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f13.net General Forums => MMOG Discussion => Topic started by: Arthur_Parker on December 21, 2006, 01:17:11 PM



Title: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 21, 2006, 01:17:11 PM
Warhammer December Newsletter (hosted by Warhammer Alliance) (http://www.warhammeralliance.com/index.php?page=dec2006)

Details on the Chaos Zealot plus new empire careers Witch Hunter & Knight of the Blazing Sun.

Also looks like WAR is coming to a console (http://jobs.ea.com/pljb/global_jsp/applicant/DisplayJob/JobDetails.jsp?display=1&pljbHome=/ElectronicArts/United_States/applicant/index.jsp&id=4457) (it was running on an xbox at E3)

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Post Description
Producer ? WARHAMMER Console

Location:
Fairfax, Virginia (relocation assistance available)

Summary:

EAMythic is looking for a Producer to lead the production and design on an exciting EAMythic title being developed across next generation console platforms for the online MMORPG market.

EAMythic (formerly Mythic Entertainment) recently celebrated its ten year anniversary as one of the most successful independent developers and publishers of massively-multiplayer online role-playing games in the world. Credited with 15 online games, including the award winning Dark Age of Camelot, EAMythic's success is based on proprietary technology, innovative game design and exemplary customer service delivered by a talented staff of more than 190 people.


We?re a small team now, and growing rapidly. Apply today, and join us!

Responsibilities:

·          Leads producers and development directors to deliver on-time, high-quality products and features that meet the high standards set by EAMythic.

·          Supports the creative vision of the project and maintains creative alignment on the development team.

·         Helps establish and prioritize strategic goals to create a compelling game experience, including:

supervising project design and development to maintain state of the art gameplay in current and future interactive experiences;
providing leadership in the areas of videogame innovation, market trends, and customer requirements, both in the US and markets abroad.

·         Initiates, fosters and maintains positive working relationships with internal and external organizations (development team, marketing, sales, and PR) that are critical to both current and future development process.

·         Touches all parts of Game Creation; including design, gameplay balance, interfaces, focus testing, marketing, and innovation.

·         Effectively and creatively manage, schedule and track production team to achieve identified and quantifiable goals; with concentration on the day to day management of any Associate or Assistant Producer(s).

·         Be able to identify and quantify what makes quality/fun and what does not. Must be able to communicate this clearly.

Requirements:

-Minimum of 5 years experience managing internal teams within the video game or similar industry.
-Minimum of 3 years experience as a Producer.
-Demonstrated ability to direct teams through all phases of the product development process from pre-production to shipment.
-Proven developer of talent, both creative and administrative, and manager of projects and teams.
-Gamer with a passion for great gameplay.
-Understanding of issues facing various types of game play, artistic and technical considerations, and the ability to forecast the ramifications of decisions made during the concept/pre-production phase.
-Strong written, communication, and presentation skills.
-Experienced at pitching concepts and working with marketing partners to construct viable and marketable titles.
-Excellent interpersonal skills and be able to effectively communicate and work with all disciplines within a game team.
-Budget and financial management experience.

Preferred:

-Producer who has shipped multiple AAA titles and has a strong console and online background.
Previous work experience on a massively multiplayer products.
-Extensive knowledge and hands-on gameplay experience with high profile MMO?s such as WoW, EverQuest, Dark Age of Camelot and Star Wars Galaxies.
-Strong technical, artistic or content creation background.

Electronic Arts (EA) is the world's #1 independent developer and publisher of interactive entertainment. We offer a dynamic environment, talented co-workers, AAA titles, career growth and competitive compensation and benefits.

EAMythic is a small group of people dedicated to providing the very best in multi-player gaming. In addition to a professional team of programmers and artists, EAMythic works with experienced gamers to produce the highest quality products for the gaming public.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Yoru on December 21, 2006, 01:22:23 PM
I could've sworn that WAR on a console wasn't news.. I think they told us that at E3.. Llava, do you remember?

