008, 02:36:12 AM
You know what? I can name you at least 10 destruction players on my server and I recognize most playes names now.
Are you sure that is a good thing ?

 :awesome_for_real: :rimshot:  :awesome_for_real:


Title: Re: What went wrong.
Post by: WindupAtheist on November 02, 2008, 12:07:56 PM
Random, but the problems WoW had early on were just plain much better problems to have. The perception that your game is so packed with people who want to play it that nobody else can fit is infinitely superior from a PR perspective than the perception that your game is ill-designed and underpopulated.


Title: Re: What went wrong.
Post by: Morfiend on November 02, 2008, 03:32:59 PM
My guild has over 300 members tonight 9 were online at peak Euro time.  I'm starting to get AC2 flashbacks.

We started with around 100 members. Pretty active. Usually even 15+ on in major off hours. Currently we are lucky to have 2 online, and after removing all the people who havent logged in in 3 weeks, we have 30 members left.


Title: Re: What went wrong.
Post by: UnSub on November 02, 2008, 04:21:15 PM
Random, but the problems WoW had early on were just plain much better problems to have. The perception that your game is so packed with people who want to play it that nobody else can fit is infinitely superior from a PR perspective than the perception that your game is ill-designed and underpopulated.

I thought that when Mythic mirrored some servers early on so that there was no / little queuing they could be making a mistake. Retroactively it would have been better to see if that level of demand continued and to point out that queuing meant WAR was popular and full of people. Now, with a lot of servers empty (or feeling empty, thanks to Mythic's world / game design) those extra servers have gone to waste and are just going to add to the embarrassment when servers start closing.

That server capacity was increased on top of adding extra servers is another situation where I wonder if Mythic's right hand knows what its left hand is doing. Queues on launch? Tell the players server capacity will be increased in 2 weeks since the game is really popular which will fix a lot of problems with queues.


Title: Re: What went wrong.
Post by: Megrim on November 02, 2008, 05:25:33 PM
But then, being Australian, I have a vested interest in WAR succeeding, because it could help make Oceanic servers a reality for future games, too.

As an Australian, I also appreciated the Oceanic servers on launch. But I watched them empty pretty quickly too.

Come on now, Ironclaw and Darklands are hardly empty.


Title: Re: What went wrong.
Post by: tolakram on November 02, 2008, 06:55:45 PM
On the original subject of what went wrong ...

Any problem that was in DAoC and is now fixed in DAoC, but is now in WAR, indicates that nothing was learned or knowledge was not transferred from one team to the other.  How can this happen?


Title: Re: What went wrong.
Post by: trias_e on November 02, 2008, 07:23:08 PM
The design philosophy of WAR seems to be not to improve on past games, but throw in everything from WoW to DAOC haphazardly, say WAR is everywhere (but really all they mean is you can level from battlegrounds) add PQs and call it a day (or a few years).

There's never been a game better than WAR to point out the fact that you need to focus on doing one thing well, and not try to be everything to everyone.  WoW, even 4 years after release, is still only a carebear diku/sport PvP game.  And the sport PvP was added long after launch.  Extremely simple in scope, but extremely effective in delivery. 

One nice thing about WAR, is that if they focus on improving one section of the game extensively, it actually might end up quite good, with some balance and variety thrown in for good measure.  That is going to have to take a while, unfortunately.

I could easily seeing myself playing a PvE version of WAR that takes the PQ concept and expands it to the whole game.  In fact, I wouldn't be suprised if this isn't the next WoW expansion.


Title: Re: What went wrong.
Post by: korrowan on November 03, 2008, 07:10:59 AM

Yes, have you? If you can remember back, the first 3 months of WOW were horrible in so many ways. Each patch day there was almost no point in even trying to login, it would just be one server crash after another.

WAR is so close to getting it right. They need to act fast but if they do, their playerbase will continue to grow. But they need open rvr to work.

I think they can get it right, I hope so anyway. Going back to WOW is not an option. I can't believe people are not bored of raiding already.

You are kinda overblowing the problems WOW had. Believe it or not, and yes I am a stud, but I was there too. Some queues, some loot lag problems, some servers were fucked. I was still extremely hooked. Can the same be said for most people one month into WAR?

Guess they shoulda beta tested the thing before launching it.

I am by far more hooked on War than I was at WoW at the beginning.  My group of friends server transferred to Monolith and we are having tons of fun in RvR and Scenarios with the medium / medium + pops .. even a queue on Saturday night... IMO server population is all that is wrong with this game... granted the PQ helped get people into the RvR lakes.. but it was crazy fun and we had keep siege and were juggling keeps for hours and hours... maybe that will help spur and make people realize RvR is fun!


Title: Re: What went wrong.
Post by: Nebu on November 03, 2008, 07:15:07 AM
...maybe that will help spur and make people realize RvR is fun!

RvR is fun at first.  Do you think the RvR that you're doing now will still be fun in 6 months?

In its current state, it just doesn't have the hook or the depth to remain fun for the long haul.  Hell... I'll bet that most people don't even understand the goal of pvp in WAR (which is another serious error in implementation).  If your players don't even know the point of what they're doing, you've done something pretty seriously wrong.


Title: Re: What went wrong.
Post by: Riggswolfe on November 04, 2008, 06:53:33 AM

You are kinda overblowing the problems WOW had. Believe it or not, and yes I am a stud, but I was there too. Some queues, some loot lag problems, some servers were fucked. I was still extremely hooked. Can the same be said for most people one month into WAR?

Guess they shoulda beta tested the thing before launching it.

Rose colored glasses. I still remember having to get free time from Blizzard because Wow was nearly unplayable with its issues at launch. I also remember furious fights on the forums about "this game wasn't ready, it needed more beta testing!" And "can Blizzard fix the game before it's too late?"

The IP saved WOW. I'm sorry but it did. The game was well designed in most ways but they made serious mistakes that nearly cost them everything in the launch. I played the game for about a year and a half but I almost didn't make it past launch because the game was in such bad shape.


Title: Re: What went wrong.
Post by: Nevermore on November 04, 2008, 07:02:51 AM
It depended a lot on what server you were on.  Some servers were hammered hard early on, but the one I played on didn't have very many problems.  Still got the free time, though!  :grin:


Title: Re: What went wrong.
Post by: Scadente on November 04, 2008, 10:13:35 AM
I'm probably just regurgitating stuff people have said before, but heres my two cents:

- Three "XP" bars to fill.
This is the first thing that jumped at me as I logged in... wtf? Isn't one enough to start with?

- Tome of Silliness
Was it supposed to be useful? I couldn't find any information on anything I needed in there, just some silly titles and statistics.

- Open Party/PQs
The PQs worked a few times for me, when we got enough people together, but what prevented this from being exceptional is that there is NO incentive, bar grinding from gear, to do these PQs. Sure I don't read EVERYTHING, but I have nothing invested in this quest except some extra XP bar. And noone chats... EVER

- Bland Gameplay
The classes felt somewhat unique, but it was just Tank-DPS-Heal setup (basically). Essentially all classes boiled down into: "Use A,B and C to fill X with Y to be able to use Z, W or Q". No mana bar just means: SPAM AWAY! I seldom had to carefully think how I should layer my skills, just spam spam spam. (I didn't try ALL the classes, but got a WP to 10 and a Black Orc to 11), aswell as minor testing with other classes.

- Jerky and floaty
The game didn't feel finished at all. The animation is terrible, characters float around and don't seem solid at all. It might be the netcode or just people with "Three start ability and FIVE STAR DRIVE!!!! :drill: ".

- Horrid and Bland Art
Yes, it looks.... GRAY AND BROWN. And animation is so deeply entrenched in the uncanny valley that I never ever want to go there again.

In short; this game wasn't really up to scratch, much like AoC, and deserved somewhat to fail.

Even though, in many ways, they tried to innovate, they didn't really pull the right punches, and the Core of their game was simply to broken or to weak.

I hope they get more fleshed out in six months time, when it would be fun to take another look at them.


Title: Re: What went wrong.
Post by: Nebu on November 04, 2008, 10:20:46 AM
Seems to me that there is a huge difference in the development approach to pve and pvp titles.  Pve are all about content and AI.  PvP are far more concerned with mechanics and performance. 

You could strip WAR down to an open battlefield and interesting player classes with solid combat mechanics and the game would still be fun.  My real issue with the game was that they spent such a large amount of their time/budget on content and missed the boat on mechanics/performance.  Had they streamlined mechanics, classes, population balance, and pvp incentives, the subscriber base would have forgiven a lack of pvp and world content.  Contraction is a much harder goal than expansion and this is being clearly illustrated. 


Title: Re: What went wrong.
Post by: Shatter on November 04, 2008, 11:37:18 AM
I'm probably just regurgitating stuff people have said before, but heres my two cents:

- Three "XP" bars to fill.
This is the first thing that jumped at me as I logged in... wtf? Isn't one enough to start with?

- Tome of Silliness
Was it supposed to be useful? I couldn't find any information on anything I needed in there, just some silly titles and statistics.

- Open Party/PQs
The PQs worked a few times for me, when we got enough people together, but what prevented this from being exceptional is that there is NO incentive, bar grinding from gear, to do these PQs. Sure I don't read EVERYTHING, but I have nothing invested in this quest except some extra XP bar. And noone chats... EVER

- Bland Gameplay
The classes felt somewhat unique, but it was just Tank-DPS-Heal setup (basically). Essentially all classes boiled down into: "Use A,B and C to fill X with Y to be able to use Z, W or Q". No mana bar just means: SPAM AWAY! I seldom had to carefully think how I should layer my skills, just spam spam spam. (I didn't try ALL the classes, but got a WP to 10 and a Black Orc to 11), aswell as minor testing with other classes.

- Jerky and floaty
The game didn't feel finished at all. The animation is terrible, characters float around and don't seem solid at all. It might be the netcode or just people with "Three start ability and FIVE STAR DRIVE!!!! :drill: ".

- Horrid and Bland Art
Yes, it looks.... GRAY AND BROWN. And animation is so deeply entrenched in the uncanny valley that I never ever want to go there again.

In short; this game wasn't really up to scratch, much like AoC, and deserved somewhat to fail.

Even though, in many ways, they tried to innovate, they didn't really pull the right punches, and the Core of their game was simply to broken or to weak.

I hope they get more fleshed out in six months time, when it would be fun to take another look at them.

Quite possibly the worst review of WH I have ever seen, did you even play the game?   Your comparison of WH to AOC which was a massive dismal failure isnt even close to a usable comparison.  Please stick to your day job, although based on this review you probably dont do very well either. 


Title: Re: What went wrong.
Post by: ghost on November 04, 2008, 12:42:08 PM
Seems to me that there is a huge difference in the development approach to pve and pvp titles.  Pve are all about content and AI.  PvP are far more concerned with mechanics and performance. 

You could strip WAR down to an open battlefield and interesting player classes with solid combat mechanics and the game would still be fun.  My real issue with the game was that they spent such a large amount of their time/budget on content and missed the boat on mechanics/performance.  Had they streamlined mechanics, classes, population balance, and pvp incentives, the subscriber base would have forgiven a lack of pvp and world content.  Contraction is a much harder goal than expansion and this is being clearly illustrated. 

Have you played the Witching Night PQs?  Because that is basically what the PQ was-  an open battlefield.

it wasn't fun.


Title: Re: What went wrong.
Post by: tazelbain on November 04, 2008, 01:01:40 PM
I have had some fun with the WNPQ, but it suffers population problems that everything else does.  Still no reason for the losing team to stick around. In fact it continues the best defense: leave and deny the enemy rp/kills.


Title: Re: What went wrong.
Post by: ghost on November 04, 2008, 01:27:45 PM
I have had some fun with the WNPQ, but it suffers population problems that every else does.  Still no reason for the losing team to stick around. In fact it continues the best defense: leave and deny the enemy rp/kills.

Yeah, but my god man.  Is that what the end game is?  Really? 

There is absolutely no skill involved with this and it turns into the biggest grindfest ever, particularly with the diminishing rr and XP rewards with recently killed people.


Title: Re: What went wrong.
Post by: tazelbain on November 04, 2008, 02:04:58 PM
Ya, the victory point system is completely broken.  If they are going to make it work, they need to get a professional mathematician in there to help.  It is crucial yet they don't have a clue.


Title: Re: What went wrong.
Post by: ghost on November 04, 2008, 04:17:17 PM
You know, this will sound weird, but I think part of the problem is that so many damned things are linked together in this game.  All of this is supposed to spit out VPs or whatever, but nobody has any clue how it works.  I don't even think Mythic fully knows due to the complexity. 

Anyway, now that WH PQ is done it is back to gank and spank.  Yee haw.


Title: Re: What went wrong.
Post by: Hindenburg on November 04, 2008, 04:30:16 PM
There is absolutely no skill involved with this and it turns into the biggest grindfest ever, particularly with the diminishing rr and XP rewards with recently killed people.

In theory, skill will come from organizing zergs and enforcing tactical positiong for maximum advantage.

In practice, the vast majority will go "fuck this, lets zerg".


Title: Re: What went wrong.
Post by: Sophismata on November 05, 2008, 08:15:34 AM
They needed solid mechanics and a really good game underlying their PvP play. Everything else would have been gravy - the PvE content a bonus.

Sadly, it seems they've tried to split their attention, do everything, and succeed at nothing. The PvP often strikes me as overwhelmingly mediocre - occasionally you can see flashes of brilliance, but they're buried under piles of shit.

As a result, what should be the most important part of the game often feels clunky and aimless...


Title: Re: What went wrong.
Post by: CecilDK on November 08, 2008, 03:20:00 AM
One thing I wasn't as worried about before was the city siege, as that was supposed to be the ultimate carrot for working hard to control the other faction's city.  But from what I've heard about Volkmar Order's lockdown of Inevitable City, it sounds like there are some serious flaws in the way it was implemented.

It took a dedicated alliance of Order most of two days just to get to the point of being able to lock down IC, which included controlling every T3 and T4 zone, having groups constantly in PQ's and in scenarios and defending keeps all over the place  Furthermore, the way the content works is that when the zone before the fortress falls, you have one hour to take it.  And then, all the steps after that are timed for directly afterwards---6 hours to do PQ's to lock down the city---2 hours to finish two difficult PQ's (which apparently have huge gear checks built into them)---and surely some after that, though this group didn't get that far.  Which means that if you want to take a city you had better be prepared to both grind PQ's as well as stick with it for a long number of hours.

It just sounds grueling in a way that doesn't sound fun--not just because of the gear check, but because of the time limits built in that don't allow people to take breaks. 


Title: Re: What went wrong.
Post by: rk47 on November 08, 2008, 04:37:28 AM
There is absolutely no skill involved with this and it turns into the biggest grindfest ever, particularly with the diminishing rr and XP rewards with recently killed people.

In theory, skill will come from organizing zergs and enforcing tactical positiong for maximum advantage.

In practice, the vast majority will go "fuck this, lets zerg".

i already discovered how to win as destro. but nobody would listen.

Have all the rank 35 and above chosens in the server gather together within 30 ft of each other. Have them equip the following tactics: Dire Shielding, Baneful Shielding and Focused offense. Turn on the Discordant Fluctuation Aura. When you see a zerg, turn on Baneshield. Stand still and watch the BW kill themselves with detonate.



Title: Re: What went wrong.
Post by: dd0029 on November 08, 2008, 07:23:10 AM
I believe that the biggest thing that hits me as I continue to play is that this game is not sufficiently different from WoW for them to have learned or tried to refine so few things.  They refined the finding a group mechanic, they added the que from anywhere scenario and the developed the PQ idea.  Just about everything else though seems to be a growth out of even older games.  Games that WoW has already stolen from and refined.  I look at the WotLK focus on raid wide things and I wonder why Warhammer does not have a similar focus.  Everything out there is telling you to get into a warband and yet, once you are in it you are still just a group within a larger group that you can't really affect with your abilities.


Title: Re: What went wrong.
Post by: WindupAtheist on November 09, 2008, 12:29:24 AM
Rose colored glasses. I still remember having to get free time from Blizzard because Wow was nearly unplayable with its issues at launch. I also remember furious fights on the forums about "this game wasn't ready, it needed more beta testing!" And "can Blizzard fix the game before it's too late?"

The IP saved WOW. I'm sorry but it did. The game was well designed in most ways but they made serious mistakes that nearly cost them everything in the launch. I played the game for about a year and a half but I almost didn't make it past launch because the game was in such bad shape.

I remember I went to this restaurant and the line was wrapped around the building three times, and I said to my date, this wait is totally unacceptable when I could walk into McDonald's and eat in five minutes, I bet this restaurant is doomed.


Title: Re: What went wrong.
Post by: Azazel on November 09, 2008, 02:04:56 AM

You are kinda overblowing the problems WOW had. Believe it or not, and yes I am a stud, but I was there too. Some queues, some loot lag problems, some servers were fucked. I was still extremely hooked. Can the same be said for most people one month into WAR?

Guess they shoulda beta tested the thing before launching it.

Rose colored glasses. I still remember having to get free time from Blizzard because Wow was nearly unplayable with its issues at launch. I also remember furious fights on the forums about "this game wasn't ready, it needed more beta testing!" And "can Blizzard fix the game before it's too late?"

The IP saved WOW. I'm sorry but it did. The game was well designed in most ways but they made serious mistakes that nearly cost them everything in the launch. I played the game for about a year and a half but I almost didn't make it past launch because the game was in such bad shape.

Incorrect. Neither I nor any of my friends really cared about warcraft past WC2. We played EQ1, and the comparison, especially to Gates of Discord-Era EQ, even with WoW's launch instability was much more flattering to WoW than to EQ.



Title: Re: What went wrong.
Post by: Pringles on November 09, 2008, 03:04:33 AM
I think the only people who say Warcraft's launch was worse are people who weren't there or are filled with Warcraft-hate.

I don't even play the game anymore but I know first hand it wasn't as bad as people say. Even if it was, I still wanted to login every day and don't remember any problems except for loot lag.  Well, I also didn't pick one of those crash daily high population servers either.


Title: Re: What went wrong.
Post by: Hawkbit on November 09, 2008, 04:23:42 AM
I've played on Earthen Ring since launch.  Highest population RP server, major problems all around.  The fact is, it was nowhere near as bad as people make it out to be.  Sure, there were nights (even a 36 hour period) where the server was down.  Blizzard compensated us more often than not, and sure, I was often bummed to not be able to play my game.  But it really wasn't as bad as some make it out to be. 


Title: Re: What went wrong.
Post by: khaine on November 09, 2008, 08:35:03 AM
MJ keeps saying they chose the better option of opening too many servers to avoid queues , he acts like queues to login are the worst possible thing that could happen ,

Yes , its far better to be allowed to immediately login to a barren wasteland and realize there's not a damn thing to do

So far , post launch , MJ and Mythic are approaching , maybe even surpassing , Funcom level stupidity as far as post launch decisions/comments  go

Which I just didnt think possible , I thought for sure they would have learned lessons from recent past mistakes of other companies

But , yeah , just wait , as Mythic says , in a year look at them because they'll be HUGE then , after all , mmorpg gamers today are so forgiving and flock to a game a year after launch




Title: Re: What went wrong.
Post by: UnSub on November 09, 2008, 04:52:37 PM
Actually, when I looked at the numbers for MMO subscriptions (yeah, yeah - SirBruce, but where else you going to go?)  is that there is a bump about 3 to 6 months after launch. By that point all the early people have blew through it and decided to stay or not, the community has stabilised somewhat and new people are checking out things once most of the launch bugs have been ironed out.

But after that point, it is generally a slow decline.


Title: Re: What went wrong.
Post by: Jherad on November 09, 2008, 05:38:20 PM
It took a dedicated alliance of Order most of two days just to get to the point of being able to lock down IC, which included controlling every T3 and T4 zone, having groups constantly in PQ's and in scenarios and defending keeps all over the place  Furthermore, the way the content works is that when the zone before the fortress falls, you have one hour to take it.  And then, all the steps after that are timed for directly afterwards---6 hours to do PQ's to lock down the city---2 hours to finish two difficult PQ's (which apparently have huge gear checks built into them)---and surely some after that, though this group didn't get that far.  Which means that if you want to take a city you had better be prepared to both grind PQ's as well as stick with it for a long number of hours.

I play on Volkmar. I didn't do the invasion, as it put me in a queue for IC, which still hadn't popped 30 mins later, so binned it. However - I was listening to others in my guild do it on vent - apparently contribution from the PQs was purely on when you zoned in. In other words, first person in placed 1st for contribution until then left, second placed second etc. People were listing their contribution rankings, and they were moving up steadily as people left.

Awesome.


Title: Re: What went wrong.
Post by: eldaec on November 10, 2008, 03:54:22 PM
Actually, when I looked at the numbers for MMO subscriptions (yeah, yeah - SirBruce, but where else you going to go?)  is that there is a bump about 3 to 6 months after launch. By that point all the early people have blew through it and decided to stay or not, the community has stabilised somewhat and new people are checking out things once most of the launch bugs have been ironed out.

But after that point, it is generally a slow decline.

It's about 3-6 months in that everyone decides they need a buffbot/pet healer/cyno alt/relic keep spy/whatever.

Some games keep growing (EVE, EQ), most don't.


Title: Re: What went wrong.
Post by: WitchKiller on November 11, 2008, 08:55:57 PM
Actually, when I looked at the numbers for MMO subscriptions (yeah, yeah - SirBruce, but where else you going to go?)  is that there is a bump about 3 to 6 months after launch. By that point all the early people have blew through it and decided to stay or not, the community has stabilised somewhat and new people are checking out things once most of the launch bugs have been ironed out.

But after that point, it is generally a slow decline.

It's about 3-6 months in that everyone decides they need a buffbot/pet healer/cyno alt/relic keep spy/whatever.

Some games keep growing (EVE, EQ), most don't.