We might've gotten told to keep it on the :nda: though.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 21, 2006, 01:25:04 PM
I thought they had it on the xbox at E3, but hadn't decided if they were going to do it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 21, 2006, 01:31:20 PM
Yeah, they proved they could do it but this is the first time it's (sort of) been confirmed as happening.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Numtini on December 21, 2006, 07:00:41 PM
It just makes sense. There's a big crowded market in the PC world for MMPORPGs. On the 360 it'll be Conan and War. If you put out a MMPORPG for the PS3 or Wii, you have a monopoly within the genre.

Anyone think FFXI would have 500k subs if it was PC only? I loved the game, but I don't.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on December 22, 2006, 02:50:34 AM
Only real information I could find....

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Q: Tell us about slayers.

A: I have been really quiet on this topic, because we have been discussing it around here for months. We’ve got several options, ranging from the purely cosmetic to the other extreme.

We have decided once and for all to reject the purely cosmetic approach. We want to integrate the slayer status as part of an advanced system, along with such systems for the other armies, as part of a future expansion.

I know this will disappoint some of you, and I understand why, but we honestly believe that a purely cosmetic slayer option would ultimately be nothing but a disappointment.

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Q: Will guilds be restricted by racial lines?

A: Guilds are restricted by Order/Destruction. Anyone fighting on the side of Order can guild with anyone on the side of Order, and ditto for Destruction advocates.
 

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Q: Do you know anything more about the death penalty/resurrection mechanics?

A: I was told that at this time we do not plan any experience loss at death (but don’t take that to mean there will be NO loss of any kind – just that it won’t be XP). No corpse runs, no shadow crossing, etc, either – you will respawn at the point where you are resurrected, or at a designate spawn point such as a camp or a graveyard.

There will likely be different types of resurrection spells, and different penalties to the recipients for them all. But again, XP loss appears to be off the table.

As usual, I want to remind you all, that things can and will change before launch, and after launch to boot. This answer is dated December 7, 2006. If you try to bludgeon me with it in 2011, I will... well, admittedly I won’t actually do anything but sigh and curse the eternal nature of the internet. But it will be a BIG sigh.

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Q: Will you be able to make characters on the same server for both factions? Example: an empire and chaos character on the same server?

A: Nope.

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Q: Will a character of Tier 1 be able to compete at all, even if poorly, against a character of Tier 4? Will multiple Tier 1 characters be able to take on and defeat a Tier 4 character?

A: This is a question with many potential implications, so don’t read any more into this than my exact words. Also, please remember that we are still a long way from launch, and that this may change.

Higher tier players who enter lower tier zones will not be able to attack or be attacked by lower tier players. However, if a lower tier player wants to enter a higher tier zone, all bets are off, and attacking/being attacked can happen.

The specific answer to your question is that Tier 1 players cannot win a one on one fight with a Tier 4 player. A pack of Tier 1 players will be able to cause harm to a Tier 4. We have not yet set an exact level of intended damage (and it will vary hugely depending on the player and the circumstances), so I cannot give you a specific answer.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 22, 2006, 02:56:59 AM
On the 360 it'll be Conan and War.

Not to mention that Marvel game.

And who knows, maybe even PSU will actually have more things to do by the time these things are released.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on December 22, 2006, 05:17:10 AM
Consoles ports can only do good to the genre.

It will force those lazy asses of the designers to rely less on a stupid number of hotbars and focus more on the gameplay.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 22, 2006, 06:01:24 AM
Maybe for the future, but War will be the same ole' crap. They're making a WoW clone based on a license that WoW was based on itself. These guys have no imagination.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Daeven on December 22, 2006, 10:51:01 AM
Maybe for the future, but War will be the same ole' crap. They're making a WoW clone based on a license that WoW was based on itself. These guys have no imagination.

Is this one of this 'Tolkien was so cliche because he used elves and Orcs' moments?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on December 22, 2006, 11:00:04 AM
It's more like a "I don't care how many fanboys scream WE WERE FIRST, this still looks and plays just like the same old shit!" moment.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 22, 2006, 11:16:28 AM
Maybe for the future, but War will be the same ole' crap. They're making a WoW clone based on a license that WoW was based on itself. These guys have no imagination.

Is this one of this 'Tolkien was so cliche because he used elves and Orcs' moments?

Hmm? No, I'm just saying that Mythic has a hold of a license that inspired WC, as well as a staff that created another game that somewhat provided inspiration for some of WoW's features (DAoC), and the best they can do now is look to WoW for inspiration. It's like watching parents imitate their teenage son. It's pathetic. They're going to make something that doesn't live up to WH, doesn't live up to their previous efforts, and does nothing as far as "new" ways of combat for a console go. Whatever creativity they might have had in the past, it's gone now -- simply because of WoW's existence.

Also, EA.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on December 22, 2006, 12:05:06 PM
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Is this one of this 'Tolkien was so cliche because he used elves and Orcs' moments?

If WAR was shaping up as DAoC RvR++ then you'd be right.

Redesigning Daoc to apply lessons learned to RvR and to shorten/eliminate the PvE grind would be enough for me to give it a whirl.

So far, from their descriptions of WAR RvR it seems like they are pulling in the half-assed aspects of WoWs DAoC-wannabe RvR.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on December 22, 2006, 01:45:09 PM
So far, from their descriptions of WAR RvR it seems like they are pulling in the half-assed aspects of WoWs DAoC-wannabe RvR into WAR.

If that's the case, Mythic is making a terrible design decision.  Why would people play War just to experience what they already have in WoW? 

Mythic did a lot right in DAoC, it just wasn't on the PvE side.  I was hoping they would keep many of the better RvR ideas and reduce the grind in getting to them, but I'm beginning to expect that I'll end up disappointed.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 22, 2006, 03:53:26 PM
They have stated you will be able to level up and gain items purely from pvp.  Shadowbane and EVE don't even have that, it might well be crap but it's going to be worth a look.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 22, 2006, 05:48:16 PM
That's probably the best thing going for this game....

But...

SB or Eve don't have much of a "grind" or leveling process to begin with anyways. Plus, their PvP carries more depth and breadth. Not this "Order" vs "Destruction" nonsense.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 23, 2006, 01:49:46 AM
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"But..."

Are you kidding? 

SB doesn't have a PVE grind because they weren't able to code a decent one and found by accident that most people didn't care, as that wasn't the focus of the game.  What people did care about in SB was the pvp which, surprise, surprise they couldn't code very well either. 

Eve has a time investment grind split over months that encourages people to pay a subscription fee without the need to actually log into the game that often.  I think that's clever and it's no surprise that players are willing to pay for a game they don't play, it's a great game though  :roll:

Stray, you think WAR is going to be crap, that's fine, there's a high chance you are correct.  But stating the WAR pvp doesn't carry depth compared to EVE and SB when WAR still has at least a year of development time left, is flat out stupid, unless you have come from the future to warn us.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 23, 2006, 04:44:07 AM
Stray, you think WAR is going to be crap, that's fine, there's a high chance you are correct.  But stating the WAR pvp doesn't carry depth compared to EVE and SB when WAR still has at least a year of development time left, is flat out stupid, unless you have come from the future to warn us.

As if "stupid" or "from the future" are the only choices I have in determining that...

There are other limited faction based games to give me a good idea what it will be, y'know. They aren't doing anything new here. And I say it won't have depth because I've yet to see a two faction/no conquest oriented system to have depth. Deep pvp systems are ones that can change the entire political climate of the game world. In War's case, the only people who can change the world in any significant way will be the developers. Which they won't do, since it works against a lot of their other ideas.

It'll be pvp focused on battles. Not War (ironically enough..). A fun diversion maybe, like WoW.....But not "deep" by any measure.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on December 23, 2006, 06:47:46 PM
Stray, you think WAR is going to be crap, that's fine, there's a high chance you are correct.  But stating the WAR pvp doesn't carry depth compared to EVE and SB when WAR still has at least a year of development time left, is flat out stupid, unless you have come from the future to warn us.
"It's beta!"  ..?

Actually we know a lot of the structure of Warhammer's PvP. At least if they aren't going to revise and change everything.

Sure, it's possible. But I doubt it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 23, 2006, 11:07:46 PM
Well, if SB and Eve are the standard-bearers, than pointless clusterfucks is what he wants not structure.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 24, 2006, 05:49:28 AM
Before you start complaining about pk'ers, that is not what I'd want to force on anybody.

I do want structure. A pointless clusterfuck would be a system where there is nothing at stake for anything except individuals or instanced small groups. That's only a step above dueling imo, and a total waste of what massive games could be.