  You guys are both turkeys.  Wait until you see the sub numbers explode once players start filling in Tier 5:

   http://www.warhammeralliance.com/forums/showthread.php?t=187723

   http://realmwar.warhammeronline.com/realmwar/CharacterInfo.war?id=62058&server=229


Title: Re: What went wrong.
Post by: syd on November 11, 2008, 09:14:29 PM
Utter, utter lack of testing pvp really is beginning to shine through. At least with DAoC they had the excuse that they were new to the genre, but at this point it's embarrassing that they pass off a bunch of pve-centric skills in a pvp setting. For better or worse the massive number of classes in DAoC diluted skills enough that you didn't have anything ridiculous. WHO though? You have a bunch of completely ridiculous setups that becomes extremely obvious that no one actually tried pvp'ing in beta for any length of time. I'm just sort of twiddling my thumbs waiting for the game to finish imploding -- I guess WoW will do it this week.


Title: Re: What went wrong.
Post by: rk47 on November 11, 2008, 10:15:33 PM
3 gold bag change for keeps turned destro warband into trading caps with Order.

There is now zero incentive to defend.  :grin:


Title: Re: What went wrong.
Post by: UnSub on November 11, 2008, 11:09:20 PM
  You guys are both turkeys.  Wait until you see the sub numbers explode once players start filling in Tier 5:

   http://www.warhammeralliance.com/forums/showthread.php?t=187723

   http://realmwar.warhammeronline.com/realmwar/CharacterInfo.war?id=62058&server=229


Clearly Mythic have everything under control.


Title: Re: What went wrong.
Post by: Fordel on November 12, 2008, 01:31:46 AM
That dude beat the game.  :grin:


Title: Re: What went wrong.
Post by: Goreschach on November 13, 2008, 02:47:33 AM
Level 41 dude takes 1st in a keep siege by pecking doors for 1 damage, dying repeatedly.

http://www.warhammeralliance.com/forums/showthread.php?t=188631


Title: Re: What went wrong.
Post by: schild on November 13, 2008, 03:10:54 AM
Level 41 dude takes 1st in a keep siege by pecking doors for 1 damage, dying repeatedly.

This sums up the game perfectly.


Title: Re: What went wrong.
Post by: Driakos on November 13, 2008, 03:31:40 AM
He pulls 6th place... as a chicken.

You can't make that shit up.


Title: Re: What went wrong.
Post by: schild on November 13, 2008, 03:41:15 AM
He pulls 6th place... as a chicken.

You can't make that shit up.

6th place I could see. Bonuses could get you there. But first place? Har.


Title: Re: What went wrong.
Post by: UnSub on November 13, 2008, 07:51:35 AM
He pulls 6th place... as a chicken.

You can't make that shit up.

6th place I could see. Bonuses could get you there. But first place? Har.

I linked it elsewhere, but players suspect a bug that sees the loot order for keeps awarded in reverse contribution order. So the less you contribute, the better your chance of getting a gold bag.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 13, 2008, 08:06:27 AM
There's maybe a bug but it's not a simple reverse order thing.  I did 6 keeps last night, did slightly more damage each time and moved up the rankings before the dice roll each time to finally finish 3rd.


Title: Re: What went wrong.
Post by: Rondaror on November 13, 2008, 09:11:12 AM
3 gold bag change for keeps turned destro warband into trading caps with Order.

There is now zero incentive to defend.  :grin:

They really try hard to copy that crap, called open PvP system, from WoW. More and more it appears to me, that the glorious RvR system in DAoC wasn't developed on purpose...it just happened through accident.
Or they do still feel, that the WoW players do need to have all the fucked up WoW mechanics as well in WAR.


Title: Re: What went wrong.
Post by: Mrbloodworth on November 13, 2008, 09:27:33 AM
There's maybe a bug but it's not a simple reverse order thing.  I did 6 keeps last night, did slightly more damage each time and moved up the rankings before the dice roll each time to finally finish 3rd.

Don't forget the bonus for NOT getting loot the last time, i think its +100 each time you participate, and get no loot. Get no loot 5 times, and you automatically have 500 before contribution.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 13, 2008, 11:38:54 AM
Um, Six different keeps...


Title: Re: What went wrong.
Post by: Warskull on November 13, 2008, 11:51:25 AM
There's maybe a bug but it's not a simple reverse order thing.  I did 6 keeps last night, did slightly more damage each time and moved up the rankings before the dice roll each time to finally finish 3rd.

Don't forget the bonus for NOT getting loot the last time, i think its +100 each time you participate, and get no loot. Get no loot 5 times, and you automatically have 500 before contribution.

That bonus doesn't actually occur with keep sieges.


Title: Re: What went wrong.
Post by: waffel on November 13, 2008, 10:24:18 PM
More Mythic shit-ass programming exposed:
http://www.warhammeralliance.com/forums/showthread.php?t=190135

Basically, your contribution for taking a keep is already determined as soon as you zone. Jawesome!


Title: Re: What went wrong.
Post by: Trippy on November 13, 2008, 10:38:14 PM
Highly unlikely that's the case. Much more likely is the random roll when the objective is taken "overwhelms" whatever other calculations they are doing to determine the final ranking value. People don't understand statistics well enough to realize that with large enough populations highly unlikely events become likely. So even though it sounds highly unlikely that a single person would randomly roll well twice in a row, given enough people or enough opportunities it *will* happen.

To give a more practical example of how this works look at state lotteries. The odds that you or I will win the lottery *twice* is incredibly small. And yet every few years somebody will in fact win it twice. That's because a large enough population of people play it regularly that almost certainly *somebody* in that pool will win it twice within a given timeframe.


Title: Re: What went wrong.
Post by: waffel on November 14, 2008, 12:26:55 AM
Did you check the screenshots that have been posted on that thread?

Same people, same warband, two different keeps in the same zone, same people on the top 10 contribution EXCEPT for the one guy that relogged. Didn't matter what either of the people 'did' during the keep takes, they their contribution was already determined.

It's broken and has nothing to do with what you do during a keep. I noticed it on about 6~ keep takes tonight. What I and a friend did didn't matter, it was always the same for every keep in the zone.

Christ, one keep I zoned in, ran to the keep, noticed both doors were down, made it to get on the keep lord ramp when the lord died and got +200 contribution. The next keep in the zone I did nothing again and got +200 again.


Title: Re: What went wrong.
Post by: Trippy on November 14, 2008, 12:48:19 AM
Did you check the screenshots that have been posted on that thread?

Same people, same warband, two different keeps in the same zone, same people on the top 10 contribution EXCEPT for the one guy that relogged. Didn't matter what either of the people 'did' during the keep takes, they their contribution was already determined.

It's broken and has nothing to do with what you do during a keep. I noticed it on about 6~ keep takes tonight. What I and a friend did didn't matter, it was always the same for every keep in the zone.

Christ, one keep I zoned in, ran to the keep, noticed both doors were down, made it to get on the keep lord ramp when the lord died and got +200 contribution. The next keep in the zone I did nothing again and got +200 again.
Order wasn't exactly the same though. If all of them (not including the adds) were in the exact same order both times I might buy into the theory but even then that's not proof. Some of the ordering could be contribution related while others are strictly based on a really really good roll.

If they had, say, 3 people who did nothing that all placed 1,2,3 two or more times in a row then I would start to believe something other than a random roll for each capture (plus their contribution) was in effect.


Title: Re: What went wrong.
Post by: Fordel on November 14, 2008, 12:50:42 AM
They are saying the ordering is adjusted by new players leaving or entering the zone. Would that account for the discrepancy?


Title: Re: What went wrong.
Post by: Trippy on November 14, 2008, 01:03:54 AM
No cause Eiak, Zeta, Fluxx and Mesail and Arxtar are in different relative orders.

Just looking at the common list of players you get:

First reward table
1. Gomez
2. Setsu
3. Fingol
4. Eiak
5. Zetx
6. Masail
7. Fluxx
8. Arxtar

Second reward table
1. Gomez
2. Setsu
3. Fingol
4. Zetx
5. Fluxx
6. Eiak
7. Masail
8. Arxtar

The first 3 are actually in the same order both times but Gomez was the only one not doing anything at the second keep so Setsu and Fingol may have been 2nd and 3rd simply cause their non-random part of their contribution was the same relative ranking as the first keep and their random rolls (if they in fact are rolled each time) wasn't enough to switch that order.

If Setsu and Fingol also didn't do anything in the second keep, then I would be suspicious.




Title: Re: What went wrong.
Post by: Arthur_Parker on November 14, 2008, 01:28:05 AM
Interesting Blizzard interview (http://www.tomsgames.com/us/2008/11/13/interview_jeff_kaplan/)

Quote
TM: Going back to some of the other MMOs, when you guys are playing Warhammer Online or Age of Conan or whatever and you see a game mechanic you like, is there pressure to make a change to WoW that responds to it? Take, for example, the Warhammer Online Public Quests. That's a great idea because it allows people to throw in with a group without the obstacle of conversing and asking for an invite.

KAPLAN: I do look at some of the things you brought up; Warhammer as an example. I think there are some great ideas in that game and we'd be silly not to look at the things they did and see if we can improve on any of them. Obviously they were looking at WoW for inspiration and ideas.

TM: And wisely. Why not look at the elephant in the room.

KAPLAN: Of course. And Public Quests are a great idea. They're really the best example of directed gameplay. Ultimately I think that's what it's more about than anything else; that you go to an area and the game tells you what to do. I think there are things that could be smoothed out with the Public Quest system, but really I look at Public Quests as how can we in World of Warcraft give you a better directed play experience where people don't have to ask, "What am I supposed to be doing right now?" They can just see, "Oh, kill 100 orcs," or whatever.

TM: I played WoW for a long time but one of the things I didn't like about raiding was the repetition; the idea that in order to get the best loot you have to play through these dungeons over and over and over. It's almost like you're playing a slot machine and it takes three to four hours to pull the handle. Is that something that you've tried to fix? Making the raids smaller helped but for the next expansion is that something you've tried to get away from?

KAPLAN: I wouldn't say we're trying to get away from it because I don't think it's an inherently flawed system. I think the system often gets mistuned and it feels like an inherently flawed system. So what we've tried to do in Wrath of the Lich King... first there was the change made to the raid lowering the number of raiders to 10 and 25. So you feel like you can pick who you want to play with and just go rather than feeling pressure to fill a bunch of slots. In the 25 person raids we're dropping way more loot than we ever have before. There's actually more items because we want to see more people get those items.

TM: Have you implemented a system that can detect what classes are in the raid? That was always something that was frustrating in our raids. The big loot drop is for a mage and there're no mages in the raid.

KAPLAN: We actually do have systems in place where we know what classes are there but what I was going to finish on is that we're also doing the Badges of Justice from Burning Crusade, but now they're called Emblems of Valor and Emblems of Heroism depending on what tier you're doing. We have that system in Wrath of the Lich King from the get go. And I think what's nice about that is that even if you're in a raid and you get no loot the entire time, you're going to get enough of those badges that you're going to be able to buy something; maybe even at the end of the raid. We're also trying to do larger raid zones, so we went back to Naxxramas, which I think is 14 or 15 bosses in the dungeon. The odds, especially on a 10-person run where each boss is dropping two items and an Emblem of Heroism, of each person in the raid getting something are pretty good. There's a high likelihood that you're going to spend that night and get at least one item. We just tuned it to be a little bit more forgiving so people will see the items a lot more.

I checked my old WoW account, I thought I had played it for about six months, turns out it was ten.  Never thought I'd be tempted to play WoW again, but now after only 2 months in WAR, it's very weird that I'm actually considering it.

It's also strange that Blizzard can see potential for improvements in some of the best features of WAR, while Mythic is dicking about with class balance and new classes while trying to add even more grind.


Title: Re: What went wrong.
Post by: schild on November 14, 2008, 01:34:46 AM
Quote
It's also strange that Blizzard can see potential for improvements in some of the best features of WAR

No it's not. We're a forum of unpaid amateurs and we see the potential for improvement.

The only people that don't are at Mythic, really. I'm sure every major (and maybe minor) game dev studio in the world is like "Wow, now that, that right there, that's a train wreck." I know of at least 3 or 4 that are in fact doing that.


Title: Re: What went wrong.
Post by: Trippy on November 14, 2008, 01:37:18 AM
They probably do see things they could improve it's just they have more pressing things to fix first.



Title: Re: What went wrong.
Post by: Arthur_Parker on November 14, 2008, 02:12:31 AM
They probably do see things they could improve it's just they have more pressing things to fix first.

I don't agree with whatever list they have of what's most important. 

Class balance for example, they intend nerfing melee classes & healers, when people are already showing signs of being reluctant to log in, nobody likes nerfs.  That's exactly what they did in AC2.

Scenarios, fixing the queuing system to make more than one pop at each tier should have been a top priority, while boosting the other scenarios to reward similar exp/realm points for time taken to play so people don't mind being forced out of the most rewarding ones.

Just minor shit that annoys me, ignore me I'm just venting.

Scenarios
Serpents Passage
Why do I have to jump off the boat?  We've been stuck on that island for weeks now, put a bloody ram down, how about spawning me facing the down ramp just so I don't have to turn around and then change direction to avoid that rope thing.
Grovod Caverns
Put a longer tunnel in and get rid of the spawn barrier, its annoying, clicking it sometimes does nothing.  While we are on the subject, which idiot decided it would be fun to put a trench under the spawn barrier?  Also what's up with those little steps you get stuck on all over the place?  Is having to jump over annoying 4 inch ledges meant to be fun?

Key binding
Is it really that difficult to group the key bindings into sections instead of one big ass list that you have to scroll through?
Get rid of the annoying "respawning" box on death, it means you can't change key bindings while waiting to respawn.

Quests
Why have I completed over 1000 quests?   I actually got an achievement unlock for it.  I've had to do about 40 of the chapters out of 66 just to level up, how many quests did you think I would need?  How about you up the exp value for quests so I'll actually consider rolling an alt.  Do you know it's depressing to arrive at a new area and see 10 new quest givers?  Also boring, I should have been able to level up purely in my own pairing.  Is it any surprise that people don't read quest text, 1000 quests, really, sometimes less is more, I think I read 4.


Title: Re: What went wrong.
Post by: Trippy on November 14, 2008, 02:32:13 AM
They probably do see things they could improve it's just they have more pressing things to fix first.
I don't agree with whatever list they have of what's most important. 
From what I've seen they like to do the "easy" stuff first (stuff that can be done in a relatively short amount of time) and postpone the "hard" stuff (stuff that takes a comparatively long time) till later. Unfortunately their list of easy stuff is apparently so long they haven't gotten around to the hard stuff yet.


Title: Re: What went wrong.
Post by: dd0029 on November 15, 2008, 06:46:10 AM
So, I gave up and went back to WoW.  I was struck by how WoW just works.  No little annoying bugs.

Getting stuck on some piece of geography requires something really bizarre, like finding the narrow slot that lets me in behind some piece of terrain that is clearly supposed to be wall decoration instead of a fence you are walking by out in the middle of a plain and decide to try to jump over just because its a game and jumping fences is what you do. 

If I am in a party and I want to know where Bob is, I can click on him and get a mouse over of his location instead of a "Bob's too far away to be targeted" or I can open the map and see Bob's little blip anywhere on Azeroth or even another planet.  For that matter, I can tell what Bob is by his unit frame instead of having to guess what those tiny buff icons mean.

Getting things out of the mail are a couple of easy clicks without any waiting.  I can actually mouse anywhere over a buff on a player, enemy player or NPC and see what it does instead of hoping that my pointer found the sweet spot and my mouse did not move a fraction of a centimeter. 

I can target moving PCs and NPCs with a single click instead of clicking repeatedly and hoping. 

Starting the game is a 20-30 second process instead of 2-3 minutes.  Ending the game is nearly instantaneous, 5-10 seconds from "Exit Game" to desktop.  No pointless 20 seconds to logout process.

I believe one of the biggest problems Warhammer faced is the fact that so many little things just don't work or work right.

I did find myself missing three Warhammer mechanics that did just work.  Que anywhere for a scenario is really, really nice and it needs to be in WoW.  Short scenarios that have a guaranteed 15 minute time limit have really ruined me for hour plus Warsongs.  Complete aside, I do like the fact that no one really explodes in Warhammer.  I took my brand new, well geared Deathknight into a BG and no kidding, I routinely died in 5 seconds max if I got focused by two or more people.  The last thing I miss is the quest map.  That is really excellent and only let me down once or twice.

Edit - One additional thing they did right.  Lvl 11 in Scenarios.  For a very brief moment, everyone gets the opportunity to be a god on the battlefield.  No gearing necessary really, just be level 11 and you are an unstopable force in the T1 scenario.  And the thing is that everyone gets this brief experience.  Not just the hardcore or the dedicated, everyone.  There is really something to be said for that.  I think you can make a good argument that that brief experience carried many people for a longer time that makes any sense trying to recapture it.


Title: Re: What went wrong.
Post by: ffc on November 15, 2008, 02:45:49 PM
Uninstalling it today - look at the addons I used just to make the game playable:

Mouse button targeting fix:  Select a target in PvP upon pressing down on the mouse button, not upon releasing the mouse button.  I will never understand how Mythic got this backwards.
LoyalPet:  To fix my stupid broken pet.
BuffThrottle:  Stops my computer from exploding due to Mythic's default buff updating method.
Join All Scenarios:  Join all scenarios with one button, instead of scrolling and joining them all individually.
Join Selected Scenarios:  After Mythic added a way to join all scenarios, I needed a way to skip Tor Anroc/Basin but join the rest with one button.  Crazy talk, I know.
WindowCleaner:  Removed the 9800 buffs under my health bar which would cover up my pet's health bar.  Hides the unhideable group buffs.  Makes pancakes.
AutoDismount:  Click on an ability to dismount.  You know, how things should work by default.
AutoLoot:  One-click auto looting at release.  Groundbreaking concept.  Also helps fix looting after random patches break it.
Preciousss:  Compare jewelry items all at once.  How is this not in the game.
*I think Squared should be on here, but non-healers can skip it although it is better than the default group/warband layout.

I will not repeat the problems this game has that everyone but Mythic seems to clearly understand.  Leaving a game with great potential is hard to do, but that decision is made easier when a company repeatedly ignores its problems and refuses to correct course.  I won't be back.

Now I shall take the $15 I had set aside for a second month and rescue the economy with it.


Title: Re: What went wrong.
Post by: khaine on November 15, 2008, 03:51:30 PM
The most amusing current hope/blind faith/delusion I see on the various boards at this moment is

"Just wait till Xmas , lots are going to be getting it and the population will explode then"

Yes , I'm sure gamers from 10-60 have WAR on the top of their Xmas list and that the servers will magically fill up Dec 25th




Title: Re: What went wrong.
Post by: Grim on November 16, 2008, 09:47:02 PM
Nothing to see.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 17, 2008, 12:32:11 AM
My EU guild.

http://www.wardb.com/guild.aspx?id=994

Stats on my guild.

http://utils.lmstudio.ru/GuildStatistics.aspx?id=994

Figures seem fairly accurate, result is 87% of the guild hasn't logged in during the past 7 days.


Title: Re: What went wrong.
Post by: Zzulo on November 17, 2008, 05:27:11 AM
well I'm not entirely with you guys

I don't mind WAR at all. The only gripe I have with it is that the city sieges seem borked right now. Other then that, the reason I'm not playing much is because I have six (yes SIX) other PC games to play. All of them major titles and incredibly fun. And tomorrow, Left 4 Dead will release so I will get even less time to play WAR!

WAR isn't in a great position right now, but I enjoy it most out of all the fantasy MMO's on the market. Only EVE comes ahead as an MMO in my personal rankings. :)

I got bored of WoW as soon as I reached 70 in BC and haven't played it since. I found that at 70 all I did was to farm BG's (since I didn't have a raiding guild and also didn't enjoy raiding). I am doing similiar in WAR, but there are more scenarios to play and I get to vary it with keep sieges every other night. To me, WAR is a lot more fun than WoW, which is why I'm staying with it for at least another month.

But alas, a lot of quality games are stealiing my time







Title: Re: What went wrong.
Post by: Khaldun on November 17, 2008, 06:12:49 AM
Playing WoW now just makes you realize how utterly utterly shit the PvE in WAR is, to the point that they really shouldn't have tried to have it at all. It's worse than if the world was just empty except for players and RvR-related NPCs.

I think WAR is a case where they had a clear idea of the market niche, a clear idea of the central design combat, and lacked the guts to pull various triggers along the way in the design so as to end up with a product that serviced what they had in mind. So what they got instead was a very sub-par version of WoW with a slightly more promising core idea for BGs at its heart--and then once they went live, they solidly screwed up whatever little promise they had in the single distinctive feature set in the game.

Now this is still better than Age of Conan, which turns out to have made a sub-par version of WoW whose only distinctive design ideas were tits, decapitation and slightly more entertaining implementation of combat. But the mistake is the same in both cases: to try and mimic the already successful all-in-one behemoth product. I'm hoping that's the lesson that people come away from here, and that the money, if there is any left, flows towards a dev team that's prepared to try a genuinely different product design of some kind.


Title: Re: What went wrong.
Post by: Riggswolfe on November 17, 2008, 07:13:55 AM
I remember I went to this restaurant and the line was wrapped around the building three times, and I said to my date, this wait is totally unacceptable when I could walk into McDonald's and eat in five minutes, I bet this restaurant is doomed.

Just for clarification, I wasn't talking about the queues. They annoyed me but weren't the major issue. I'm talking about massive server downtimes, loot lag, and other major issues.


Title: Re: What went wrong.
Post by: tazelbain on November 17, 2008, 07:30:05 AM
I could forgive WAR's many sins, but the totally asinine way victory point are distributed and zone control is handled.  That one really negates the central premise of the game.   It's on the the scale of SB.exe.  When I hit the cancel button, it was "This could have been pretty cool, but they totally fucked it up."


Title: Re: What went wrong.
Post by: Sheepherder on November 17, 2008, 07:38:41 AM
Just for clarification, I wasn't talking about the queues. They annoyed me but weren't the major issue. I'm talking about massive server downtimes, loot lag, and other major issues.

Downtime, loot lag, and queues are all symptoms of the same problem.


Title: Re: What went wrong.
Post by: Riggswolfe on November 17, 2008, 07:41:03 AM
Just for clarification, I wasn't talking about the queues. They annoyed me but weren't the major issue. I'm talking about massive server downtimes, loot lag, and other major issues.