Also, if you make individual achievement the focus, then what you get are realm point/hk farmers, afk'ers, people too focused on completing this or that "pvp quest" for themselves, and those stupid rogues wandering around by themselves, not caring to cooperate with the rest of the team. I think a system with more beneficial (as well as detrimental) effects on a world, or at least, one that offers incentives at the guild level, encourages people to play with each each more. Alternatively, make the most efficient way of obtaining honor/realm/etc points to be through large scale objectives that can only be completed through teamwork (capture that bridge, destroy this or that keep, etc).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on December 24, 2006, 06:37:09 AM
Also, if you make individual achievement the focus, then what you get are realm point/hk farmers, afk'ers, people too focused on completing this or that "pvp quest" for themselves, and those stupid rogues wandering around by themselves, not caring to cooperate with the rest of the team. I think a system with more beneficial (as well as detrimental) effects on a world, or at least, one that offers incentives at the guild level, encourages people to play with each each more. Alternatively, make the most efficient way of obtaining honor/realm/etc points to be through large scale objectives that can only be completed through teamwork (capture that bridge, destroy this or that keep, etc).
You know, that would actually require Mythic to have good designers. And not copy WoW.

DAoC moves AWAY from objective-based PvP with every patch. I'm just saying.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Falconeer on December 24, 2006, 07:11:17 AM
I'll repeat here a question I asked a few weeks ago in another topic that went the PvP way, but was left unanswered:

Please don't give me your opinion on Lineage 2 as a whole game, just on the PvP part of Lineage 2. Don't consider the ubergrind and/or the fact that you don't like this or that aspect of the game. Let's take it from the gamedesign side of the mirror:

What do you all think of Lineage 2 PvP? What's wrong with it, in your opinions? (Ask if you don't know how that works...)

I am asking this cause I keep seeing posts about how great DaOC PvP was, or Shadowbane's, or UO's.. and yo all keep avoiding Lineage 2 that definitely has a very interesting PvP model. It's ok you don't like it, but what do you think about it? And why you all don't even take it into consideration?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on December 24, 2006, 07:51:04 AM
Was quite some time since I played L2, but I recall the concept being somewhat intresting, but the execution was off. There was to many ways to abuse the system iirc.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 24, 2006, 08:32:47 AM
Falconeer: The ubergrind can not not be mentioned when talking about L2 PvP.  :-) PvP + Grind is retarded. Make one or the other.

DAoC had a grind too though (not nearly as bad however). I've never been one to praise that game either.

UO would fall under the category of the kind of pointless clusterfuck that Tazelbain had in mind. I don't praise UO for "deep" PvP. Most of UO's best features had nothing to do with PvP (skill system, some of the combat ideas, world and crafting).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Falconeer on December 24, 2006, 08:57:41 AM
Yes Stray, but my point is: take L2 PvP (Castels, Sieges, Manors, Clanhalls, Taxes and more) and re-do it in a different game without the endless eyebleeder grind. It smells good to me. Maybe it's not perfect, sure it isn't.. but it's the greatest PvP oriented in the world apparently and for some reasons.

How come no one of us and I mean NO ONE ever thinks about it as a repeatable and updatable model for a succesful PvP oriented MMO?
Again, I am not talking about L2 at all, just about the PvP model. What am I missing? Cause I think it's very good, and meaningful to the core. 
Why we keep talking about how good was the idea behind ShadowBane (that is the Emperor of CLusterfucks) and never ever mention L2?

I'd definitely play a game with that PvP but in a humanly playable environment.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 24, 2006, 09:14:01 AM
Why we keep talking about how good was the idea behind ShadowBane (that is the Emperor of CLusterfucks) and never ever mention L2?

It's not even the same thing. Sure, sieges are cool and are focused on mass pvp, but it has little to do with conquest. It's more about garnering bonuses than changing the game world. Secondly, there are only like a handful of castles right? How is that the same as dozens of privately owned cities? The stakes are more personal in SB, and effects of winning more wide reaching.

I will that say that their particular implementation of siege warfare is better and more thought than SB. The act of sieging seems more fun. But I prefer the goal of sieging in SB more (play2crush, as opposed to play2bonus and tax). Make sense?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Falconeer on December 24, 2006, 09:20:34 AM
I see your point.

Honestly, I too prefer the Shdowbane model (*Biggest Wasted Chance* ever).
Just can't get why Lineage 2, a solid and interesting PvP model, is not considered worth a cloning of some sort by western MMORPG developers.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 24, 2006, 09:22:52 AM
Quote from: Nebu
Why would people play War just to experience what they already have in WoW?  
Because it's on a console with almost no competition.

Quote from: Falconeer
What do you all think of Lineage 2 PvP? What's wrong with it, in your opinions? (Ask if you don't know how that works...)
The process to get there.

Even in SB, getting to the soft cap (R5/level 50 when I played) was about a week's worth of work, shorter if you had a dedicated guild/alliance group helping you grind it out. AFAIK, there is no such path in L2. In fact, the primary player considers it a badge of honor to grind out their first and then second "class" template over such an arduous period of time.

In the West, you don't want to prevent people from getting to the portion of the game they really want to be in, unless you expect only a certain type of player to bother, and a relatively small amount of them at that. This covers both Raiding and relevant (as in, advancement-rewarding) PvP.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: caladein on December 24, 2006, 02:15:36 PM
I think a system with more beneficial (as well as detrimental) effects on a world, or at least, one that offers incentives at the guild level, encourages people to play with each each more. Alternatively, make the most efficient way of obtaining honor/realm/etc points to be through large scale objectives that can only be completed through teamwork (capture that bridge, destroy this or that keep, etc).

How big of a guild do you require though? This is one of those things that I think L2 (and EVE) did right by having a well supported clan/alliance system. If whatever you'd like to define as your guild/clan/corp is too small to get to whatever Stray's critical mass is, you're able to join an Alliance that's supported by game mechanics with all the amenities (chat channel, logo, banking, etc.).

On the other end of the spectrum is MxO, which went too far with this idea. Individual crews (2-12 people) made up a faction (guild), but even as the faction leader couldn't see who was on a particular crew. Also, you could invite anyone to your crew, no matter their Reputation with the different sides, but only crews of the same affiliation (Machine/Zion/Mero) could make a faction. It was a minor nightmare, especially when a crew captain would quit on unfriendly terms, but you couldn't kick his crew.

Without a decent alliance system, from what Stray's saying, you'll just end up with a WoW raid guild... but for PvP. You need to be X size to play, either be absorbed, or go home.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 27, 2006, 06:42:26 AM
Stray, you think WAR is going to be crap, that's fine, there's a high chance you are correct.  But stating the WAR pvp doesn't carry depth compared to EVE and SB when WAR still has at least a year of development time left, is flat out stupid, unless you have come from the future to warn us.

As if "stupid" or "from the future" are the only choices I have in determining that...

There are other limited faction based games to give me a good idea what it will be, y'know. They aren't doing anything new here. And I say it won't have depth because I've yet to see a two faction/no conquest oriented system to have depth. Deep pvp systems are ones that can change the entire political climate of the game world. In War's case, the only people who can change the world in any significant way will be the developers. Which they won't do, since it works against a lot of their other ideas.

It'll be pvp focused on battles. Not War (ironically enough..). A fun diversion maybe, like WoW.....But not "deep" by any measure.

Firstly the Warhammer ip is purely based on factions so if you are looking for a non faction based pvp game like Darktide, SB or EVE, in which the players form clans and hold territory, that's just not going to happen.  The main appeal/problem with Warhammer is that the world was designed so any army could fight any army (including their own race), although there are sometimes alliances, normally it's just two pure race armies beating the crap out of each other.  They had to invent a weak backstory for WAR just to get two permanent factions, player formed clans made up of all races go far far beyond that and just don't make sense for the IP or as Hrose says for the known zone structure.  In addition to that, they have hinted towards different server rulesets and although a lot of design detail has been released, the exact structure of how you obtain items in pvp, death penalty etc haven't and fine tuning those can make a hell of a difference.

As I said above, the reason WAR is going to be interesting to watch is because they have stated you can level up in PVP.  I fail to see how anyone can want more open ended pvp focused games where players can change the world in a significant way, while at the same time considering WAR not to be capable of offering anything "new".  You better hope it offers something new, because if WAR use PVP as an alternative to PVE advancement and flops badly, then the chances of innovation in PVP for future games decreases.