Downtime, loot lag, and queues are all symptoms of the same problem.

The queues weren't a problem so much as a fix to "jesus they're about to kill our servers with overpopulation!" But yes, they were signs that Blizzard underestimated the number of people who would play.


Title: Re: What went wrong.
Post by: khaine on November 17, 2008, 07:47:27 AM
Right now the #1 problem is population ,

Even if tomorrow they came out with the best patch ever , fixed combat issues to class issues to lag/server issues , what would that do to fix the fact there are 15-20x the number of servers there needs to be

I don't see how they ever fix this glaring problem without immediate server merges down to 1/10th of what they have now

I could put up with some of the bugs much better if I knew I was about to login to a high/high server every night with at least some people running around fighting for the hell of it

But a slow trickle of transfers (that have in some cases made the pop balance worse on some servers) isnt going to cut it



Title: Re: What went wrong.
Post by: tazelbain on November 17, 2008, 07:57:48 AM
Right now the #1 problem is population ,

Even if tomorrow they came out with the best patch ever , fixed combat issues to class issues to lag/server issues , what would that do to fix the fact there are 15-20x the number of servers there needs to be

I don't see how they ever fix this glaring problem without immediate server merges down to 1/10th of what they have now

I could put up with some of the bugs much better if I knew I was about to login to a high/high server every night with at least some people running around fighting for the hell of it

But a slow trickle of transfers (that have in some cases made the pop balance worse on some servers) isnt going to cut it


It's really quite funny that Mythic would rather move population around than fix the game mechanics that require minimum a population to work.



Title: Re: What went wrong.
Post by: Nebu on November 17, 2008, 08:00:56 AM
Perhaps Mythic thinks that Christmas will automagically fill their servers with new players?  A combination of this and avoidance of bad press from server mergers would be a strong motivation to maintain the status quo.  Server queues are the least of their worries right now... consolidation would be a good start in stopping the bleeding.  With as many negative threads being started on WHA (a known fanboi site), it's obvious they need to change something fast.


Title: Re: What went wrong.
Post by: khaine on November 17, 2008, 08:04:28 AM
I'm curious what the meetings at EA about WAR are like , not the development ones but the financial and future outlook ones are

As in ,EA isn't  exactly known as the mmorpg experts or even have much experience in the area, so do MJ and the other Mythic folks have the ability to snow them into believe they are in the right track because they are  "the experts"

I imagine in a month when game card subs run out (they were all 60 days) and the ones who hung on one more month then cancelled are gone the mood might turn a big ugly

MJ said 250k would be a failure , and as of right now that's about what I would put it at in a couple months



Title: Re: What went wrong.
Post by: Arthur_Parker on November 17, 2008, 08:07:58 AM
MJ said 250k would be a failure , 

You need to back that type of comment up with a link or a direct quote.


Title: Re: What went wrong.
Post by: khaine on November 17, 2008, 08:20:27 AM
MJ said 250k would be a failure , 

You need to back that type of comment up with a link or a direct quote.


"With EA and the resources backing “Warhammer Online,” I asked Jacobs how one would measure a successful MMO in the age of “WoW” with its 11 million worldwide subscribers. “I would say we don’t have to get anywhere near that number to be considered successful,” he said. “Would I like us to be number one? Well, of course. Do we have to be number one to be successful? No. I want us to be no less than number two; that would make me very happy.” For the number two spot, Jacobs reasoned that “Warhammer” would need at least a half-million subscribers, which he guessed was close to what “Final Fantasy” and “EverQuest 2” have now. “Let’s just say north of half a million would mean we’re successful. Now how a far north? I wouldn’t mind being a little bit cold.”"

http://multiplayerblog.mtv.com/2008/08/29/ea-mythic-activision-world-of-warcraft-estimate-is-overblown/

"2) Since WoW’s initial launch the market has seen a number of high priced properties crater spectacularly as well a number of MMORPG studios shut their doors. While back in the day, 100K monthly subs would have been seen as quite a success, if you are spending 50M or more on a game all in, 100K doesn’t quite cut it. Even 250K subs (30M gross + box sales for let’s say 10M in profit pre-tax), doesn’t look great to investors when you are spending 50M or more on a game and have continued high expenditures for updates, xpacks, etc. and lots of new competitors coming online."

http://onlinegamesareanichemarket.wordpress.com/2008/09/03/what-does-wars-success-or-failure-mean-for-the-mmorpg-market/


Title: Re: What went wrong.
Post by: Bismallah on November 17, 2008, 08:31:15 AM
So he makes mention a lot of this coveted number two spot, is he even that high on the chart? What does Eve have, 200k?


Title: Re: What went wrong.
Post by: Shatter on November 17, 2008, 08:44:34 AM
I was hesitant but have now purchased WOTLK and fired it up Sunday.  While I love Warhammer and I enjoy the PvP more then I do in WOW, the game is lacking in too many ways for me to dedicate to it full time which is what I would prefer to do.  Once you hit 40 there really isnt anything to do.  If there are no keep sieges happening then all you can do is repeat scenarios and those often pop slowly.  I leveled my DoK to 40 and now my WH is 32 and once I hit 40 on him I will probably go to about 90% playtime into WOW and just kinda keep tabs on my guild in Warhammer.  Ill hold onto Warhammer until January to see what fixes come over the next 6 weeks but they really need to get their sh*t together and fast.  The game is losing people fast if I look at my 2 guilds as reference of that.  my guild leader in one disappeared 3 weeks ago and my other guild has lost 5 people in the last week, most to WOTLK. 


Title: Re: What went wrong.
Post by: Arthur_Parker on November 17, 2008, 10:54:08 AM
Yeah, I'd have loved him to have said 250k would be a failure, but he didn't, the closest he got was saying 250k "doesn’t look great to investors".


Title: Re: What went wrong.
Post by: Bismallah on November 17, 2008, 11:22:07 AM
I don't know much about the gaming industry from a management perspective but if it "doesn't look great to investors" what would that really mean? Layoffs? Fewer expansions since they don't have people putting money into the game? Who's head would really roll?


Title: Re: What went wrong.
Post by: Arthur_Parker on November 17, 2008, 11:27:21 AM
Who the fuck knows?  Why don't you just say MJ said 250k doesn't look great to investors, isn't that a good enough quote?  You don't need to make it out to be any worse than it is, it's quite bad enough already.


Title: Re: What went wrong.
Post by: khaine on November 17, 2008, 11:45:25 AM
Yeah, I'd have loved him to have said 250k would be a failure, but he didn't, the closest he got was saying 250k "doesn’t look great to investors".

“Let’s just say north of half a million would mean we’re successful"

So you're telling me that doesn't mean 250k would be a failure by his own definition ?




Title: Re: What went wrong.
Post by: Nebu on November 17, 2008, 11:50:03 AM
Why argue about it?  If WAR is successful, we'll see more games like it.  If not, we'll see more WoW clones crash and burn.  Seems like we lose either way.  Personally, I'd like to see WAR turn things around and have some success.  There just isn't a decent Fantasy PvP MMO out there and I'd love to have something to play.


Title: Re: What went wrong.
Post by: Lantyssa on November 17, 2008, 11:53:31 AM
"... Do we have to be number one to be successful? No. I want us to be no less than number two; that would make me very happy.” For the number two spot, Jacobs reasoned that “Warhammer” would need at least a half-million subscribers, ..."
There.  I highlighted the important bit as to why less would be a failure.


Title: Re: What went wrong.
Post by: khaine on November 17, 2008, 11:54:39 AM
Why argue about it?  If WAR is successful, we'll see more games like it.  If not, we'll see more WoW clones crash and burn.  Seems like we lose either way.  Personally, I'd like to see WAR turn things around and have some success.  There just isn't a decent Fantasy PvP MMO out there and I'd love to have something to play.


I'd like to think the opposite , that maybe , just maybe , after Vanguard to PotBS to WAR , that someone with half a fucking brain and in charge would think , maybe if we spend that extra time and money needed to polish and test and get it right at launch , it'll be well worth it $$ wise for us in the long run

Maybe if enough Vanguards and WAR's and AoC's happen they will get a clue to either do it right and go all out without rushing or to not do it at all

I'd rather see a couple WoW's (as in fairly polished at launch ) every 4-5 years that worked well out the gate,  than "launch and hope we can turn it around" games once or twice a year

I'll admit after the Vanguard fiasco and then AoC in this same year I would have thought that mmorpg companies would have learned this lesson by now

But apparently not




Title: Re: What went wrong.
Post by: Grim on November 17, 2008, 12:15:52 PM
Nothing to see.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 17, 2008, 12:26:40 PM
"... Do we have to be number one to be successful? No. I want us to be no less than number two; that would make me very happy.” For the number two spot, Jacobs reasoned that “Warhammer” would need at least a half-million subscribers, ..."
There.  I highlighted the important bit as to why less would be a failure.

Jesus Christ, why put words into the guys mouth?  His game is totally fucked up.  He didn't say failure, he didn't even say he would have to be number 2 to be successful, in that quote he said he wants them to be no less than number two.  Well guess what, we won't know sub numbers till the next quarter and even then they might do the bullshit thing of only releasing character numbers or accounts made.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 17, 2008, 01:10:59 PM
Yeah, I'd have loved him to have said 250k would be a failure, but he didn't, the closest he got was saying 250k "doesn’t look great to investors".

“Let’s just say north of half a million would mean we’re successful"

So you're telling me that doesn't mean 250k would be a failure by his own definition ?

Hey I replied to Bismallah thinking it was you.

Yes, that's exactly what I'm saying.  Is there some sort of shortage of quotes from him saying stupid things I'm not aware of?  Make fun of stuff he's said like the opening new servers comment after 6 weeks or something, don't take your meaning of "failure" and try to tie him down to it because he's not going to admit failure no matter what the subs say with Korea in the pipeline.


Title: Re: What went wrong.
Post by: Bismallah on November 17, 2008, 02:23:16 PM
I understand his game is totally fucked up, but what I was asking was what does that really mean? Games these days seem like they can have a horrible launch, tank in sales, tank in subscriptions and still pull it out and hang on for years. So really, failure needs a new definition by default when it comes to MMOs. That's why I asked what really is the end result. Yeah, WAR tanks, but they will probably make their initial investment back within a year, or sooner, so did it really "fail"?

So they lay a few folks off, they fire maybe some of the dev team, but then what? Shit look at Star Wars Galaxies, they basically redid the whole damn thing and did a re-launch in a sense... is this what we could see from WAR?



Title: Re: What went wrong.
Post by: Arthur_Parker on November 17, 2008, 02:29:48 PM
Yeah, if we are making up our own definition of "failure", then I think it failed massively to grab the market share it could have.  The individual game elements failed to fit together and the game engine failed to deliver (big time) for a lot of people.

As you said, it's too early to tell if will be a failure at generating a profit.


Title: Re: What went wrong.
Post by: Lantyssa on November 17, 2008, 03:26:42 PM
Jesus Christ, why put words into the guys mouth?  His game is totally fucked up.  He didn't say failure, he didn't even say he would have to be number 2 to be successful, in that quote he said he wants them to be no less than number two.  Well guess what, we won't know sub numbers till the next quarter and even then they might do the bullshit thing of only releasing character numbers or accounts made.
I don't need to.  Jacobs was shooting his mouth off all over the place in the lead-up to launch.  He set the tone that they are going after WoW and everything else was a tiny game not worth considering even existed.  We're it one instance, I'd be willing to let it slide.  But it wasn't, it was every time he opened his fool mouth.

For my terms the game isn't a failure as long as people are still employed.  By the expectations Jacobs set though?  It's looking like a failure.


Title: Re: What went wrong.
Post by: UnSub on November 17, 2008, 04:36:56 PM
For my terms the game isn't a failure as long as people are still employed.  By the expectations Jacobs set though?  It's looking like a failure.

That WAR shifted 800k box copies is a good start. I'm sure Mythic prepared EA for the hit that was going to be WotLK and are focusing on the number of box sales they have. Marketing will shift to re-activating those bought box copies - wouldn't be surprised if there would be some kind of 'play free over Xmas' offer, especially if the Classes patch goes in before then.

Server closures have to be coming too. Have to be. You can't have a large number of empty servers costing you money, even if it looks bad in PR terms.


Title: Re: What went wrong.
Post by: Kageru on November 17, 2008, 04:51:09 PM

I'm pretty sure the game is drastically under-performing on their expectations, and as such let's just call it a failure.

It's a self inflicted failure though. They clearly had the money, time, IP, gameplay niche and development experience that should have resulted in a game that was well populated, growing and getting good word of mouth. However the core game mechanics are just such a bizarre and unlovely creation that were destined not to work and will require some deep redesign to make sense. The time and disruption that will cause is going to continue hammering their sub numbers.

And they're not going to remove the ward armor because they don't have any other carrots to offer than a single raid mob. A raid mob who by their own lore is the ultimate commander of the faction. I personally hope they survive long enough to demonstrate how they intended to extend the game, because I can't see what openings they've left themselves.

Good forum reading though.. and watching MJ talk big and then turn out to be mostly wind puts him right up there with McQuade.


Title: Re: What went wrong.
Post by: Redgiant on November 19, 2008, 01:33:49 AM
I registered to post a reply here. I'm a DAoC vet from its first few years, and I notice that every single person enamored with that style of play dislikes WAR's scenario over-focus. It isn't even close at this point, after expecting it to be 80-20 open RvR and instead it is 95-05 ScenarioHammer. It is like they unlearned everything they, um, learned from DAoC. Every guildmate has left, 2 solid guilds at launch said fuck it and left, every RL friend playing left. if what I am experiencing is widespread, they must have a hell of a cancellation exodus going. And many more like me (still) are probably sitting on the fence waiting, hovering over the cancellation button.

No persistent RvR and world simulation of the caliber that DAoC used to have in its heyday. Problem numbers one through ten IMHO.

Every person coming from a background like that expected it to be there in spades, given that Mythic should already "know better" what works and what doesn't to spin up a 24/7 open world like that. But they apparently got WoW-itis and scenario'd the shit out of the place. Reminds me of that crappy gem game-within-a-game; something to waste time and take emphasis away from the real game backbone and purpose.  I have yet to see a game that is instance-heavy not bore the shit out of me and my friends in short order.

The game's biggest mistake was not being totally committed to the one thing they could pull off aces above WoW: true open world RvR and all the subsystems that go along with supporting it. They tacked on open world after they heard that mostly instanced warfare would suck to vets who like things like DAoC's systems. Suckling at the WoW teat was a mistake. MJ is playing defense instead of offense about this; if you build awesome open RvR with all the systems geared up for it, you would have won big. Now it may be too late since the sorts of rejiggering needed to really change things is not trivial. And MJ is so worried about pissing off the ADD WoWettes (that speaks volumes for why there is a problem to begin with).

No economy, no crafting dependence, no communications, no realm pride motivation, no frontiers that makes sense and separate lands in a "stay the hell out of ours" way, no incentive to have large-scale strategy beyond "take a BO, sit 3 minutes, go to the next one".

Anyone remember relic raids, taking 6 keeps simultaneously with heavy coordination, sneaking past border forts and raising hell, getting Darkness Falls control and steeling yourselves for the inevitable influx to try to defend against, 3-way RvR with backstabbing each other. Your RL brain involved, thinking, debating strategies and communicating as your avatar's brain is good; in WAR there is an absolute disconnect and you feel like you are just watching something disembodied go through repetitive motions.

This could have been a great winner if it had taken the high road.


Title: Re: What went wrong.
Post by: ashrik on November 19, 2008, 04:28:00 AM
There's about a million and one things they could have done differently.

I'm going to venture that if they had gotten the WoW sourcecode, stripped out the bigger raids, dropped in their own classes, and lastly dropped in a few keeps between Alliance and Horde towns in the same zone, they would have something better than what we have now. Mythic should have made a PVP mod for Blizzard. There- I said it.


Title: Re: What went wrong.
Post by: eldaec on November 19, 2008, 11:29:13 AM


The game's biggest mistake was not being totally committed to the one thing they could pull off aces above WoW: true open world RvR and all the subsystems that go along with supporting it. They tacked on open world after they heard that mostly instanced warfare would suck to vets who like things like DAoC's systems. Suckling at the WoW teat was a mistake. MJ is playing defense instead of offense about this; if you build awesome open RvR with all the systems geared up for it, you would have won big. Now it may be too late since the sorts of rejiggering needed to really change things is not trivial. And MJ is so worried about pissing off the ADD WoWettes (that speaks volumes for why there is a problem to begin with).


You aren't wrong, but to be fair to mythic, they openly said from early on that this game was going to be all about the sport pvp. The RvR-lite that WAR includes was added late in the day - originally we were just going to get scenarios and the dumb battlefield objective switches.

You can read any number of long circular whine threads about the lunacy of this approach written during WAR development on this very website.

The reason given was that good RvR would make the game too much like daoc. I have no idea why that was deemed to be a bad thing.


Excluding obvious trainwrecks like Vanguard, I think we can reasonably say this is the first time a major MMOG has face planted for PRECISELY the reasons predicted on this forum over a year ago. Yay for us.


Title: Re: What went wrong.
Post by: Nebu on November 19, 2008, 11:34:58 AM
The reason given was that good RvR would make the game too much like daoc. I have no idea why that was deemed to be a bad thing.

I wonder if it's that an illusion exists that a game like WoW will have WoW-like numbers?  WoW made sport pvp very popular, but I always thought it was through incentives moreso than gameplay.  DAoC remains the best group vs group or RvR MMO pvp game I've played to date.  So much was done right in that game that it seems a crime to not carry much of it forward.  Perhaps the fear was that DAoC v2.0 would only garner DAoC numbers.  I think that all it would take is exposure to the WoW pvp crowd to make DAoC v2.0 a success.  I'm naive like that. 


Title: Re: What went wrong.
Post by: Bismallah on November 19, 2008, 11:37:27 AM
Or possibly DAOC 2 wasn't jiving with the EA bosses? Sure they bought Mythic but did they also buy the rights to all Mythic products? So if Mythic put out a DAOC 2 would the DAOC label/realms/gameplay/ideas remain proprietary to Mythic?



Title: Re: What went wrong.
Post by: eldaec on November 19, 2008, 11:54:04 AM
Design was pre-EA, and I doubt EA go that close to it tbh.
The reason given was that good RvR would make the game too much like daoc. I have no idea why that was deemed to be a bad thing.

I wonder if it's that an illusion exists that a game like WoW will have WoW-like numbers?  WoW made sport pvp very popular, but I always thought it was through incentives moreso than gameplay.  DAoC remains the best group vs group or RvR MMO pvp game I've played to date.  So much was done right in that game that it seems a crime to not carry much of it forward.  Perhaps the fear was that DAoC v2.0 would only garner DAoC numbers.  I think that all it would take is exposure to the WoW pvp crowd to make DAoC v2.0 a success.  I'm naive like that. 

You may be right.

But a bit of common sense should really have told people that imitating WoW was never going to beat WoW either.



Title: Re: What went wrong.
Post by: Grim on November 19, 2008, 12:27:57 PM
Nothing to see.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 19, 2008, 12:34:39 PM
That's complete crap, the Warhammer IP is very different to Blizzards version of Warcraft.  If anything the Warhammer IP let Mythic get carried away in making destruction too attractive.  Don't make me link a webcomic.


Title: Re: What went wrong.
Post by: raydeen on November 19, 2008, 01:07:14 PM
That's complete crap, the Warhammer IP is very different to Blizzards version of Warcraft.  If anything the Warhammer IP let Mythic get carried away in making destruction too attractive.  Don't make me link a webcomic.

If you're referring to that one Penny-Arcade strip from a year or two ago, the link would be worth it if only for the froth that Tycho goes into when Gabe dares to compare WoW to WAR. That was hands down one of the funniest things I've ever read. I know a guy who talks just like that.



Title: Re: What went wrong.
Post by: eldaec on November 19, 2008, 01:14:48 PM

Which is why I think there was a lot of common sense flooding into Microsoft when they cancelled the Halo MMO. Warhammer was in an even worse position: It's IP was essentially copied and made less "dark" by Blizzard way back in the day. They don't even have the advantage of feeling like they're in drastically different universes.

This is half right.

WAR doesn't have the advantage of a dramatically different universe to WoW.

But the reason is that on a thematic level WAR isn't anything like Warhammer.

If WAR had been based on Warhammer, it might have been easier to differentiate from WoW.


Title: Re: What went wrong.
Post by: Grim on November 19, 2008, 01:20:10 PM
That's complete crap, the Warhammer IP is very different to Blizzards version of Warcraft.  If anything the Warhammer IP let Mythic get carried away in making destruction too attractive.  Don't make me link a webcomic.

Nothing to see.


Title: Re: What went wrong.
Post by: Grim on November 19, 2008, 01:24:51 PM
Nothing to see.


Title: Re: What went wrong.
Post by: Soln on November 19, 2008, 01:32:25 PM
That's complete crap, the Warhammer IP is very different to Blizzards version of Warcraft.  If anything the Warhammer IP let Mythic get carried away in making destruction too attractive.  Don't make me link a webcomic.

If you're referring to that one Penny-Arcade strip from a year or two ago, the link would be worth it if only for the froth that Tycho goes into when Gabe dares to compare WoW to WAR. That was hands down one of the funniest things I've ever read. I know a guy who talks just like that.

bam.

(http://www.penny-arcade.com/images/2006/20060410.jpg)


Title: Re: What went wrong.
Post by: ghost on November 19, 2008, 01:34:53 PM

But the reason is that on a thematic level WAR isn't anything like Warhammer.


WAR seems to take a lot from the Warhammer game to me.....


Title: Re: What went wrong.
Post by: Arthur_Parker on November 19, 2008, 01:38:29 PM
Trolls are different, yay?
Virtually nothing about the problems WAR has are down to the IP, except balance issues caused by the attraction of Destruction (I'd say that's Mythic's fault rather than the IP considering the IP doesn't have 2 realms) .  Crap was too kind, you typed all that shit and still don't get it, why don't you make another list with LOTRO this time and completely miss the point again. 

They jumped at the chance of making a fantasy game instead of Romans in Space, they grabbed the Warhammer licence which  is one of the more interesting fantasy licenses.  They tried and failed to copy WoW the game, not WoW the IP, the Warhammer IP is one of the few positive points they have going for them.  Otherwise name a fantasy IP that they would have been better off with?  Tool.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 19, 2008, 01:41:16 PM
I'm not enough of a Warhammer lore nut to say

Say something we don't know.


Title: Re: What went wrong.
Post by: Grim on November 19, 2008, 01:54:02 PM
Trolls are different, yay?
Virtually nothing about the problems WAR has are down to the IP, except balance issues caused by the attraction of Destruction (I'd say that's Mythic's fault rather than the IP considering the IP doesn't have 2 realms) .  Crap was too kind, you typed all that shit and still don't get it, why don't you make another list with LOTRO this time and completely miss the point again. 

They jumped at the chance of making a fantasy game instead of Romans in Space, they grabbed the Warhammer licence which  is one of the more interesting fantasy licenses.  They tried and failed to copy WoW the game, not WoW the IP, the Warhammer IP is one of the few positive points they have going for them.  Otherwise name a fantasy IP that they would have been better off with?  Tool.

Nothing to see.


Title: Re: What went wrong.
Post by: Grim on November 19, 2008, 01:55:12 PM
I'm not enough of a Warhammer lore nut to say

Say something we don't know.

Nothing to see.


Title: Re: What went wrong.
Post by: hammurabi on November 19, 2008, 01:56:40 PM
What went wrong is basically everything in beta.  I beta tested from June '07 until late spring of '08 when it was clear that the game couldn't be salvaged and was a big steaming pile of shit.

I maintained a beta diary of sorts during that time and thought you folks might like to take a look at it.  For reference, I haven't played WAR retail and won't, but I was a member of an 8man guild in DAOC for a long time, then went to wow, then went back to DAOC for the classic servers.  I've also played EQ, AC1, PS, LOTRO, SB, etc. etc. etc.  Big wall of text INC:

June 16 '07 #1:  Got in!  Finally!  Downloading files now along with the other four guildies who got in during the first wave.  No download manager, and the download site keeps timing out.

June 16 '07 #2:  Hmm, files keep timing out or claiming they're corrupted when I click the EXE and it checks the four bins upon download success.  They're like 1 gig each with no par files or other method of recovery.  Logged into the beta forums and there are like 100 threads since the F&F alpha, but no md5s.  Lots of threads popping up with everyone else having the same problem.  Looks like there are about 100 people viewing the forums.  Keep trying, will post md5s when/if I get this dl'd.

June 17 '07:  Well, I finally downloaded all files and got them to install.  Posted md5s but no response when I asked why Mythic wouldn't post them on the download page or the forums.  Can't login, servers down.

June 19 '07:  Logged in, crashed to desktop (CTD) in 5 minutes.  Forums blowing up, everyone having CTD issues.  Guildies can't even get in game before CTDing.  Engineer looks cool for what little bit I saw of it.  Dorf area is pretty buggy.  Rolled a Choppa, greenskin area looks a lot more 'polished' and has some neat shit.  First PQ was boring as fuck even with 5 other ppl in the area, prolly cuz they keep crashing.  No RVR areas yet.

June 30 '07:  Just saw on the forums that they're finally tossing up the Empire open RVR area.  New client to download and STILL no md5s or a download manager.  Seems like filefront is horrible, can't take the whole 100-150ish ppl downloading the client without shitting the bed.  Update:  downloaded and installed at 3:00AM, posted md5s for other testers.

July 1 '07:  As expected, the 100 people playing the game repeatedly crashed the dorf T1 RVR area.  This crappy DAOC engine can't really handle any more than 10 people onscreen at once.  Forum announcement that you can't talk about the game AT ALL on guild forums, irc, or even on ventrilo.  Way to deny your game some free publicity!

July 8 '07:  Pretty much no real CC in the game (like MEZ or STUN), and everything's broken.  The PQs have an obvious progression through T2 and since there's no quest content (or its broken) chaining PQs with AE is the way to go.  No real RVR in T1 or T2 in greenskin areas except for zerging from one warcamp to the other.  The forums have maybe 30 active people, even though popular estimates say some 2000 have been invited (including F&F alpha).  It's pretty much dead in-game aside from guildies.  Still can't make the guild, in fact.  /who command finally makes an appearance, and primetime pop is about 30-50 per faction in the last week.  Announced they'll have a modular UI just like WOW, but with significant 'restrictions' which weren't disclosed.  Also, lots of feedback in the C&C forum on stats not doing anything for anyone - any stat accumulation is worthless.  The only thing that works is AC.

July 21 '07:  Why the fuck don't they have any keeps or castles or towers in RVR?  RVR is a fucking zergfest.  No answer to tons of feedback on the forums about how to do RVR - almost everyone wants DAOC 2.0 and MBJ says absolutely no DAOC 2.0, but we will have BGs?!?  WTbad.  Hope it's not like WOW BGs, but I'm sure it will be.  Seriously, that's been done before, Mark, and it caters to some people, but you better make sure it's not the emphasis.  The zone control map from the marketing department makes me cringe.  It's basically PVE to RVR, kinda like cap city raids in WOW originally.  Lots of questions why/how they think they're gonna launch retail this year, shit's obviously borked.  Near constant discussion on forums of the wrong direction the game's dev. is taking.  There is only one good idea in the whole dev plan so far - PQs - but if they don't scale (rewards and difficulty) with the number of people participating, they're gonna suck ass when they're nerfed (coming soon).  Inf rewards are pretty much horrible across the board.

Aug 3 '07:  Big wave of invites and a huge influx of new blood on the forums.  200 people viewing.  WAR doesn't really have any RVR system yet, and the tactics/MAs are horrible.  Quests for every racial pairing are pretty nonexistent past T1, and what's there is broken.  Lots of feedback in-game.  Stupid feedback forms popup every time you exit a contested zone or complete a quest/PQ.  They popup at the worst fucking times.  Engineer is fun with AE CC.  Itemization is still a huge problem, looks like gear was given random stats, even set pieces.  RVR gear is the best you can get, but getting RR is rough, so you only use that gear in T1 and the beginning of T2.  Don't feel like any toons are getting better with more stats.

Aug 14 '07:  Hahahahahahahaha fucking crybabies complaining about exploiting engineer's AE snare nade and explosive MA.  Every tick of the snare pops an explosion for extra dmg.  Killed like 20-40 people in huge meatbombs a bunch of times in Dorf T1.  Made a thread about it in the C&C forum telling them it needed to be nerfed, no red response.  Had to post screenshots of the ridiculous ownage.  Got four separate threads from crybabies.  Too bad I can't kill anyone 1on1 if they snare me :(.  The game has so many bugs that ppl don't really have any good feedback on the forums unless they're fanbois of the Warhammer IP, but MBJ is starting to ban testers if they trash the game concepts too much.  No clue how they're gonna release in 2007.

Aug 23 '07:  New client again, and another ridiculous 8gig download with NO DL MANAGER OR MD5S POSTED.  Thank god other ppl are getting a clue posting md5s.  Rolled a BW, kinda gimpy with a shit firecage and horrible dots.  Some of the tactics at 22 look crazy good, with mana regen and AE fireball with a crit stun component.  Big discussion on art direction lacking compared to WOW, three years later.  The graphics in WAR just aren't very good, which reminds me of the gameplay.  Animations are all fucked up across the board, and interacting with the environment (like gathering quests) doesn't work 99% of the time.  B still can't login due to CTDs which appeared with the new client.  No news on crafting, although "YOU'RE GONNA LOVE IT!!!™" from MBJ.  Classically bad.  No 3rd realm pretty much eliminates all RVR dynamic, although the lore squad on the forums claims there can't be a 3rd realm due to IP conflicts.  Whatever.  Did Mythic learn anything from what happened to DAOC after TOA?  All this focus on PVE and it still sucks.  Doesn't bode well for a PVP game.

Sept 1 '07:  BW is pretty much the ultimate farming toon.  Super easy, but itemization is still horrible.  Engineer nerfed, which was needed.  Quests are still horrible and don't seem to be getting any better.  We keep telling them to do something like DAOC for RVR, since RVR doesn't exist, but they continue to tell us to bugger off.  Paul is an idiot.  I hear from the devs inside that all he does is cause chaos and interrupt people, with the full backing of "The Hickman."  Peas in a fucking pod.  Seriously, the marketing is horrible.  It's essentially only WAAAAAAAGH YOU'RE GONNA LOVE IT!!!™ and nobody believes it besides the fanbois with their Warhammer dildos.  Failhammer.

Sept 9 '07:  Yeah, not gonna launch this year.  Devs have been told they get a 3mo reprieve on the deadline.  Announcement soon.  Apparently now we're gonna start having "focus testing" sometime around the holidays because they don't have a department specifically focused on categorizing and cataloging all the feedback.  Pretty much 50 active people on the forums out of 3000ish invites.  Primetime pops are down to 20-35 each side.  Everyone logs in for the first two or three days after a patch (in which they spend an entire day trying and retrying to download this shit), then logoff in disgust.  Man on the inside says morale is high at HQ but feedback is bad.  Each department's devs are supposed to look at their team's feedback and categorize it themselves.  Can't believe they don't have another department doing that... the devs are fucking developing, not reading fluffy bunny feedback from dick-in-ass fanbois.  Devs are overwhelmed with the feedback, and I'm guessing that's not overwhelmed in a good way.

Sept 18 '07:  Down for a week.  But, YOU'RE GONNA LOVE IT WHEN WE COME BACK!!!™  God... MBJ is pretty clearly biased and is pushing bad ideas.  Any direct criticism of him results in a permban from the beta.  He's like the forum police.  Almost all of the pro testers are old DAOC/EQ/AC1 types.  Everyone's played WOW.  Everyone wants DAOC RVR + WOW PVE - 40man (25man) raids.  Leveling through RVR doesn't happen, although I guess scenarios are going to provide that.  RP distribution doesn't really happen right, as it's based on "contribution" which is obviously skewed.  Healers get more contribution than everyone.  Why can't they just copy the method in DAOC?  It's like they're trying to reinvent the wheel ON EVERYTHING. T3 & T4 are a shithole.  Spent an hour making a post proving how bad the new chicken mechanic is, how it prevents helping, and how the imbalance of T3 (no chicken for lvl 40 in T3) will make it pretty much an epic disaster.  All zones seem very constricted but huge and boring at the same time.  RVR seems to try to funnel you into chokepoints in T3 and T4 and pretty much nobody does it.  There are 20 people in T4 on a daily basis, and they're all only doing PQs.  Still no instanced dungeons.  We've done the PQ progression from 1-40 in 5 nights.  Pretty much the worst PVE in any game since LOTRO.  Tried telling them they need separate lvl 40 RVR-only zones but fell on deaf ears.

Sept 29 '07:  Great.  First wave of nerfs and the announcement of something they said they wouldn't do - STEALTH.  WTF?!?  Hahahahahaha ok.  Again several of us tried to appeal to them regarding lifting the NDA or loosening it a bit, but no luck.  Most of the big daoc 8man guilds are positive about WAR and it hurts not being able to tell them how bad it is.  Still no UI modding, no idea when that's happening.  Bela is the big nig of that gig right now, although they have him working on categorizing feedback as a part time telecommuting employee.  Hah.  Apparently any NDA leaks are being PROSECUTED.  Yikes.  Hope they don't find out about our guild forums!  :)  Big discussions about crafting and some great ideas from testers about how to create a crafting system that's both beneficial and helps the economy.  Lots of references to EVE, but nobody wants Spreadsheets Online.  Just the level of market research in EVE is cool.  Overall, WAR feels like all the worst implementations of features from other games rolled into one.  How hard is it to copy the good from WOW and DAOC and make a game around it?  Jesus FUCK!  There's not a single point in the game that's fun other than fast leveling via AE PQ farming, and that's only good with the hope & promise of *something* to do at cap.  For now, there's exactly jack and shit in RVR and no real PVE.  What PVE there is can be duo'd or trio'd easily.

Oct. 14 '07:  Looks like the game's down again after several nights of unplayable zone crashing.  In a nutshell, nothing is even close to ready.  They're dumping the tactic and morale ability mechanics and replacing with ... unknown.  The overall state of the game thread by MBJ has been a disaster.  Several bans.  PVE is horrible.  No instanced dungeons.  No working map markers.  No UI mods.  No bank.  No Auction house.  No mail.  No mounts.  No mounted combat.  Pets suck.  Stats still do nothing.  PQs getting nerfed.  Quests buggy as shit.  No incentive to RVR.  RVR that exists is just mindless zerging like WOW beta's TM town-to-town zergs.  Tome isn't revolutionary (and doesn't work).  No crafting.  BGs still supposedly coming.  Still no download manager or official md5s.  No patching mechanism.  Tons of red feedback on the forums but it's all pretty much useless.  They're making the game they want you to play, not the game you want to play.  Typical Mythic.  No clue how they think this is gonna be ready in March '08.  


That's pretty much the first half of my beta diary.  The beta never really was very popular, even though so many thousands were clamoring to get in.  My beta diary goes significantly downhill after their 1mo holiday layoff becomes 10 weeks and results in focus testing.

I'll think about editing the 2nd half of the beta diary later.  A synopsis of it would be that my guildmates and pretty much all RL and online acquaintances end up hating the game and comparing the beta test to the TL positions from DAOC.  Even if 100% of the feedback was bad on a particular mechanic, Mythic still stubbornly went forward with it.  Focus testing was a disaster and almost all of the huge problems everyone's complaining about now were discussed ad infinitum in beta forums, at least before they started banning people for criticizing the beta.


Title: Re: What went wrong.
Post by: Rasix on November 19, 2008, 01:57:49 PM
 :grin:


Title: Re: What went wrong.
Post by: tolakram on November 19, 2008, 02:00:44 PM
Nice wall of text, you were so positive going in I'm quite surprised you didn't like it.   :oh_i_see:


For some good content and great ideas it's always fun to review this thread:

http://forums.f13.net/index.php?topic=11052.0

There are some older threads too, of course, but that one has some commentary that, to me, predicts some of the issues WAR is having today.

It also gives me some hope that the game can be fixed, even though the fix might not satisfy some here.

Too bad hrose had to bogue out, some of his/her? posts were excellent.


Title: Re: What went wrong.
Post by: Grim on November 19, 2008, 02:06:38 PM
What went wrong is basically everything in beta.  I beta tested from June '07 until late spring of '08 when it was clear that the game couldn't be salvaged and was a big steaming pile of shit.

I maintained a beta diary of sorts during that time and thought you folks might like....
I'll think about editing the 2nd half of the beta diary later.  A synopsis of it would be that my guildmates and pretty much all RL and online acquaintances end up hating the game and comparing the beta test to the TL positions from DAOC.  Even if 100% of the feedback was bad on a particular mechanic, Mythic still stubbornly went forward with it.  Focus testing was a disaster and almost all of the huge problems everyone's complaining about now were discussed ad infinitum in beta forums, at least before they started banning people for criticizing the beta.

Nothing to see.


Title: Re: What went wrong.
Post by: schild on November 19, 2008, 02:58:18 PM
I don't care if it's the goddamn best story about WAR ever. He didn't heed the warning.

Also, don't edit your 2nd diary. Go get a livejournal account.


Title: Re: What went wrong.
Post by: khaine on November 19, 2008, 03:15:24 PM
According to EA , nothing went wrong , it's rosy and "numbers are increasing"

http://www.gamesindustry.biz/articles/star-wars-mmo-explained

"Frank Gibeau: No, actually our player numbers are increasing, so I don't know where they're getting that data. Our numbers are doing great. It's booming, both in Europe and North America. We haven't launched in Asia yet so that's going to be a big opportunity but it's one of the fastest-growing MMOs in the history of the industry and we didn't see our numbers cap out or slow down - they're continuing to crank."


It's "cranking" in the US and EU ? Really ? Damn I guess it was just my server and my guild that had the population drop off the cliff the past couple weeks ,


Title: Re: What went wrong.
Post by: Soln on November 19, 2008, 03:23:27 PM
counter spin


Title: Re: What went wrong.
Post by: ghost on November 19, 2008, 03:44:46 PM
Meh.  I find I enjoy coming on these boards and bitching about WAR more than I do playing it.  Playing WOTLK right now and it is okay........

WAR is deader than dead at this point.  Stick a fork in it.


Title: Re: What went wrong.
Post by: Slyfeind on November 19, 2008, 04:27:45 PM
A dwarf in Warhammer is a dwarf in Warcraft. Orcs are Orcs. Goblins are Goblins. Humans are Humans. From attitude, to architecture, to names and language, to even their defining characteristics as races. Sure, Orcs in Warhammer may be sentient fungus but breeding barbarians in Warcraft, but do you think that made it through to the game, does that define the experience of being one over the other?
[/quote]

Huh. I really don't see this. Orcs in Warhammer seem more like Jarjars to me. It's always annoyed me. "Ugh me bashbash wit mef gooberfish MUYMUY!"


Title: Re: What went wrong.
Post by: Grim on November 19, 2008, 04:33:22 PM
Hello F13.


Title: Re: What went wrong.
Post by: Bismallah on November 19, 2008, 04:57:06 PM
Haha, those notes bring back some memories. I remember when they swore up and down there would be no stealth.

Edit: Oh and I want to know what Frank Gibeau is smoking, thats good shit. Then again with his salary he should be able to buy the finest weed... no matter how bad WAR is tanking


Title: Re: What went wrong.
Post by: Zzulo on November 19, 2008, 05:18:08 PM
RvR and scenarios is very active in T4 where I play, but even so I don't believe them when they say they haven't lost any significant number of people


Title: Re: What went wrong.
Post by: Bismallah on November 19, 2008, 05:25:47 PM
Well it's spin for sure, I am just surprised he even answered a question like that knowing the community would jump all over it. The real kick in the teeth is the mention of Europe. With GOA fraudulently re-upping subscribers. Speaking of which did Magnus answer that WHA thread yet?


Title: Re: What went wrong.
Post by: Trippy on November 19, 2008, 11:07:05 PM
Although in dramatic departure from what i've experienced in Warhammer, I would have never expected greenskins to fight alongside Chaos or Dark Elves.
That is, actually, the way they do it in the tabletop game (and in the card game for that matter). E.g. in the yearly global summer campaigns they'll pit two sides against each other and the Greenskins end up on the Chaos/Dark Elves/Skaven/etc. side.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 06:25:52 AM
First, sweety pie, I'm not even sure you're posting in reply to me any longer.

Here, I'll quote you.

Which is why I think there was a lot of common sense flooding into Microsoft when they cancelled the Halo MMO. Warhammer was in an even worse position: It's IP was essentially copied and made less "dark" by Blizzard way back in the day. They don't even have the advantage of feeling like they're in drastically different universes.

Expand on that.  Explain how WAR is in an even worse position than Halo, because Blizzard ripped off Games Workshop, see if you can do it without talking about magic loving Elves or saying, "trust me guys, honest, Blizzard stole a lot from Warhammer".

The fact that Blizzard ripped off GW isn't some kind of revelation.  WAR is a fantasy mmorpg, you believe the Halo IP would have made a better fantasy mmorpg?  What would have been a better IP for a fantasy RVR game from Mythic?  Are you saying DAoC2 would have attracted more people to the game than Warhammer?  Are you saying they should have stuck to the PVE only Imperator for their next RVR game and you think they should have abandoned fantasy altogether?

Don't back away from your point, if the Warhammer IP was too close to Warcraft, then name a better fantasy IP. Following your logic, Blizzard shouldn't make Starcraft online if 40K online is released first, because "lol, shit, who wants to play another space marine"?

WAR isn't a cluster fuck because of the IP, it's purely down to implementation from Mythic, otherwise you would be able to link some threads talking about how much better the Warcraft "lore" is to Warhammer. Or you could maybe link some WAR "I quit" threads going "Man, I'm so sick of playing a Dwarf I did all that in WoW".  Just don't forget to name me a better Fantasy IP that Mythic could have used instead to bypass the whole "magic elf" thing.


Title: Re: What went wrong.
Post by: Zzulo on November 20, 2008, 06:41:09 AM
it all went wrong when they during the beta still only had scenarios and BO's as the focal point of RvR

actual beta testers managed to change Mythics mind and made them put in keep warfare and the RvR system we see today, and it's still not enough. But if Mythic would have been left alone to develop their original plan, we would have had a game with only scenarios to play

The entire concept behind WAR was flawed already in the conceptual phase, and you can notice that the keeps were added as an emergency content patch, since they are not even half as intricate or interesting as the keep warfare from DAoC


Title: Re: What went wrong.
Post by: Riggswolfe on November 20, 2008, 06:44:15 AM
Arthur, I think you two are having two different discussions. Your discussing the mechanics, he's basically saying that since the IP was so close to Warcraft (because Blizzard stole alot of it) that this hasn't helped as much as it should.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 06:54:15 AM
So why am I asking him to name a better IP then?  If there's something better because it's more different name it.


Title: Re: What went wrong.
Post by: khaine on November 20, 2008, 06:56:18 AM
Arthur, I think you two are having two different discussions. Your discussing the mechanics, he's basically saying that since the IP was so close to Warcraft (because Blizzard stole alot of it) that this hasn't helped as much as it should.


That could be true , but one thing I think is true is ,without the Warhammer IP it would be in much worse shape right now

Leaving aside arguments of how the IP may have limited them in development , if you had the exact same game right now down to mechanics/classes/world setup , but instead it was "generic fantasy name" and not Warhammer at all , I think you would see even less players to begin with and many more shrugging it off even faster

I know there are some diehard Warhammer IP fans who hated it from the get go because they can't tolerate anything deviating from their original idea of a Warhammer world , but likely are more like myself , who liked the IP and found it cool to run around in a "Warhammer" world initially with Witch hunters and Altdorf and seeing the Druchii(Dark Elves) and so on

If this was without the Warhammer name at all , I think it would be getting shredded as a complete joke of a game by even more


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 07:05:00 AM
Exactly.  If we made a plus and minus list for WAR with empty pq's, boring pve, level grind, etc all in the minus column.  Anyone who doesn't put the Warhammer IP in the positive column is a complete muppet.  If anything Chaos, Greenskins and Dark Elves were too attractive and helped unbalance the sides.  But ultimately Mythic picked the sides and went with two instead of three, also, Skaven.


Title: Re: What went wrong.
Post by: dd0029 on November 20, 2008, 07:11:43 AM
Quote from: Zzulo
we would have had a game with only scenarios to play

That might have worked better.  Frankly, scenarios are one of the things that actually work in this game and were fun before we got stuck on the Nordenwatch, Mourkain, Tor, SP string.  The technical backend for the scenarios are about the only thing that worked right from the beginning.  They added the que all, but that was a convenience factor.  The first two weeks when I was getting to play all three of the T1 scenarios were really fun.  From the couple of snippets I have seen from people doing the city stuff, it seems like they are kind of scenario like anyway?  Someone mentioned having to Queue for the city raid?

My point is, maybe scenarios were their plan?  The funneling issues would have gone away in T4 maybe if they had planned to have sequentially available scenarios?  IE, only the initial contested zone scenario is available, then as that is locked down, that scenario closes and the next contested zone scenario opens up, all the way to the city.  The poorly designed lakes would have made more sense if they had never really intended them to be the focus for pvp.  Because scenarios do address some of the RvR issues.  They prevent the zerg, they lessen the impact of population imbalances as points are only accrued when games happen so the big side can't steamroll the little side, they do away with late night undefended keep attacks and they highlight the small group play that seems to have been some of the strength of DAoC.  If the RvR was all scenario based, you would not have had the problem have having to move from the PvE area to the RvR area because the scenario que picks you up and puts you right back.

Other problems arise, but I believe solely scenario might have been a workable starting point.  Not sure how this translates backward into T1-3, but maybe they expected them to be transitory and instructional.


Title: Re: What went wrong.
Post by: Bismallah on November 20, 2008, 07:16:30 AM
They should make keep takes PQs... I saw it mentioned on the VN and possibly here? (assuming Order is defending)

Stage 1:

Order = kill 100 destruction players
Destruction = kill 100 order players

Stage 2:

Order = kill attacking destruction NPC champions +players
Destruction = kill defending order npc champions +players

Stage 3:

Order = kill named lord/hero attacking destruction mob +players
Destruction = kill named lord/hero to claim keep +players

At the end everyone rolls for loot based off contributions, resets. I thought it was a good idea. Instead of Influence you get renown for completing the phases...


Title: Re: What went wrong.
Post by: schild on November 20, 2008, 07:18:49 AM
I think we're past the point of making suggestions for how to fix or add to the game. The corpse is still warm, but frankly Mythic has shown they have no interest in listening, changing, or fixing based on customer feedback and are happy holed up in their ivory bunker throwing shit at the wall and seeing what sticks. My suggestion? Go find another game to play, it's not like it's March, there's a shitload of new games every week this time of the year.


Title: Re: What went wrong.
Post by: ghost on November 20, 2008, 07:20:28 AM
Really the only thing that Warcraft blatantly stole from Warhammer was the visual look of the Orcs and their buildings.  Everything else you can find in other fantasy books/words. 



Title: Re: What went wrong.
Post by: dd0029 on November 20, 2008, 07:33:40 AM
On the finding a new game, I did.  Lich King really is a very large step forward for WoW.  They really appear to have learned a lot about what players enjoy.  The quests are better.  The environment is stunning.  The music is really good.  The story continues and meshes throughout very well.  Its just a better.  Particularly, playing a Death Knight highlights the strides Blizzard has made.  You can go right to Outland after the introduction, but if choose to play in the old world for the first two levels you can really see the difference, how the old world was comparatively poorly thought out.  In Outland, you can see the refinement, but still the miss steps and then move into Northrend and see the miss steps corrected.


Title: Re: What went wrong.
Post by: Riggswolfe on November 20, 2008, 07:43:08 AM
Exactly.  If we made a plus and minus list for WAR with empty pq's, boring pve, level grind, etc all in the minus column.  Anyone who doesn't put the Warhammer IP in the positive column is a complete muppet.  If anything Chaos, Greenskins and Dark Elves were too attractive and helped unbalance the sides.  But ultimately Mythic picked the sides and went with two instead of three, also, Skaven.

Don't get me wrong. You guys are right. The Warhammer IP helps alot. If you're a Warhammer fan. If you're not, it adds nothing and looks like a WOW clone. (because alot of people don't know the history of warhammer and warcraft.)


Title: Re: What went wrong.
Post by: Zzulo on November 20, 2008, 07:44:16 AM
Really the only thing that Warcraft blatantly stole from Warhammer was the visual look of the Orcs and their buildings.  Everything else you can find in other fantasy books/words. 



look, they have flat out said that the original warcraft game was supposed to be a warhammer game but things got in the way and it became its own IP. Of course they stole almost all their design from Warhammer


Title: Re: What went wrong.
Post by: Lakov_Sanite on November 20, 2008, 07:53:19 AM
Really the only thing that Warcraft blatantly stole from Warhammer was the visual look of the Orcs and their buildings.  Everything else you can find in other fantasy books/words. 



look, they have flat out said that the original warcraft game was supposed to be a warhammer game but things got in the way and it became its own IP. Of course they stole almost all their design from Warhammer

At this point though it's like saying both lasagna and ramen are essentially the same since their both, you know, noodles.  warcraft may have started as a derivitive from warhammer but where they stand now is as two vastly different fantasy settings.  About the only thing they even have in common anymore is they have orcs and the humans are kind of douchebags. 


Title: Re: What went wrong.
Post by: Zzulo on November 20, 2008, 07:55:35 AM
and steamtanks  :awesome_for_real:


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 08:00:48 AM
Exactly.  If we made a plus and minus list for WAR with empty pq's, boring pve, level grind, etc all in the minus column.  Anyone who doesn't put the Warhammer IP in the positive column is a complete muppet.  If anything Chaos, Greenskins and Dark Elves were too attractive and helped unbalance the sides.  But ultimately Mythic picked the sides and went with two instead of three, also, Skaven.

Don't get me wrong. You guys are right. The Warhammer IP helps alot. If you're a Warhammer fan. If you're not, it adds nothing and looks like a WOW clone. (because alot of people don't know the history of warhammer and warcraft.)

Even if that's 100% true, even if all of it is true, Chaos etc all added exactly nothing.  Saying Mythic made a mistake picking in picking the Warhammer IP is totally pointless if you can't say well they should have picked "blank" instead.  Fill in the blank and we'll talk about it.

It's like someone saying, "WAR was worse off because the default controls have been setup to use a mouse. Been there, done that, WoW uses a mouse".  If you can't reply when somebody says "what would you use instead?", then what's the point in saying it?


Title: Re: What went wrong.
Post by: BitWarrior on November 20, 2008, 08:05:01 AM
Going back a bit, I actually read hammurabi's post and found it rather interesting. I thought some quotes which people might have liked to pick up on were:

Quote
...MBJ is starting to ban testers if they trash the game concepts too much

Quote
Each department's devs are supposed to look at their team's feedback and categorize it themselves.

As a programmer, I admit I typically start with the easiest to fix first, then work my way up to the harder stuff. If it's true the dev's were responsible for their own categorization of priorities, I'd be willing to bet the top of the list were always quick(ish) fixes, and perhaps that's why we didn't see sweeping changes throughout the beta process which would have produced a better game. It just might be that what WAR represents is the first, and only, iteration of ideas with no revisions.


Title: Re: What went wrong.
Post by: ghost on November 20, 2008, 08:07:15 AM
Really the only thing that Warcraft blatantly stole from Warhammer was the visual look of the Orcs and their buildings.  Everything else you can find in other fantasy books/words. 



look, they have flat out said that the original warcraft game was supposed to be a warhammer game but things got in the way and it became its own IP. Of course they stole almost all their design from Warhammer

Yeah, I get it, but the only thing that is blatant plagiarism is the orcs.  You could argue maybe the flying/mechanical stuff of the dwarves too, but that can be seen in many other fantasy type worlds. 


Title: Re: What went wrong.
Post by: tolakram on November 20, 2008, 08:09:32 AM
Quote
I think we're past the point of making suggestions for how to fix or add to the game. The corpse is still warm, but frankly Mythic has shown they have no interest in listening, changing, or fixing based on customer feedback

I can't agree with that, if you look around you'll find evidence they are listening.  They're afraid to make big changes and that's hurting them big time, but I still have hope.

I may have a different opinion after 1.1, but I've always felt like 1.1 is going to contain the big RvR changes many of us want but take a while to code.


Title: Re: What went wrong.
Post by: BitWarrior on November 20, 2008, 08:10:35 AM
Yeah, I get it, but the only thing that is blatant plagiarism is the orcs.  You could argue maybe the flying/mechanical stuff of the dwarves too, but that can be seen in many other fantasy type worlds. 

You'll have to excuse me for asking for a source. What worlds are you thinking? There's a fair chance what you might be thinking of actually post-dates Warhammer.


Title: Re: What went wrong.
Post by: ghost on November 20, 2008, 08:12:31 AM
Yeah, I get it, but the only thing that is blatant plagiarism is the orcs.  You could argue maybe the flying/mechanical stuff of the dwarves too, but that can be seen in many other fantasy type worlds. 

You'll have to excuse me for asking for a source. What worlds are you thinking? There's a fair chance what you might be thinking of actually post-dates Warhammer.

I seem to remember some D and D stuff that tended that way for the mechanical tendencies, but, again, I said you could argue it. 

The orcs were plagiarized.

Edit:  And simply because something post-dates Warhammer doesn't mean it was plagiarized necessarily.  For instance-  dark elves in WOW are completely different than in WAR, although they share the same name.  Arcanum is a good example for the dwarves.  Not plagiarized, but a similar idea.  Plagiarism means stolen word for word, or exactly copied, as the WOW guys did with their orcs.


Title: Re: What went wrong.
Post by: Montague on November 20, 2008, 09:22:19 AM
"Frank Gibeau: No, actually our player numbers are increasing, so I don't know where they're getting that data. Our numbers are doing great. It's booming, both in Europe and North America. We haven't launched in Asia yet so that's going to be a big opportunity but it's one of the fastest-growing MMOs in the history of the industry and we didn't see our numbers cap out or slow down - they're continuing to crank."

(http://i152.photobucket.com/albums/s183/ec1016/untitled.jpg)


Title: Re: What went wrong.
Post by: Grim on November 20, 2008, 09:27:56 AM
Hello F13.


Title: Re: What went wrong.
Post by: Grim on November 20, 2008, 09:29:55 AM
Hello F13.


Title: Re: What went wrong.
Post by: Lakov_Sanite on November 20, 2008, 10:16:14 AM
Yeah, I get it, but the only thing that is blatant plagiarism is the orcs.  You could argue maybe the flying/mechanical stuff of the dwarves too, but that can be seen in many other fantasy type worlds. 

You'll have to excuse me for asking for a source. What worlds are you thinking? There's a fair chance what you might be thinking of actually post-dates Warhammer.

I seem to remember some D and D stuff that tended that way for the mechanical tendencies, but, again, I said you could argue it. 

The orcs were plagiarized.

Edit:  And simply because something post-dates Warhammer doesn't mean it was plagiarized necessarily.  For instance-  dark elves in WOW are completely different than in WAR, although they share the same name.  Arcanum is a good example for the dwarves.  Not plagiarized, but a similar idea.  Plagiarism means stolen word for word, or exactly copied, as the WOW guys did with their orcs.

I agree wholeheartedly but that was warcraft. If you take warhammer orcs and world of warcraft orcs, you will see two completely different races.  I understand that the warcraft orcs were warhammer orcs renamed but blizz has since retcon'd a lot or just flat out changed them to be very different.

Warhammer orcs as they are now: Bloodthirsty, savage, battle-hungry, dumb as bricks fungus people.
Warcraft orcs as they are now:Ruthless, barbaric, clan-style warriors with average intelligence.

While at one time the two ip's may have been copied, as it stands right now they are as seperate as any two fantasy ip that share the same bacis racial structures of a tolkien-esque world.  I'm not saying either is superior as I myself love the warhammer universe but warhammer cannot blame wow's success on their ip nor can they blame their own failure on it.

Different worlds, same game mechanics.


Title: Re: What went wrong.
Post by: waffel on November 20, 2008, 10:39:35 AM
Blizzard took being shit on by GW and losing the rights to the IP turned it into one of the biggest and best things to ever happen to the company.

And playing in beta sucked. I was so excited to get into beta, then I realized what a shithole the game was. The fact they refused to listen to the players, banned people giving feedback, and forced shit down players throats (trying to force PQs to only be completed by 2+ FGs) totally turned me off to even playing it. Mythic has a track record of not listening to their players until it is way, way too late. I have no idea why they don't give a shit about their players, but its how the company has always been run. Anyone remember "Tabled, need specifics" Christ.

I actually was looking to sell my beta account on some website for 300-400 bucks and kind of wish I did.


Title: Re: What went wrong.
Post by: raydeen on November 20, 2008, 11:25:49 AM
Quote

Warhammer orcs as they are now: Bloodthirsty, savage, battle-hungry, dumb as bricks fungus people.
Warcraft orcs as they are now:Ruthless, barbaric, clan-style warriors with average intelligence.

While at one time the two ip's may have been copied, as it stands right now they are as seperate as any two fantasy ip that share the same bacis racial structures of a tolkien-esque world.  I'm not saying either is superior as I myself love the warhammer universe but warhammer cannot blame wow's success on their ip nor can they blame their own failure on it.

Different worlds, same game mechanics.

This brings up the one major difference between WoW and WAR. Something that really didn't become apparent to me until I played WC3 and read a bit of the lore. In WoW, there really are no good guys or bad guys, just differing factions and opinions. In essence, the bad guys were all just good guys that at one point got tricked, lied to, or generally fucked over. The good guys sometimes have some skeletons in their closets that lead to them being right bastards. In WAR, the good guys are good guys and the bad guys are definitely BAD GUYS. Very polarized. I never felt really good about WoW PVP but WAR PVP at least had the right vibe to it. The mechanic is all fucked up, but the tension is there.

Not sure that this contributes, just an observation.


Title: Re: What went wrong.
Post by: Hindenburg on November 20, 2008, 11:32:36 AM
In WAR, the good guys are good guys

Lolwut?


Title: Re: What went wrong.
Post by: Bismallah on November 20, 2008, 11:33:04 AM
I think it's more the good guys are bad guys and the bad guys are definitely BAD GUYS  :grin:


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 11:33:26 AM
The IP is not the source of their problem. The IP, as a source material, is not the source of their problem. The IP being similar to WoW in that it is a rather traditional fantasy setting caused their problems, when compared to each other, to stand out that much more brightly as they copied too many of the mechanics from WoW for a PvP/RvR game.

Hey feel free to fail to quote a more suitable fantasy IP about it.  While you're at, expand on how the Warhammer IP isn't the source of their problem but the fact that Warhammer is a rather traditional fantasy setting caused their problems.


Title: Re: What went wrong.
Post by: BitWarrior on November 20, 2008, 11:47:25 AM
While you're at, expand on how the Warhammer IP isn't the source of their problem but the fact that Warhammer is a rather traditional fantasy setting caused their problems.

Warhammer is a fine IP. The market is saturated in fantasy-based MMOs.


Title: Re: What went wrong.
Post by: ghost on November 20, 2008, 11:49:35 AM

I agree wholeheartedly but that was warcraft. If you take warhammer orcs and world of warcraft orcs, you will see two completely different races.  I understand that the warcraft orcs were warhammer orcs renamed but blizz has since retcon'd a lot or just flat out changed them to be very different.

Warhammer orcs as they are now: Bloodthirsty, savage, battle-hungry, dumb as bricks fungus people.
Warcraft orcs as they are now:Ruthless, barbaric, clan-style warriors with average intelligence.

While at one time the two ip's may have been copied, as it stands right now they are as seperate as any two fantasy ip that share the same bacis racial structures of a tolkien-esque world.  I'm not saying either is superior as I myself love the warhammer universe but warhammer cannot blame wow's success on their ip nor can they blame their own failure on it.

Different worlds, same game mechanics.

Well, I suppose if we really want to get snarky about it pretty much everyone stole everything from Lord of the Rings and JRR Tolkein, but hey.  I'm glad people did.  

The original Orcs in Warcraft RTS game were pretty much spot on Warhammer:  green, pokey buildings, weird Englishy/Jersey accents, etc.  I have to be honest though......I really like what WAR has done with their story line with their Orcs.  It would be interesting to play the scourge or some faction that is truly evil, however, instead of the watered down everybody is good in their own way factions.


Title: Re: What went wrong.
Post by: Morfiend on November 20, 2008, 11:50:13 AM
While you're at, expand on how the Warhammer IP isn't the source of their problem but the fact that Warhammer is a rather traditional fantasy setting caused their problems.

Warhammer is a fine IP. The market is saturated in fantasy-based MMOs.

Warcraft is a fine IP. The market is saturated in fantasy-based MMOs.

Hey look. I brought us back to 2003.


Title: Re: What went wrong.
Post by: BitWarrior on November 20, 2008, 11:52:08 AM
Hey look. I brought us back to 2003.

Yeah but back then you were wrong. Times, like, 11 million.

EDIT: Well in all fairness, I shouldn't even say that. "Saturated" is subject to opinion, and never factual data. One person might say there are too many while others might say there arn't enough. However, I stated what I said to provide clarity for Arthur in regards to Grim's arguments, I wasn't stating any personal opinion.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 12:00:54 PM
According to EA , nothing went wrong , it's rosy and "numbers are increasing"

http://www.gamesindustry.biz/articles/star-wars-mmo-explained

"Frank Gibeau: No, actually our player numbers are increasing, so I don't know where they're getting that data. Our numbers are doing great. It's booming, both in Europe and North America. We haven't launched in Asia yet so that's going to be a big opportunity but it's one of the fastest-growing MMOs in the history of the industry and we didn't see our numbers cap out or slow down - they're continuing to crank."


It's "cranking" in the US and EU ? Really ? Damn I guess it was just my server and my guild that had the population drop off the cliff the past couple weeks ,

Said before but worth repeating whenever EA mentions how well WAR is doing. 

The EU had a major influx of returning players on the 14th of November, tens of thousands, maybe well over 100,000 players, they just don't know about it.  There was never an option to cancel your account in the EU, clicking suspend would just set your account to manual billing (instead of recurring) and display the subscription end date, good enough right?  The 14th is when GOA set all EU credit card accounts to recurring billing, if they had your credit card details, you might have double checked you cancelled (as I did) but they force enabled recurring billing on all accounts. 

They did send an email but it read like a new option was being introduced for accounts and didn't say "we are going to bill you, once a month from now on".  They have since said it was a "mistake" but don't appear to intend doing anything to "fix" the mistake.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 12:02:47 PM
However, I stated what I said to provide clarity for Arthur in regards to Grim's arguments, I wasn't stating any personal opinion.

He doesn't have any, he's just a tit.


Title: Re: What went wrong.
Post by: Grim on November 20, 2008, 12:12:24 PM
Hello F13.


Title: Re: What went wrong.
Post by: Grim on November 20, 2008, 12:13:44 PM
Hello F13.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 12:29:48 PM
There isn't a more suitable dwarf/elf/human/goblin/orc IP, that's the point that keeps flying by you.

Exactly and if that point keeps flying by me, then why did you take so long to admit it?  So going back to your original point, you actually meant they shouldn't have made a fantasy game and that would have given them an "advantage"?


Title: Re: What went wrong.
Post by: Grim on November 20, 2008, 12:39:20 PM
Hello F13.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 12:44:00 PM
So they should have made a better game.  K.


Title: Re: What went wrong.
Post by: Morfiend on November 20, 2008, 12:50:23 PM
So they should have made a better game.  K.

That I can agree with.


Title: Re: What went wrong.
Post by: Grim on November 20, 2008, 12:59:50 PM
Hello F13.


Title: Re: What went wrong.
Post by: ghost on November 20, 2008, 02:08:09 PM
So they should have made a better game.  K.


What a perfect answer to the OP and thread title.

What happened?

They should have made a better game.......... :uhrr:


Title: Re: What went wrong.
Post by: Arthur_Parker on November 20, 2008, 02:24:05 PM
Grim really deserves full credit for that, it was as much as I could pin him down on.


Title: Re: What went wrong.
Post by: Zzulo on November 20, 2008, 03:49:27 PM


Quote
This brings up the one major difference between WoW and WAR. Something that really didn't become apparent to me until I played WC3 and read a bit of the lore. In WoW, there really are no good guys or bad guys, just differing factions and opinions. In essence, the bad guys were all just good guys that at one point got tricked, lied to, or generally fucked over. The good guys sometimes have some skeletons in their closets that lead to them being right bastards. In WAR, the good guys are good guys and the bad guys are definitely BAD GUYS. Very polarized. I never felt really good about WoW PVP but WAR PVP at least had the right vibe to it. The mechanic is all fucked up, but the tension is there.

Not sure that this contributes, just an observation.

except that the "good guys" in WAR are genocidal fucking maniacs. The "bad guys" in WAR are just worse. The only thing that makes the empire "the good guys" is the fact that they represent stability rather than chaos. The stability they represent is all about burning families to the ground and destroying any opposing factions and ruling the faith/lives/beliefs of their denizens with an iron fist.

my inner nerd is raging, on the internet :uhrr: dear god


Title: Re: What went wrong.
Post by: Bismallah on November 20, 2008, 04:03:40 PM
Yeah, it would have went down like this in any random village around Troll Country:

Random Warrior Priest: "There's daemons here, I just know it"

Random Witch Hunter: "Fuck it, let's do it, let's do the whole fucking village"

Random Bright Wizard: "Right-o"



Title: Re: What went wrong.
Post by: Sophismata on November 20, 2008, 04:34:52 PM
Grim has a point. If the game had a completely different setting, even as poor as it is it'd attract players that are tired of fantasy MMORPG's. Otherwise, you're looking at a choice between this one fantasy MMORPG, and this other, much better, fantasy MMORPG.

This brings up the one major difference between WoW and WAR. Something that really didn't become apparent to me until I played WC3 and read a bit of the lore. In WoW, there really are no good guys or bad guys, just differing factions and opinions. In essence, the bad guys were all just good guys that at one point got tricked, lied to, or generally fucked over. The good guys sometimes have some skeletons in their closets that lead to them being right bastards. In WAR, the good guys are good guys and the bad guys are definitely BAD GUYS. Very polarized. I never felt really good about WoW PVP but WAR PVP at least had the right vibe to it. The mechanic is all fucked up, but the tension is there.

Unfortunately, in WAR there should be no good guys. Everyone's a damn villain in that setting, Mythic have just failed to realise it in-game. Damn shame.


Title: Re: What went wrong.
Post by: Ingmar on November 20, 2008, 05:51:17 PM
I can get behind this 'not a fantasy MMO' thing. Maybe it could have been some kind of space MMO. Maybe with Romans...


Title: Re: What went wrong.
Post by: ghost on November 20, 2008, 06:08:54 PM
Back to the original topic:

I logged on for a bit tonight and saw about 8 toons, 6 of which were BWs, sitting around Troll Country's order warcamp.  No RvR going on at all. 

If this doesn't scream "PROBLEM" to Mythic, then I'm not sure what will.  Their piddly ass patches have yet to really fix their problem....... :uhrr:


Title: Re: What went wrong.
Post by: tolakram on November 20, 2008, 06:10:47 PM
Back to the original topic:

I logged on for a bit tonight and saw about 8 toons, 6 of which were BWs, sitting around Troll Country's order warcamp.  No RvR going on at all. 

If this doesn't scream "PROBLEM" to Mythic, then I'm not sure what will.  Their piddly ass patches have yet to really fix their problem....... :uhrr:


I'm wondering if they've given up on t1-3 rvr, treating them like empty battlegrounds, and are only concerned with t4 rvr.   That would be a huge mistake.


Title: Re: What went wrong.
Post by: ghost on November 20, 2008, 06:28:50 PM
Back to the original topic:

I logged on for a bit tonight and saw about 8 toons, 6 of which were BWs, sitting around Troll Country's order warcamp.  No RvR going on at all. 

If this doesn't scream "PROBLEM" to Mythic, then I'm not sure what will.  Their piddly ass patches have yet to really fix their problem....... :uhrr:


I'm wondering if they've given up on t1-3 rvr, treating them like empty battlegrounds, and are only concerned with t4 rvr.   That would be a huge mistake.

Yeah, it would be an enormous mistake.  I can't write a statement that is hyperbolic enough to fully emphasize point.  As it stands, leveling in this game is like sticking hot pokers in your eyes.  The leveling in WAR is even worse than leveling in WoW, and that is saying something.  If they "abandon" T1-3 nobody would ever make it.  You would just have to get XP from PVE and PQ shit ass content. 


Title: Re: What went wrong.
Post by: Grim on November 20, 2008, 07:12:05 PM
Hello F13.


Title: Re: What went wrong.
Post by: eldaec on November 21, 2008, 02:49:47 PM
This brings up the one major difference between WoW and WAR. Something that really didn't become apparent to me until I played WC3 and read a bit of the lore. In WoW, there really are no good guys or bad guys, just differing factions and opinions. In essence, the bad guys were all just good guys that at one point got tricked, lied to, or generally fucked over. The good guys sometimes have some skeletons in their closets that lead to them being right bastards. In WAR, the good guys are good guys and the bad guys are definitely BAD GUYS. Very polarized. I never felt really good about WoW PVP but WAR PVP at least had the right vibe to it. The mechanic is all fucked up, but the tension is there.

WoW : everyone is a good guy, form a certain point of view, and hates each other.

WAR : one side is neutral, the other evil.

Warhammer : everyone is evil and hates each other.


Arguably Warhammer is closer to WoW than to WAR.


None of this has anything to do with the problems of WAR other than it was one opportunity for differentiation that the team ignored.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 21, 2008, 04:07:32 PM
None of this has anything to do with the problems of WAR other than it was one opportunity for differentiation that the team ignored.

I'd agree, being different is sometimes only a slight advantage, WAR was mostly aimed at Ex or current WoW players.  Saying it's easy to leave WAR and go back to WoW because it's so similar, kinda misses the point that the similarity (fear of change and all that) might have attracted a large number of players across in the first place.  End result, the players just pick the better game.  Even that's ignoring the shiny factor of a new expansion.

In other news. (http://www.rgtr.com/news/latest_news/message_from_the_tabula_rasa_t.html)

Quote
Last November we launched what we hoped would be a ground breaking sci-fi MMO. In many ways, we think we've achieved that goal. Tabula Rasa has some unique features that make it fun and very different from every other MMO out there. Unfortunately, the fact is that the game hasn't performed as expected. The development team has worked hard to improve the game since launch, but the game never achieved the player population we hoped for.

So it is with regret that we must announce that Tabula Rasa will end live service on February 28, 2009.

Unique features are good, being different is good to a point, too different and you introduce a barrier to entry.  Ultimately though, gameplay > all.


Title: Re: What went wrong.
Post by: Sophismata on November 22, 2008, 01:27:06 AM
Unique features are good, being different is good to a point, too different and you introduce a barrier to entry.  Ultimately though, gameplay > all.

That's a good point. I'd forgotten that familiarity can also be comforting.


Title: Re: What went wrong.
Post by: Vinadil on November 22, 2008, 06:31:48 AM
If you like levelling from Tier 1-3 come to Ostermark... we seem to be the only server that enjoys those levels more that T4.  You will have constant queues and a LOT of RVR action along the way... until you hit T4.  We seem to have the opposite problem of others, in that as soon as people hit 32 they roll an alt and just do it all over again.


Title: Re: What went wrong.
Post by: eldaec on November 23, 2008, 04:15:15 AM
In other news. (http://www.rgtr.com/news/latest_news/message_from_the_tabula_rasa_t.html)

Quote
Last November we launched what we hoped would be a ground breaking sci-fi MMO. In many ways, we think we've achieved that goal. Tabula Rasa has some unique features that make it fun and very different from every other MMO out there. Unfortunately, the fact is that the game hasn't performed as expected. The development team has worked hard to improve the game since launch, but the game never achieved the player population we hoped for.

So it is with regret that we must announce that Tabula Rasa will end live service on February 28, 2009.

Unique features are good, being different is good to a point, too different and you introduce a barrier to entry.  Ultimately though, gameplay > all.

Tabula Rasa didn't fail because it was different. It failed because it was total crap at launch and because it was so utterly uninteresting and lacking in flair that nobody could be arsed to try it again when they started to fix things.

See also : Hellgate.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 23, 2008, 04:17:25 AM
I didn't say it failed because it was different, I'm just pointing out that being different isn't some kind of magical formula that can cover up glaring errors.


Title: Re: What went wrong.
Post by: squirrel on November 23, 2008, 10:28:11 AM
Dear fucking god - make this stop.

Please. With an extra "S". Can we simply Den new War threads? I only ask because if  this is what we get, well we don't deserve nice things.

I play War. It has issues. If you're reading this, so do you.


Title: Re: What went wrong.
Post by: Rasix on November 23, 2008, 03:54:21 PM
Huh?


Title: Re: What went wrong.
Post by: Sophismata on November 23, 2008, 04:38:28 PM
That was my reaction, too.


Title: Re: What went wrong.
Post by: squirrel on November 23, 2008, 06:28:23 PM
I may have been drinking at the time. I just think we're getting into  :dead_horse: territory, repeating the same things that were covered in the first 6 pages. But w/e, I suppose it counts for some fun.


Title: Re: What went wrong.
Post by: UnSub on November 23, 2008, 10:31:23 PM
Yes, we are repeating ourselves to some extent, but Mythic has gone quiet and reduced the number of dumb things it is currently doing. GOA has done a lulu by comparison, but that only effects Europe so not many NA players care.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 24, 2008, 01:10:06 AM
linky from 6th Of November (http://herald.warhammeronline.com/warherald/NewsArticle.war?id=433)

Quote
iGames announced today the details of ten upcoming local events for gamers battling it out in our very own Warhammer Online: Age of Reckoning.

The LAN parties will be held throughout the month of November at iGames member LAN centers across the country. Each LAN party will include fun, organized activities for WAR including leveling contests, scenario play, keep raids, dungeon runs, and more. Free food, drinks, and limited-edition Warhammer Online: Age of Reckoning t-shirts will also be made available and over $17,000 worth of total giveaways will be provided!

A final culminating event with up to 35 participating LAN centers nationwide will be held on November 22 called All Out WAR! The goal of All Out WAR will be to capture the end-game enemy territory in Warhammer Online: Age of Reckoning.

For more details, including specific dates and LAN center addresses, go to http://www.igames.org/war or contact the iGames events team at events@igames.org.

Participating LAN centers:
Nov. 8 - Euphnet in Sunnyvale, CA (Near San Jose)
Nov. 8 - Gigabits LAN Center in Orlando, FL
Nov. 8 - Netlans in Phoenix, AZ
Nov. 8 - Vertigo Game Center in Wausau, WI (Between St. Paul and Green Bay)
Nov. 9 - Strike Zone Gaming in Fenton, MI (Northwest of Detroit)
Nov. 14 - Crazy Penguins Gaming in Rockford, IL (Northwest of Chicago)
Nov. 14 - CyGamZ in Ypsilanti, MI (Between Ann Arbor and Detroit)
Nov. 15 - Citadel Games in Brainerd, MN (North of Minneapolis)
Nov. 15 - 8wire LAN Gaming Center in Las Vegas, NV
Nov. 15 - Xtreme Gaming Cybercafe in San Antonio, TX

Linky (http://forums.somethingawful.com/showthread.php?threadid=2984132&pagenumber=14&perpage=40#post352623115)

Quote
Here was my situation:

I was "recruited" to play on a Warhammer team at my local game center. That meant that they bought the game for me, payed for my monthly subscription, and I got to play Warhammer for free while at the game center. It also meant that during Thursday and Sunday we had a lot of people in the game center just playing Warhammer all together at once. It was all supposed to be leading up to some big iGames even on the 22nd.

I quit after two months before the iGames event (which was yesterday) even happened. I have been told that so many people at the local game center quit so that the event didn't even really have participation from our center. The big reason why people were recruited in the first place was so that the participation from our local center would look big.

So, I didn't spend a dime on the game and was actually playing with other people and could still barely make it two months. In summary, that means the game sucks.

Wonder how many people were playing for free, also remember the whole goal of the event is city capture?  Taking a Fortress still seems to be virtually (http://www.warhammeralliance.com/forums/showthread.php?t=197287) impossible (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109530786/p1/?31).

Quote
right now there is an entire server of Order players on Badlands who are FURIOUS about this.

after a couple of weeks of trying we all pulled together, got 100 people into Praag and pushed the zone in 1 hour and 30 minutes. CW went next in 30 minutes.

But as we pushed to the fortress we were not by a wall of destruction, but a wall of server lag.

we tried to push through, making our way into the main fortress building only to then have the server crash on us - ruining a week of planning, coordination among every major Order guilds on the server and the time and dedication of over 100 Order players.

If the end game is pushing zones and fortresses, Mythic needs to fix this ASAP.

Quote
Was also part of a fortress siege (The Maw) today on Karak-Hirn, on the offense (Order).

10-20 second ability casting delay was experienced from the minute we bashed down the first door and people started coming in force. Time between ticks of "withering heat" and other such channelled spells which are supposed to tick every second approached 10-15 seconds as well. Stuns, disarms and disables, if you happened to be hit by them, usually lasted somewhere between 25 and 30 seconds.

I could usually not see the members of my group, warband, or the enemy. I got to see a random 50 or so characters on my screen at any one time, despite there being 200 in the general vicinity, at least. Graphical lag was pretty high, but still playable on my machine - the server lag is what completely annihilated any chances of a successful siege.

It was incredibly disappointing, there's no other words for it. The whole point of the game (large scale RvR) is completely broken, and I honestly don't know how they can fix it. We spent all of primetime today (Sunday) locking down Praag and then Chaos Wastes, culminating in what should have been a fun siege of a fortress, and we got a huge heap of steaming dung instead. I think most of Order logged out in disgust after that, and there was a general feeling of extreme disappointment.


Title: Re: What went wrong.
Post by: Bismallah on November 24, 2008, 05:33:19 AM
"So, I didn't spend a dime on the game and was actually playing with other people and could still barely make it two months. In summary, that means the game sucks."

Harsh, but true. If I was so inclined I would try to track down how this actually panned out... but since they didn't have any cybercafes within a several hundred mile radius of Mythic HQ (Fairfax) or anywhere on the East Coast for that matter it would take more effort then it's worth to find out.

If you were Mythic, wouldn't you want to have a bunch of local stuff to promote your products? Do they care that the Games Workshop Headquarters for North America is a little less then 2 hours from their Headquarters in Fairfax? How easy would it be to have a weekend at the Battle Bunker in Glen Burnie to host everyone on LANs to play WAR? Hell they have several cybercafes in the local area that could easily host a WAR weekend for next to nothing. Then again, I don't do PR/Marketing...



Title: Re: What went wrong.
Post by: Grumlic on November 24, 2008, 01:58:53 PM
Well, apparently some big announcement coming down possibly tomorrow regarding RvR.

Quote
Folks,

Okay, I'm back from the EA GM meetings in LA and want to give you a quick update on a couple of major things. First, testing continues on 1.0.6. We're getting lots of good data and feedback and as always, thanks for helping us with that. Second, as I've said a couple of times here, I've been spending a lot of time in WAR and have been working closely with the team on things that I believe we need to do for WAR's oRvR. Tomorrow I hope to post a major update on our plans for the oRvR aspect of WAR. Given the nature of this update we need to have it localized for simultaneous posting for our European players so that might delay things if I can't wrap it up by the end of the day today.

So, prepare for a major update...

Mark

http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109537345/p1/?103 (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109537345/p1/?103)

EDIT: Ah, I see it was already posted in the PTS thread, sorry about double.


Title: Re: What went wrong.
Post by: UnSub on November 24, 2008, 04:26:47 PM
I await the major oRvR news with a particular sense of glee.

EDIT: To pass the time - what F13 said in 2006 about WAR. (http://www.f13.net/index.php?itemid=140) Again, how what was promised wasn't delivered.


Title: Re: What went wrong.
Post by: Nevermore on November 25, 2008, 05:49:43 AM
Whatever happened to Llava, anyway?


Title: Re: What went wrong.
Post by: Fordel on November 25, 2008, 07:10:09 AM
The Hate consumed?  :ye_gods:


Title: Re: What went wrong.
Post by: khaine on November 25, 2008, 07:43:16 AM
If they made sudden huge changes that showed they "get it" , like massive server merges , defending keeps rewards and things along those lines I'd give it another go as again , I like the Warhammer IP enough to be entertained by running around in a world set around it , but it still needs to be fun

But if they don't , and they continue to lose players down to say 100k-200k range , where would you rank it amongst disappointment/failures mmorpg wise ?

Would going from approx 800k subs to 100k put it in Vanguard territory ?

And would the Warhammer IP behind it make it worse of a flop than AoC ? ( as in which IP do you think should have  helped more but gameplay/problems still trumped any help the IP gave )


Title: Re: What went wrong.
Post by: Nebu on November 25, 2008, 07:46:49 AM
Would going from approx 800k subs to 100k put it in Vanguard territory ?

No.  Going from 800k to 100k is something unique to WAR and AoC if I'm not mistaken.  It's proof that MMO consumers have options and won't be easily conned into staying with a game they don't enjoy.  TR, Vanguard, AC2, Matrix Online, Horizons, Auto Assault, etc are in a league of their own.


Title: Re: What went wrong.
Post by: Grumlic on November 25, 2008, 09:11:41 AM
Well, here is the announcement (didn't see this in the other thread so posting it here. Besides, this is "What Went Wrong" thread. Chances are discussion will end up here anyways):

Quote
Folks,

Over the last few months I’ve spoken about our continued focus on improving our open RvR systems. While we have taken some major steps in the last month, we believe that there is much more we can do to encourage people to take part in oRvR throughout the entire evolution of their character(s). Over the next few months we have some very exciting changes and additions taking place. Please note that as always, this does not represent everything that either we are doing or thinking about doing, just what we, as of now, plan on adding to WAR.

We have a number of major initiatives planned for oRvR in WAR. Please keep in mind that these changes/systems apply to oRvR only and not to scenarios. This is not all we are working on but these do reflect the majority of oRvR additions that we are currently working on/planning for the next few months.

First, we have created an RvR Influence system. This system is designed to reward our oRvR players with lots of new stuff that you can only get through oRvR. This will be a complimentary system to our PQ Influence system. This system is already implemented in 1.1 and is scheduled to go LIVE along with that version in December.

Second, we want to improve the visibility that players have into oRvR and make it easier for players to get involved in the action quickly and easily. We have a number of wide-ranging changes going into our map and travel systems to allow players to better understand the state of oRvR in our game and also allow them to get to the action faster. We have already taken one step with putting a Rally Master in each Warcamp but we will also add the ability for people to have a second bind point to make it even easier for players to move around the maps. We will also make it easily for players to see where players from their Realm are engaging in oRvR, a Campaign HUD for all tiers and other improvements We will also improve Tier-wide messaging about what is going on in Battlefield Objectives and Keeps. Other additions include changes to the UI, in-game manual improvements, map enhancements, and a few other changes.

Third, we want to provide greater incentives to players to participate in oRvR. In order to accomplish this we will be adding additional layers to the questing system of oRvR including the addition of Keep Quests, “Daily Event Quests”, Chained RvR Missions, improve the initial Tome Unlocks and other oRvR-oriented Events. We will also improve our BO itemization. Our goal is to provide players with even more incentive for participating in oRvR than we have already.

Fourth, we want to encourage guilds to take and control keeps, and we will continue our work on adding better rewards for Guilds who own Keeps as well as the addition of a system of Keep upgrades. This system will be added to the game in several stages beginning in the late winter.

Finally, we will begin work on a global oRvR “Fame” system that will be tied directly to the Tome of Knowledge which will provide more rewards, titles, experience, etc. for participating and being successful in oRvR. This system will provide even more incentives for people to participate in oRvR than the current systems and one that fits nicely both with the ToK’s concept as “This is your life” as well as an additional advancement and reward system.

Please keep in mind that these additions are subject to change and given the nature of these changes/improvements, they will not go LIVE until we have thoroughly tested them. However, these are crucial improvements to WAR and are being treated as such by the team.

Finally, I want to close this out with a brief explanation about the role that we believe that oRvR should play in WAR. It’s really as simple as this, oRvR should be a major focus for leveling, item gain, etc. in WAR. Some of the systems are already in place and in Tier 4, oRvR is alive and well. On other Tiers, however, oRvR is not being engaged in as often as we had hoped when we launched WAR. Our goal is to ensure that oRvR is the place where players can level the fastest, get the best items and overall, have a great time while doing it. It is supposed to be riskier, more challenging but ultimately, more rewarding than any other place within WAR. What is outlined in this letter are some of the ways we plan on making this happen over the next few months and beyond.

As always, we thank you for your patronage and support. We won’t let you down.

Mark

http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109545361/p1/?75 (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109545361/p1/?75)


Title: Re: What went wrong.
Post by: schild on November 25, 2008, 09:12:54 AM
ctrl+f

"experience"

one result found!

Quote
Finally, we will begin work on a global oRvR “Fame” system that will be tied directly to the Tome of Knowledge which will provide more rewards, titles, experience, etc. for participating and being successful in oRvR.

Doin it wrong.

GET EVERYONE TO THE SAME TIER, QUICKLY. FUCK, HOW HARD IS THAT.


Title: Re: What went wrong.
Post by: ghost on November 25, 2008, 09:20:51 AM
Hmmm.

Nobody is doing ORvR right now..........how can we change that.

I know, let's add in another experience bar.  That would be a good fix!

 :uhrr:


Title: Re: What went wrong.
Post by: Threash on November 25, 2008, 09:35:43 AM
ORvR is simply unfixable at this point because the game simply cannot handle it.  Yesterdays heavy metal task was killing 15 people in open rvr, so i got to experience it for the first time in months.  Unplayable lag was the result of about 20 vs 20 fight in avelorn.  How can you base your fucking game on something your engine cannot fucking handle? no wonder the scenarios became the focus.


Title: Re: What went wrong.
Post by: Hoth on November 25, 2008, 09:37:39 AM
Yeah, I smashed my face not even remotely enough on my Keyboard while grinding the other 4+ Bars up.  :ye_gods:
Nice thing that this Jacobs guy shows up here and talks a bit to the elitist goldfarmerelite from elitistland, but he was clearly not listening to the stuff addressed to him.

A good start seems to be that they seem to put some effort into this "scenariogrind is the only way to level because it's the fastest"-issue. But on the other hand, what else should we expect from a manifesto that was filtered through several layers of PR and stuff just to piss nobody off. Okay, my account is active till jan 09 so I will take a look to these revolutionary changes and decide after that if I throw the DVD in the shredder or add it to my gameshelf.

p.s.: Don't ban me. My next posting will feature japanese guys in rubbersuits just to please you, so stay tuned.


Title: Re: What went wrong.
Post by: Nebu on November 25, 2008, 09:40:51 AM
Add HAM bars.  That should fix it!


Title: Re: What went wrong.
Post by: HaemishM on November 25, 2008, 09:54:11 AM
/facepalm

Really, what the fuck? WHAT... THE... FUCK?

Why in the fuck would you feel the need to add YET ANOTHER FUCKING EXPERIENCE BAR (YAFEB! TM Pending) to this game? Are the other 4 not enough? In what goddamn holy ivory tower are you seeing the need for yet another grind? You don't need oRVR influence to reward oRVR, just make the drops better, make the renown you get in oRVR much better than scenarios, and make the current renown gear NOT SUCK. What the fuck is so hard to get about multiplying the current oRVR experience gain by 4 or 5 to help ease the t3 grind? That's really the best you can come up with?

I used to respect Mark Jacobs and the Mythic development team, but I see that respect is misplaced. This is clownshoes of the highest order.


Title: Re: What went wrong.
Post by: Lantyssa on November 25, 2008, 09:54:52 AM
Well, they kinda sorta get it.  It's far too late for this being anything but a niche game, but they do admit it should be possible to level in ORvR.  Of course that means killing three thousand players for a level, but it's a start.

Whatever happened to Llava, anyway?
He showed up briefly several months ago.  Our geeky goth boy needs to come back.


Title: Re: What went wrong.
Post by: tolakram on November 25, 2008, 10:01:08 AM
Quote
YET ANOTHER FUCKING EXPERIENCE BAR

I read it as an equipment bar, but I tend to agree none the less.

This oRvR message was extremely weak.  I'm not convinced that after 1.1 I can go out and gain ranks by having fun in oRvR.

Gain ranks by having fun in oRvR.
Gain ranks by having fun in oRvR.
Gain ranks by having fun in oRvR.

I was also looking for a direct acknowledgment that scenarios were far more efficient to level than oRvR is.  I see more layers, but nothing that tells me ... see above.


Title: Re: What went wrong.
Post by: Bismallah on November 25, 2008, 10:04:44 AM
He didn't address the biggest problem facing players today, population.




Title: Re: What went wrong.
Post by: schild on November 25, 2008, 10:06:22 AM
He didn't address the biggest problem facing players today, population.

He's employing the Field of Dreams strategy.


Title: Re: What went wrong.
Post by: Trippy on November 25, 2008, 10:09:56 AM
It's not clear that this Fame system is Yet Another Bar. It could just be the ToK souped up with oRvR achievements or perhaps it's a form of PvP "currency" you can use to purchase various things.


Title: Re: What went wrong.
Post by: Kail on November 25, 2008, 10:10:44 AM
ORvR is simply unfixable at this point because the game simply cannot handle it.  Yesterdays heavy metal task was killing 15 people in open rvr, so i got to experience it for the first time in months.  Unplayable lag was the result of about 20 vs 20 fight in avelorn.  How can you base your fucking game on something your engine cannot fucking handle? no wonder the scenarios became the focus.

This is far too true.  My comp was choking like hell last night (weird thing is, it seems fine in tier 1, decent in tier 2, but in tier 3, framerate just hits the floor; I'm stuck wondering if the T3 armor and spell effects are just that much more intense or what).

Some interesting stuff in there.  Lowering the XP grind, I'm kind of meh about.  If they made ORvR fun, I'll have fun doing ORvR as I level, and if they don't, there's really no reason for me to level.  Upgrades for keeps might be interesting, but no way that's happening for six months at least.  Improvements to maps might help, but probably won't solve the low density problems.

New inf bar, I dunno.  I'd need more details on it.  Rewarding people more for doing something they find fun sounds fine to me.  But if it's a bar you can max, I guarantee you'll see less people with maxed bars in ORvR than you would if there was no bar at all.

Saying "Our goal is to ensure that oRvR is the place where players can level the fastest, get the best items and overall, have a great time while doing it. It is supposed to be riskier, more challenging but ultimately, more rewarding than any other place within WAR" is encouraging, I'd like to see it happen.


Title: Re: What went wrong.
Post by: HaemishM on November 25, 2008, 10:15:35 AM
Only he said nothing about upping the experience gained in oRVR, just about adding a new magical bar that will somehow get people into the oRVR lakes. I guess the theory is if there are more people to fight in oRVR, you'll gain xp faster...

You just won't gain it as fast as you do in scenarios. So why would people leave the scenarios?


Title: Re: What went wrong.
Post by: schild on November 25, 2008, 10:16:52 AM
Quote
I guess the theory is if there are more people to fight in oRVR, you'll gain xp faster...

Pretty sure the theory if "If you build it, they will come."

Unfortunately, he's wrong.


Title: Re: What went wrong.
Post by: Hoth on November 25, 2008, 10:20:23 AM
[...]
I was also looking for a direct acknowledgment that scenarios were far more efficient to level than oRvR is.  I see more layers, but nothing that tells me ... see above.

I don't think that will happen anytime. Admitting this is the first step to nerfs xp/rp in scenarios and that could make customers wander off to the root of all evil. They just raise the xp/rp of all other things, which does almost the same thing but pisses nobody off. My advice as the simple costomer that I am would be FIX THE GODDAMN SERVERS SO THEY CAN TAKE MORE THEN 25 PLAYERS IN FORTRESSSIEGES! But I'm just a simple costumer, what could I know about the thing that hoover in the brains of the developerrs.  :crying_panda:

Edit by Trippy: don't do that


Title: Re: What went wrong.
Post by: Nebu on November 25, 2008, 10:25:14 AM
I think that the situation boils down to two choices:

1) Appease the current paying crowd

2) Re-vamp the game with the hopes of attracting back some of the 800k that came to begin with.

Sadly, it's far too late for #2.  I say "sadly" because this is the option we'd most like to see.  You get one chance for a first impression.  Fixing the game (#2) would give them the best chance for longevity (a la EvE and EQ2), but will never attract the big numbers.  It's going to be interesting to see how this all develops.  It may provide insight into how EA makes decisions on investment.  This also will show some sign of what is ahead for the development of the KOTOR title. 

I think EA is just tossing some money in the pit to see if the development of a console-based MMO is doable in the near future. 


Title: Re: What went wrong.
Post by: tazelbain on November 25, 2008, 10:33:32 AM
1) Appease the current paying crowd

2) Re-vamp the game with the hopes of attracting back some of the 800k that came to begin with.
I don't see how these groups are at odds, like say SWG.  I am sure the 1s want the 2s to fill out their armies.


Title: Re: What went wrong.
Post by: ghost on November 25, 2008, 10:45:37 AM
I guess it remains to be seen how much of this will actually get implemented.  This is actually very similar to his previous messages.  I'm still waiting to be "retarded not to participate in open RvR". 

Doesn't even address the crappy ass keep design or diminishing returns on player kills in ORvR. 


Title: Re: What went wrong.
Post by: fuser on November 25, 2008, 10:59:58 AM
Only he said nothing about upping the experience gained in oRVR, just about adding a new magical bar that will somehow get people into the oRVR lakes. I guess the theory is if there are more people to fight in oRVR, you'll gain xp faster...

Add an XP multiplier for time spent in orvr lake, and create a giant loot table for people in the lake with rarity depending on time+contribution of the person killed.

edit: yes sorry its been covered so many times, doesn't seem too hard to implement and would get people there and to stay there... chaos would come out, with every post I'm amazed at the total asshattery.


Title: Re: What went wrong.
Post by: Hoth on November 25, 2008, 11:09:32 AM
I guess it remains to be seen how much of this will actually get implemented.  This is actually very similar to his previous messages.  I'm still waiting to be "retarded not to participate in open RvR". 

Doesn't even address the crappy ass keep design or diminishing returns on player kills in ORvR. 

I can't think of a way to remove these diminishing returns on rp and xp without opening up endless possibilities to exploit that. Maybe you and a few other people wouldn't care but I'm sure the last thing the Mythic officials want is forums full of "this game is sooo full of exploiters that made 40/rr80"-posts. Guess that would frighten more possible subscribers then "meh, grinding to rr80/40 is hard, they need to buff xp/rr again".

Quote
We will also make it easily for players to see where players from their Realm are engaging in oRvR, a Campaign HUD for all tiers and other improvements We will also improve Tier-wide messaging about what is going on in Battlefield Objectives and Keeps.

This could be the first step to have some orvr, if players know that there is some action going on chances are good that at least some of them will check out whats happening and start some orvr brawling. But then again I think that I have read too much of those "letters to our customers" and should know better. Hope is a funny thing when it comes to playing MMOs.


Quote
Add an XP multiplier for time spent in orvr lake, and create a giant loot table for people in the lake with rarity depending on time+contribution of the person killed.

This sounds exactly like the thing I would imagine when reading "[...]RvR Influence system. This system is designed to reward our oRvR players with lots of new stuff that you can only get through oRvR. This will be a complimentary system to our PQ Influence system[...]". Just with another modifier for killed players and assists or something.


Title: Re: What went wrong.
Post by: Driakos on November 25, 2008, 11:12:55 AM
If they are organized enough to cause rampant 40/80 to be a problem, then they are organized enough to get around diminishing returns.  Don't make the system stupid, to stop 1%.  Hammer the 1% instead.


Title: Re: What went wrong.
Post by: ghost on November 25, 2008, 11:28:14 AM
If they are organized enough to cause rampant 40/80 to be a problem, then they are organized enough to get around diminishing returns.  Don't make the system stupid, to stop 1%.  Hammer the 1% instead.

Exactly.  To be honest, I could give a shit of some people exploit.  They exploit now and will find a way to exploit the new system. 

I say just give a per minute RR point bolus to every toon in the RvR lakes, ie 50 RR points per minute or something.  This would get tons of people in the lakes in a heartbeat. 

What?  You say people would go AFK in the lakes?  I say easy hunting........... :why_so_serious:


Title: Re: What went wrong.
Post by: BitWarrior on November 25, 2008, 11:30:51 AM
Ugh...I was looking forward to a statement showing vision, but this...this is just sad. Plain, really, can summarize what he's said. Adding more and more items isn't going to make the game any more "fun" - they need to add unique. compelling mechanics to draw you there.

If you take a look at Blizzard's development, they didn't just copy/paste Molten Core and plop it into the expansion. They kept taking what they had learnt, and expanding what was possible for a raid to see in an encounter. Wildly scripted events like the Kael'thas fight, the easy and very progressive Karazhan experience, the unique mechanic of waves of enemies approaching in Mount Hyjal, they created the dual raid zone system so dungeons wouldn't have to be as absolutely massive (Although BT was pretty large), even new mechanics like alternative tanking strategies for those 4 doods just before Gruul...Gruul himself was terribly unique and a great experience. A big huge questline involving the big promoted boss, Illidan previously, and now the Witch King. Now that WotLK is released, they've introduced even more unique mechanics. I could go on - the bombing runs, the entire Sunwell release experience, the revised dungeon rep system, rewarding quests for raiding, reducing the entry requirement for the end-game, item tokens, etc.

However, WAR's RvR remains plain and stale. "Here's a big empty field - go fight." Whoodie-doo. No mechanics, no events, not even public quests within RvR zones which could lead to neato things (like summonable NPCs). Nothing. Just a big, simple, empty field with nothing to do. There's nothing to draw you there if there isn't a fight, so the only chance you have of getting a fight is really if you stumble upon someone. There is no compelling reason to otherwise be in the zone, especially if you are currently controlling the keeps.

So great, they're adding tons of rewards and more bars for being in the big, empty zone. However, those are superficial reasons for being within a zone - there are no "natural" reasons for roaming around. Imagine if GTA's cities were completely empty. Just buildings you couldn't run into. No cops, no pedestrians, no nothing. Just a big empty city, and all you had were those missions you went back and fourth between. How entertained would you be? Would you stick around? You might brute force your way through the campaign for the sheer sake of doing it, but it doesn't contain any "stickiness".

Anyhow, I'm entirely disappointed. I'm hoping one day Mythic will get a Vision (tm).


Title: Re: What went wrong.
Post by: Bismallah on November 25, 2008, 11:35:50 AM
Just curious, but has anyone here made it into Wintergrasp yet and how does it compare to open RvR like (fun)DAOC/(shit)WAR?



Title: Re: What went wrong.
Post by: Lakov_Sanite on November 25, 2008, 11:37:34 AM
Just curious, but has anyone here made it into Wintergrasp yet and how does it compare to open RvR like (fun)DAOC/(shit)WAR?



More fun than most pvp experiences I've had in the past.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 25, 2008, 11:55:07 AM
I'm starting to feel sorry for him, he's either refusing to cut the grind because he knows the game engine can't cope with too many players in one tier, or he really doesn't have a clue what was attracting people to WAR in the first place.

I really think he's going to flip out on someone on vn boards and he'll end up being dragged away from the k/b.


Title: Re: What went wrong.
Post by: khaine on November 25, 2008, 11:59:45 AM
I'm starting to feel sorry for him, he's either refusing to cut the grind because he knows the game engine can't cope with too many players in one tier, or he really doesn't have a clue what was attracting people to WAR in the first place.

I really think he's going to flip out on someone on vn boards and he'll end up being dragged away from the k/b.


I think you're right , just got back from lunch and after just glancing over that thread I'm a bit surprised at the lack of fanboi gushing praise I expected

Oh sure there are the usual , "we love you and you can kick my dog and I'd like it" posts , but there seems an overarching tone of "not enough" in the thread

I wonder how he's taking it


Title: Re: What went wrong.
Post by: Grim on November 25, 2008, 12:01:29 PM
Hello F13.


Title: Re: What went wrong.
Post by: Soln on November 25, 2008, 12:25:08 PM
Whole lotta rage on those boards.  Even the stalwarts are crying foul. 


Title: Re: What went wrong.
Post by: Jherad on November 25, 2008, 12:27:23 PM
http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109545361/p19

Quote
Folks,

So, let's be clear on a few things before proceeding:

1) I'm not going to answer any questions in this topic apart from what is contained in my letter. This topic is for discussion of the oRvR letter only. I'm not being rude, uncaring, etc. but everyone here knows that if I go off-topic just once, this thread will devolve into lots of "Look at my issue" posts and arguments about those posts and this thread will be rendered useless.

2) I've said multiple times that the letter only details some of the things that we are working on. It is very clear about that so I don't think that we need to see any more "Mythic needs to fix this/address this/etc." in this thread as per (1) and (2). Also, please keep in mind that the odds that we are already paying attention to your oRvR issue(s)is quite high as oRvR is the focus of a number of people at Mythic and not just me.

3) In regards to one slightly off-topic issue (crashes), the game is very stable and is not crashing a lot, so any statements saying the servers are crashing like crazy are simply not true. I'll post more on this when I get some additional information from the team but the fact is that the servers are still stable. The "server stability" message that people are talking about I'll explain in more detail once I get some more information from the team.

4) In terms of the whole "my letter is fluff stuff" well, that's simply not true. This thread is probably at least 50/50 in terms of "Give us more stuff in oRvR" posts so I doubt that those people think that it is fluff even if all that was in it was us adding some shiny new stuff to the game. However, considering that my letter makes it clear that the changes include everything from experience gain, renown gain, item game, keep upgrades, new systems and titles, I'm not sure how that stuff can be considered fluff. The whole point of these additions/changes is to make leveling through oRvR more rewarding and faster and not simply to give people a shiny new toy every 5 levels or so.

5) In terms of the fame system being a new grind, no, not at all. It is intended to be the oRvR equivalent of the ToK for PvE but geared to oRvR. It is meant to be a compliment to the other oRvR reward systems but like I said, kicked up a few notches.

6) In terms of "This is not what the player base wants", well, the player base, as usual in any MMO, wants a lot of different things. Some players want more gear, other players want titles, others want experience, etc. and some want everything and more. However, in one of those rare instances where almost the entire player base wants one thing, I believe it is simply that the player base wants more people to engage in oRvR. In order to do that, we will use a variety of systems, rewards, etc. to get people into oRvR. If want we are doing/planning on doing isn't enough, well, we'll keep trying and add more incentives. There is no singly "silver bullet" that will get more people into oRvR instantly that also doesn't mess things up more in the long term. We've already done a lot to get more people into oRvR and we'll continue to do a lot more over the next few months and beyond.

7) In terms of "If we don't do this tomorrow, we're out of business" stuff, well, sorry, that's not how these things work. No MMO developer designs, tests and deploys major system upgrades quickly. Sometimes they have them already in the works/developed before they talk about them but apart from that, adding systems as complicated as the ones we're adding can't happen overnight here and they don't happen anywhere else either. We're upgrading a lot of things over the next few months in oRvR as well as the rest of the game and no developer's resources are unlimited. No MMO ever sprung completely done from the developer's head and WAR is no exception. We're working a lot of things besides these oRvR additions and we'll keep churning out content as fast as we can. The entire team is still focused on the LIVE version of WAR so it's not like we are being distracted by anything else.

8) On the "Why is this stuff taking so long?" it's only two months since we've launched and we have two major patches already in testing. The first is 1.0.6 with a ton of C&C changes/fixes and 1.1 with new content, fixes, etc. 1.0.6 is nearing final and I hope that 1.1 will go LIVE more quickly than 1.0.6 did. However, we are going to test and iterate on our patches longer than we did at times with DAoC precisely because we don't want to repeat some of the mistakes we made then. Unlike in DAoC, the decisions we are making on a lot of these issues are not being made simply by one individual but rather being talked about and vetted from multiple people within Mythic. There are times when I do say "We must do this, period" but I prefer to get people's thoughts, ideas, feedback, etc. before we undertake any major changes. And in terms of other people on the team, they have to get buy-in and sign-off on anything big. Again, we are not going to repeat some of the mistakes that we made with DAoC. If this means it will take a little longer, so be it. We need to get it right as opposed to simply getting it now.

So, those are some of my thoughts and additional comments for now.

Mark



Title: Re: What went wrong.
Post by: schild on November 25, 2008, 12:32:02 PM
Quote
6) In terms of "This is not what the player base wants", well, the player base, as usual in any MMO, wants a lot of different things. Some players want more gear, other players want titles, others want experience, etc.

I can't think of a game where every PLAYER didn't want more exp. Forum Warriors, of course, voice loudly that more exp means that they're hardcoreness will eventually be caught up to, but no one REALLY cares about them, they just don't want to say it.

My real problem: This whole thing has been about what Mark wants. His vision for Warhammer is already distorted, why does he have to fight the obvious end to all of this every step along the way?


Title: Re: What went wrong.
Post by: Gurney on November 25, 2008, 12:33:47 PM
Quote
I guess the theory is if there are more people to fight in oRVR, you'll gain xp faster...

Pretty sure the theory if "If you build it, they will come."

Unfortunately, he's wrong.

Actually I think that would be fine, but they are not "building" jack.

To extend the analogy.

Its more like throw money on an open field and hope it turns into a baseball field when people show up.

There is no baseball field.  

That is the whole problem with the oRvR and pretty much the whole game.


Title: Re: What went wrong.
Post by: khaine on November 25, 2008, 12:34:40 PM
I take it he didn't get the reception he was expecting and has a bruised ego now ?

How long till he says he won't tolerate being questioned and takes his toys home and doesn't post there any more ?




Title: Re: What went wrong.
Post by: Gurney on November 25, 2008, 12:40:08 PM
Quote
6) In terms of "This is not what the player base wants", well, the player base, as usual in any MMO, wants a lot of different things. Some players want more gear, other players want titles, others want experience, etc.

I can't think of a game where every PLAYER didn't want more exp. Forum Warriors, of course, voice loudly that more exp means that they're hardcoreness will eventually be caught up to, but no one REALLY cares about them, they just don't want to say it.

My real problem: This whole thing has been about what Mark wants. His vision for Warhammer is already distorted, why does he have to fight the obvious end to all of this every step along the way?


He is making the classic mistake of people who don't know how to deal with other people: taking them at their literal word.  If you took everyone literally on the various forums you would think everyone is a bunch of whiny dumbasses who have no idea what they want.

Well that is actually true for the most however, they do know what they want to some degree you simply have to read between the lines.  In fact people are quite consistent and in line with each other when you distill it down to what is really bugging them.  However you will be chasing your tail in circles if you take them literally or try to discuss it with them.  If a lot of people are all ocmplaining about stuff in a similar vein then there is problem.  Doesn't mean it is exactly what they are saying it is.

Bottom line people may be dumb but they aren't stupid. 

MJ does not do this he just throws crap at what seem plausible based on whomever he happens to think is not that dumb.  Like someone else mentioned Mythic needs a psychologist badly.


Title: Re: What went wrong.
Post by: Herring on November 25, 2008, 01:11:53 PM
MJ does not do this he just throws crap at what seem plausible based on whomever he happens to think is not that dumb.  Like someone else mentioned Mythic needs a psychologist badly.

That's why this made me chuckle:

Quote

    earwax6 posted:"That's why my letter wasn't a "State of the Game" and I never said it was.

    Mark"

    you got an A in pyschology didn't ya. wink


LOL, actually no, it was the lowest grade I ever got in college. That course and I didn't get along at all.

Mark


http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109545361/r109545989/ (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109545361/r109545989/)


Title: Re: What went wrong.
Post by: schild on November 25, 2008, 01:29:52 PM
Quote
Bottom line people may be dumb but they aren't stupid. 

People can be both dumb and stupid. More often than not, especially on the internet, they're both.

That's neither here nor there though when obvious game design is obvious.


Title: Re: What went wrong.
Post by: khaine on November 25, 2008, 01:50:54 PM
"I don't know if Mark is on the test forums but Andy Belford has banned a lot of helpful posters on there already (not me though). In two weeks, he will have banned every single invited tester.

Take the ban stick away from Andy, please. He needs to be enrolled in a Moderating school. 


Thank you."


Saw this post on the VN one , anyone here with secret access to the super secret test server forums know if this is true ? I remember sprees of "locked for feedback" on the closed beta forums at times

Clue #2 I should have realized , that when "locked for feedback" is the most common post by a dev/official mod on the closed beta forums of any game , expect incoming trainwreck




Title: Re: What went wrong.
Post by: Bismallah on November 25, 2008, 01:54:51 PM
I can see 14 people on the old mythic beta forum, which I think has the super secret forum on there.

Of the red names:

Jfarinelli_EAMythic
DFrazier_EAMythic

Latest member is RBocksnick_Mythic

So, not sure who is really using that server or not, most online today was 27. I cant see any posts at all...



Title: Re: What went wrong.
Post by: Lantyssa on November 25, 2008, 02:00:23 PM
Quote
LOL, actually no, it was the lowest grade I ever got in college. That course and I didn't get along at all.

Mark
That explains so much.

Hint:  If your game is based on feeding a Pavlovian response, it might be helpful to know some psychology when designing it.


Title: Re: What went wrong.
Post by: d4rkj3di on November 25, 2008, 02:09:16 PM
Quote
There is no singly "silver bullet" that will get more people into oRvR instantly that also doesn't mess things up more in the long term.

I think boosting oRvR xp for player kills, BO's and Keeps by 5x would instantly get a fuckton of people into oRvR and doesn't mess up shit in the long term. Mostly because WAR's long term is dependent upon having as many players in T4 as possible.


Title: Re: What went wrong.
Post by: BitWarrior on November 25, 2008, 02:13:05 PM
Hint:  If your game is based on feeding a Pavlovian response, it might be helpful to know some psychology when designing it.

Pavlov: The only shit people without psychology knowledge can readily quote. Just as effective as quoting e=mc2 to assert your knowledge of physics.


Title: Re: What went wrong.
Post by: BitWarrior on November 25, 2008, 02:14:47 PM
Quote
There is no singly "silver bullet" that will get more people into oRvR instantly that also doesn't mess things up more in the long term.

I think boosting oRvR xp for player kills, BO's and Keeps by 5x would instantly get a fuckton of people into oRvR and doesn't mess up shit in the long term. Mostly because WAR's long term is dependent upon having as many players in T4 as possible.

Make the logo bigger. Bigger. BIGGER.

Yeah, no. That's not a solution.


Title: Re: What went wrong.
Post by: Arthur_Parker on November 25, 2008, 02:17:52 PM
T1 - T2 is the only part of the game working correctly, even then orvr is pointless.  But low level Scenarios won't keep the faithful subscribed for long, he's rightly getting blasted on the forums for ignoring the fortress issue totally in his first orvr statement.  If they don't fix or can't fix the perception that it's impossible to take a fortress then the game is dead, high end pve and rvr needs city capture, it's the whole point of the game.  His exp grind kills alts dead in T3 except for the hardcore and after two months even non hardcore players are reaching T4 on their mains and discovering there's nothing to do except keep swap or get frustrated in crappy PVE dungeons with stupid lockout timers.

Why is it so difficult to fix itemisation?  If they do an item database dump, surely it would only take a couple of days for a single person to fix the stats, whatever method they have for pumping the items back into the game must totally suck.

Linky (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109546647/r109549194/)

Quote from: MarkJacobsEA
Quote from: cavetroller
Mythic, Go in your wife's purse and find your nuts. Then use them to make some hard decisions about which servers you need to close now. Dammit, I dont want to play another game....why are you letting us down?

Done.  Check the Herald:

http://warhammerherald.com/warherald/NewsArticle.war?id=474

Mark

Quote
Free Character Transfers Round 7

Another seven servers, from a quick count, including 14 in the EU, I make it 49 dead WAR servers.

Edit fixed server numbers.


Title: Re: What went wrong.
Post by: HaemishM on November 25, 2008, 02:38:09 PM
Quote
There is no singly "silver bullet" that will get more people into oRvR instantly that also doesn't mess things up more in the long term.

I think boosting oRvR xp for player kills, BO's and Keeps by 5x would instantly get a fuckton of people into oRvR and doesn't mess up shit in the long term. Mostly because WAR's long term is dependent upon having as many players in T4 as possible.

Make the logo bigger. Bigger. BIGGER.

Yeah, no. That's not a solution.

Yes, it is. You make the experience gain greater than what you get in Tor Anroc for t3, you'll get people out of the scenarios and in the oRVR lakes. Hell, look at the first night of their Witching Night event. On Ulthuan, a server that had been mostly dead in oRVR before then, there was a reward dangled out there and people were packed into the t3 oRVR area where the event took place. It was only after they discovered that the rewards were dick that people stopped doing the event. Give people a better reason to be there, they'll be there and 5x experience in t3 would sure as shit do it.

Of course, they'd need to follow that change with a fix to the radius for getting a reward from a keep take (click the chest either at the warcamp or the keep itself) and more experience/renown for taking a keep and a BO in succession, and you'll get people out there.

Or they could keep dicking around like they have been and keep bleeding subs.


Title: Re: What went wrong.
Post by: Bismallah on November 25, 2008, 03:04:50 PM
Whew 49... brutal.

If that says anything, it says that the game is still hemorrhaging badly.


Title: Re: What went wrong.
Post by: Lantyssa on November 25, 2008, 03:05:48 PM
Pavlov: The only shit people without psychology knowledge can readily quote. Just as effective as quoting e=mc2 to assert your knowledge of physics.
I figured I'd put it in terms the Mythic crew could understand should they ever come around.


Title: Re: What went wrong.
Post by: trias_e on November 25, 2008, 03:12:48 PM
Quote
Pavlov: The only shit people without psychology knowledge can readily quote. Just as effective as quoting e=mc2 to assert your knowledge of physics.

I will admit straight up I don't know that much about psychology.

Behavioralism simply relates to well to MMORPGs.  Quoting Jungian archetypes might be able to explain our playing these games in some round-a-bout fashion, but damn, these games are really too damn close to skinner boxes mixed with chat rooms to ignore.  Especially considering WARs failure so clearly has to do with inspiring motivation to do certain things in the game.


Title: Re: What went wrong.
Post by: Kail on November 25, 2008, 03:14:36 PM
Quote
Folks,

So, let's be clear on a few things before proceeding:
(...)
4) (snip...) However, considering that my letter makes it clear that the changes include everything from experience gain, renown gain, item game, keep upgrades, new systems and titles, I'm not sure how that stuff can be considered fluff.

The letter did not, in fact, make any of that clear.  Boosting XP gain was not mentioned, as far as I can see.  It did not mention renown.  Changes to the "item game" I don't know about, if it's referring to ward gear then it should have been in forty-point bold flashing text at the top, perhaps with little jpegs of bugles on either side.  New systems like fame were vague, new titles are basically the epitome of fluff.  Keep upgrades won't be in-game for six months.  What, really, is this supposed to be announcing?


Title: Re: What went wrong.
Post by: Modern Angel on November 25, 2008, 04:27:48 PM
I can't believe anyone thinks they have a vision for this game. I don't think they know shit about shit and are paralyzed.


Title: Re: What went wrong.
Post by: Grim on November 25, 2008, 05:24:49 PM
Hello F13.


Title: Re: What went wrong.
Post by: Trippy on November 25, 2008, 05:36:41 PM
Clue #2 I should have realized , that when "locked for feedback" is the most common post by a dev/official mod on the closed beta forums of any game , expect incoming trainwreck
I knew it was going to be a trainwreck when it was stated in the forum rules that you couldn't compare classes -- i.e. they all had to be discussed in isolation to each other :uhrr: That makes a lot of sense in a PvP game :oh_i_see:


Title: Re: What went wrong.
Post by: Grim on November 25, 2008, 05:40:49 PM
Hello F13.


Title: Re: What went wrong.
Post by: Trippy on November 25, 2008, 05:54:40 PM
The beta forums were a joke. I've never been in a beta with such tightly controlled forums. A lot of people blame the beta testers for the problems with the game but they way they handled the forums totally hamstrung what feedback the testers could provide. Not only could you only talk about what they wanted you to talk about but they shut you up (locked threads) whenever they felt people had talked long enough and almost all the discussions were "one-sided". The developers were rarely on the boards to talk things through with the testers.


Title: Re: What went wrong.
Post by: Ard on November 25, 2008, 05:55:42 PM
Quote
Pavlov: The only shit people without psychology knowledge can readily quote. Just as effective as quoting e=mc2 to assert your knowledge of physics.

I will admit straight up I don't know that much about psychology.

Behavioralism simply relates to well to MMORPGs.  Quoting Jungian archetypes might be able to explain our playing these games in some round-a-bout fashion, but damn, these games are really too damn close to skinner boxes mixed with chat rooms to ignore.  Especially considering WARs failure so clearly has to do with inspiring motivation to do certain things in the game.

You don't even need to understand much or go into deep psychology, since Bartle already long since broke down the primary reasons why people play these games.  And between his analysis, and the Daedelus Project, you get a pretty clear picture that those various types will NEVER mesh well together, and why trying to appease everyone only results in failure.


Title: Re: What went wrong.
Post by: Sophismata on November 25, 2008, 05:56:34 PM
Quote
I guess the theory is if there are more people to fight in oRVR, you'll gain xp faster...

Pretty sure the theory if "If you build it, they will come."

Unfortunately, he's wrong.

Actually I think that would be fine, but they are not "building" jack.

To extend the analogy.

Its more like throw money on an open field and hope it turns into a baseball field when people show up.

It's throwing the money, and hoping that when the people come they'll build the field for you.


Saw this post on the VN one , anyone here with secret access to the super secret test server forums know if this is true ? I remember sprees of "locked for feedback" on the closed beta forums at times
They seemed to be pretty liberal about this though, at least on the Shadow Warrior forum. I directly compared the two (SW and BW) and received no moderator attention. I think only going through the classes at an ability to ability level, or some equally contorted argument, managed to get their attention. Overall, I think their moderating was fine on the PTS forum.

Yeah, their moderation is fine. Anybody who's managed to get banned is probably a douchebag. They are trying to patch in specific changes, so they obviously want feedback on those changes. It's not their job to make sweeping alterations to the the game or the careers, just to get 1.0.6 out the door. As such, the three page long posts on why BW are better than Sorcs are deleted in preference of a bullet point list that shows what works and what doesn't in 1.0.6.


If that says anything, it says that the game is still hemorrhaging badly.

Don't be silly. Everything is fabulous - in fact, subscription numbers are increasing.

...especially in Europe.


Title: Re: What went wrong.
Post by: Grim on November 25, 2008, 06:15:53 PM
Hello F13.


Title: Re: What went wrong.
Post by: waylander on November 25, 2008, 07:02:04 PM
This game is going to take a massive dive.  He's half assed giving the players what they want while implementing some grand vision of shit that players barely asked for in ORVR.  RVR is fundamentally broken, the other side can boycott to prevent you from capping a zone to advance the war, etc.

Just like Failcom, Mythic is cramming its vision down everyone's throats when all the players want is fun an exciting RVR.  Its near universal that people think T1-2 is good in this game, and that T3-4 sucks balls.  Funcom had the same issue with a shitty end game, and instead of fixing the core issues they kept beating around the bushes with minor shit here and there. They went from 800k subs to 100k subs and being a non factor in the MMO world.  Its amazing how Mythic is going down that same path.  The 1.1 patch is a big make or break for lots of people.

Yeah there aren't any huge launches War has to compete with this year, but hell I'll play FPS's or something soon and wait for the next MMO by Arenanet or Bioware before I keep playing this shit. A PVP game that's boring as hell to play only gets 90 days to make it right from me, or I write them off for good.


Title: Re: What went wrong.
Post by: Bismallah on November 25, 2008, 07:19:50 PM
I'm just really curious what was said at the EA GM conference. I bet they looked at some subscription charts, said ok Mark right there is our bottom line, can you go back give some some sort of candy and keep it above that? (bottom line is probably super low on the charts, 200-250k subscribers) So Mark comes home, says hey kick those changes into overdrive lets push something out asap to hold that line and call it a holiday.

If it's one job I wouldn't want, its being a developer for EA Mythic. I bet they get jerked every which way but loose all the while thinking "god what a stupid change, but hey, it pays the bills so into the code it goes!!"

I am still just amazed at a 7th iteration of server transfers, that's just wowzahs.


Title: Re: What went wrong.
Post by: Grumlic on November 25, 2008, 08:50:57 PM
I will say this for the game. Even after the 15 oRvR kill stuff was done, people still went out to RvR. Even tonight it was going stronger than it has before in T3. Finally leveled out though, so gonna level up a bit before doing T4.

We'll see. My server was made a destination server today for transfers, so we're gonna get an infusion of players to flesh things out a bit. Already know of 5 guilds coming over. Just hope it doesn't make things unbalanced as far as realm population, because we're one of the few servers that has a decent balance between Order and Destruction.

Just gonna bide my time for Aion though, for now. Got a couple people I know in the Korean beta for it, and it seems to be half-ass decent.


Title: Re: What went wrong.
Post by: Grim on November 25, 2008, 08:59:56 PM
I'm just really curious what was said at the EA GM conference. I bet they looked at some subscription charts, said ok Mark right there is our bottom line, can you go back give some some sort of candy and keep it above that? (bottom line is probably super low on the charts, 200-250k subscribers) So Mark comes home, says hey kick those changes into overdrive lets push something out asap to hold that line and call it a holiday.

If it's one job I wouldn't want, its being a developer for EA Mythic. I bet they get jerked every which way but loose all the while thinking "god what a stupid change, but hey, it pays the bills so into the code it goes!!"

I am still just amazed at a 7th iteration of server transfers, that's just wowzahs.

Nothing to see.


Title: Re: What went wrong.
Post by: schild on November 25, 2008, 09:29:26 PM
Get rid of that stupid Bartle sig, thanks.


Title: Re: What went wrong.
Post by: Grim on November 25, 2008, 09:53:27 PM
Get rid of that stupid Bartle sig, thanks.



Title: Re: What went wrong.
Post by: rk47 on November 25, 2008, 11:10:27 PM
After a failed western RVR game you placing your hope on a korean grind diku ?  :ye_gods:


Title: Re: What went wrong.
Post by: UnSub on November 25, 2008, 11:30:32 PM
If it's one job I wouldn't want, its being a developer for EA Mythic.

... especially now, at Xmas. There are two big patches in the works that Mythic would be stupid to launch before Xmas, which leaves a lot of devs pulling extra hours over what is normally a holiday period. Especially because there are no laurels to rest on given the player reaction to WAR.

Having read the letter, it is actually heading towards some right ideas - RvR dropping better items (or you being able to earn better items through RvR, even if it is another XP bar), more reasons to go into RvR areas. But it also misses a lot - wow, I can bind myself to two places at once? Why not EVERY camp I've ever visited? - and promises a lot months before it is due. I know that devs can't win. If they don't say something, they get accused of not knowing the issues; if they do say something, they get blasted for what they say. But saying all this stuff, then saying "might change subject to testing" and not giving any kind of release date is creating a rod for their own back.

But, on the other hand:

Quote
There is no singly "silver bullet" that will get more people into oRvR instantly that also doesn't mess things up more in the long term.

What long term? WAR doesn't have a long term - EA will slit its throat without afterthought if the returns aren't there. WAR won't be getting TR's long stay of execution either.

You've got 49 empty servers.

The core mechanic of your title is undernourished.

You main competitor does everything else better than you.

Player numbers are so poor that, post launch high, you won't announce sub numbers.

No, please, bank on the long term.

(Unless your plan is for EA to can WAR since it bombed then buy it up cheap and self-publish. In which case: well played, sir.)


Title: Re: What went wrong.
Post by: d4rkj3di on November 26, 2008, 12:37:47 AM
Pavlov: The only shit people without psychology knowledge can readily quote. Just as effective as quoting e=mc2 to assert your knowledge of physics.
Tell me about your mother. See it's a reference to Sigmund Freud, the real shit that people without psychology knowledge can readily quote, and the bonus is it sets up a "your mom" joke. Lurk more, fucktard.


Title: Re: What went wrong.
Post by: Bismallah on November 26, 2008, 03:56:23 AM
And UnSub don't forget where most of them are... NOVA/DC sucks during the winter. If we get a teency bit of snow people drive bananas. Yet those devs are going to have to come to work come hell or high water.


Title: Re: What went wrong.
Post by: Grumlic on November 26, 2008, 08:40:45 AM
After a failed western RVR game you placing your hope on a korean grind diku ?  :ye_gods:

Well, it's apparently different than that from everything I've heard so far. Hoping to get into the NA beta (probably coming in January) to see if it's gonna live up to the hype. If it doesn't, no biggie. Not buying until I know if it's worth it.


Title: Re: What went wrong.
Post by: Jherad on November 26, 2008, 09:02:59 AM
After a failed western RVR game you placing your hope on a korean grind diku ?  :ye_gods:

Well, it's apparently different than that from everything I've heard so far. Hoping to get into the NA beta (probably coming in January) to see if it's gonna live up to the hype. If it doesn't, no biggie. Not buying until I know if it's worth it.

I'm not convinced that Aion will be much different from other Korean grindfests:

http://www.aionsource.com/articles/translations-2/aion-cbt-2-review-thisisgamecom-13/

Quote
In other words, there were no other ways to level up after level 30 other than killing monsters by the thousands.

The thought of a L2-like grind gives me a headache.


Title: Re: What went wrong.
Post by: Grumlic on November 26, 2008, 09:39:43 AM
Well if it remains like that then yeah, I probably won't bother with it. Still a ways away though, and the NA beta isn't slated until sometime early 2009, possibly in January.


Title: Re: What went wrong.
Post by: Hindenburg on November 26, 2008, 10:31:04 AM
Well, it's apparently different than that from everything I've heard so far. Hoping to get into the NA beta (probably coming in January) to see if it's gonna live up to the hype. If it doesn't, no biggie. Not buying until I know if it's worth it.

Yeah...

Quote
The problem here is, upon death, the player will lose about 5% of the total experience for that level. For a level 30 player, that's about 30 minutes' worth of experience. Being killed by a member of the opposing faction also results in an experience loss.

It's not easy to get experience either. The amount of experience a level 34 player will have to accumulate is 10,000,000. Based on experience yield from mobs of the same level, the player will have to kill about 1,200. Completing the three to four quests given per level gives about 40,000-60,000, about 0.5% of total experience. Note that dying while working on the quest will actually be a loss.

Unless they release a server without that kinda crap and with xp way buffed, I can't see that game ever being huge in western shores.

Losing xp upon death in 2009? Seriously?


Title: Re: What went wrong.
Post by: UnSub on November 26, 2008, 05:22:13 PM
Losing xp upon death in 2009? Seriously?

It proves you are hardcore.

... well, as hardcore as a title with androgynous pretty pretty angels and rainbow unicorns can be.


Title: Re: What went wrong.
Post by: Fordel on November 27, 2008, 06:26:05 AM
Are there really rainbow unicorns?  :drillf:


Title: Re: What went wrong.
Post by: Trippy on November 27, 2008, 06:30:12 AM
Whoops maybe I should read the posts first...


Title: Re: What went wrong.
Post by: Hindenburg on November 27, 2008, 06:49:45 AM
Losing xp upon death in 2009? Seriously?

It proves you are hardcore.

... well, as hardcore as a title with androgynous pretty pretty angels and rainbow unicorns can be.

It also proves that there's no way in hell your game will ever break 1 million subs.


Title: Re: What went wrong.
Post by: khaine on November 27, 2008, 07:48:53 AM
Losing xp upon death in 2009? Seriously?

It proves you are hardcore.

... well, as hardcore as a title with androgynous pretty pretty angels and rainbow unicorns can be.

It also proves that there's no way in hell your game will ever break 1 million subs.

In the US yes , but there's no issue with Aion hitting multi-million in Asia , it will replace L2 as the #2 mmorpg worldwide I am fairly certain

Honestly I'm looking forward to it also , I can deal with death penalties if the rest of the game is fun , I played Lineage2 both the Korean and NA version and enjoyed it ,





Title: Re: What went wrong.
Post by: Grumlic on November 27, 2008, 11:08:01 AM
Is it an L2 clone? Yeah, then fuck it, it's not worth playing. However let's see what happens. If it is indeed a grindfest for max level then it's shit and I won't play, but things might be changed for the NA version (yeah, I'm hallucinating and tripping on acid) but from what I've read about the game it's "supposed" to be non-grindfest ala L2 (according to previous press releases regarding the game). Like I've said before, we'll see how the NA beta goes. If they don't respond to feedback from those who hate grinding for levels, then I don't have to buy it. I've already fucked up with Vanguard, AoC and WAR. If I fuck up again and subscribe to AION, then I deserve to lose my money on something that sucks.

WAR is the last MMO I'll subscribe to from launch. Everything else has to prove it's worth my subscription fee.


Title: Re: What went wrong.
Post by: Thelg on November 27, 2008, 12:17:05 PM
Whatever people say about L2 they got couple things right. Their servers and client could handle castle sieges that would make WAR or WoW servers explode. If WAR used their engine that real city sieges would be possible.. and 3-4 warband fights would be completely smooth.

Anyway.. the recent Heavy Metal 15 kill achievement brought out a ton of people into orvr, playing OPed BW alt I was getting much better XP from that then doing scenario in a pug. If you can get instant scenario pops with a guild group it is better, but in orvr for that 1 day I got 75% of the R30 in about 3 hours.. Getting 2-3k xp for many of the kills and just a non-stop waves of people to slaughter was nice. I people actually showed up then with current xp leveling would have been not nearly as bad.

The letter itself is just junk.. influence?? ugh

All he had to do is promise Realm Abilities (there you got half the DAOC people drooling in joy). Fix zone control. Fixing stupid 1 rp per kill thing in ORVR only. All the other stuff like fixing items I assume is getting done no matter what.


Title: Re: What went wrong.
Post by: Sophismata on November 27, 2008, 02:58:14 PM
Whatever people say about L2 they got couple things right. Their servers and client could handle castle sieges that would make WAR or WoW servers explode. If WAR used their engine that real city sieges would be possible.. and 3-4 warband fights would be completely smooth.

You mean the Unreal enginge?  :-P


Title: Re: What went wrong.
Post by: UnSub on November 27, 2008, 04:46:29 PM
Are there really rainbow unicorns?  :drillf:

Well, there are elves and catpeople (http://www.aiononline.com/us/media/screens/), so I'm sure rainbow unicorns aren't far behind.

Of course, if you want a game with rainbow unicorns, there is always this (http://diablofans.com/news-pics/diablo3-rainbow-shirt1.jpg).


Title: Re: What went wrong.
Post by: Sleep on November 28, 2008, 06:37:23 AM
It is so annoying that I have to click into the character menu then check and uncheck my cloak to show heraldry and check and uncheck my helm because its ugly, every 20 minutes. How long has this game been out? Is it seriously like hardcoded in there or something(mythic's fav excuse) ? This should have been fixed a long time ago.

All the little things like that show me that this game is still in beta. We are just paying to help them get their shit together now.


Title: Re: What went wrong.
Post by: BitWarrior on November 28, 2008, 08:16:33 AM
It is so annoying that I have to click into the character menu then check and uncheck my cloak to show heraldry and check and uncheck my helm because its ugly, every 20 minutes. How long has this game been out? Is it seriously like hardcoded in there or something(mythic's fav excuse) ? This should have been fixed a long time ago.

All the little things like that show me that this game is still in beta. We are just paying to help them get their shit together now.

Welcome, WHA user


Title: Re: What went wrong.
Post by: Bismallah on November 28, 2008, 02:28:57 PM

All the little things like that show me that this game is still in beta. We are just paying to help them get their shit together now.

I'm not paying heh.