I'm not even going to bother responding in detail to the WoW clone comments anymore.   WoW is wildly successful, if someone is designing a mmorpg and is not heavily influenced by the most successful mmorpg ever, then they are either a genius who is on the verge of true innovation, or an idiot.  That goes for any mmorpg, not just WAR.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on December 27, 2006, 07:18:50 AM
WAR is doing two things I wanted to see and I will give it a spin specifically to see how those play out.  As Arthur mentioned, you can level strictly from PvP and some of the quests are not your character's sole responsibility, but a collective effort among your faction (side, whatever).  Right now the only thing that bothers me is it felt slow when I played it at Gencon, though the world looked stunning in a good way.  (by slow I don't mean character progression, but just in the general feel of moving about)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fordel on December 27, 2006, 12:10:01 PM
I guess leveling in PvP is a good thing, but wouldn't it be better to not have to level at all? Or am I just living in a dream world  :-P ?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: angry.bob on December 27, 2006, 12:14:31 PM
(by slow I don't mean character progression, but just in the general feel of moving about)

I wonder if this is just a Mythic development theory thing. Movement in DAoC was slow as well. I mean tortuously slow. If I recall correctly, it was done on purpose to make the world feel "bigger". Same with the world/roads. In Midgard roads would snake all over the place so going from town to town would take like 45 minutes, but in some spots you could literally see the buildings of one town while standing in another (Huginfel/Audliton)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 27, 2006, 12:30:37 PM
Firstly the Warhammer ip is purely based on factions so if you are looking for a non faction based pvp game like Darktide, SB or EVE, in which the players form clans and hold territory, that's just not going to happen.

I never said I was against the idea of factions. I'm just against the idea of only 2 factions pitted against each other.

I admit that guild vs guild warfare is more appealing to me, but I'm quite capable of accepting the middle road as well. Two factions is not the middle road though. Nor does it have anything to do with Warhammer, as you yourself admit.

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In addition to that, they have hinted towards different server rulesets and although a lot of design detail has been released, the exact structure of how you obtain items in pvp, death penalty etc haven't and fine tuning those can make a hell of a difference.

Just by knowing that I can level off of killing individual players is enough to tell me that their pvp system will be largely based on kills as well (instead of larger goals). DAoC is another indicator.

And knowing Mythic, it'll be a pretty slow and hefty grind. PvP based or not. Make no mistake about it. When I see pvp based leveling held up as some kind of great feature, I'm still not impressed -- Because I know Mythic will make it a long, grueling process either way. I'd much rather prefer a game almost exclusively based on PvP and warfare, with as little grinding as possible (i.e. SB, Planetside, Eve to an extent, etc).

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You better hope it offers something new, because if WAR use PVP as an alternative to PVE advancement and flops badly, then the chances of innovation in PVP for future games decreases.

If it flops, the situation won't be any worse than it is now for pvp games. I'm already screwed, so what the hell. No big loss to me.

Besides, Conan (which I'm not too fond of atm either...but it does have seige warfare) is catering to PvP'ers, as is Fury. I'm not going to let War be some flagship game where I rest all of my pvp hopes. That's hype that I'm not buying into.

Quote
I'm not even going to bother responding in detail to the WoW clone comments anymore.   WoW is wildly successful, if someone is designing a mmorpg and is not heavily influenced by the most successful mmorpg ever, then they are either a genius who is on the verge of true innovation, or an idiot.  That goes for any mmorpg, not just WAR.

WoW clone comments are a fair criticism, I think. Other game genres aren't built solely on the ideas of one game, and this one shouldn't be either.

[edit] Sorry, had to remove something.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 27, 2006, 01:02:50 PM
Quote
Just by knowing that I can level off of killing individual players is enough to tell me that their pvp system will be largely based on kills as well (instead of larger goals).

And knowing Mythic, it'll be a pretty slow and hefty grind. PvP based or not. Make no mistake about it. When I see pvp based leveling held up as some kind of great feature, I'm still not impressed -- Because I know Mythic will make it a long, grueling process either way. I'd much rather prefer a game almost exclusively based on PvP and warfare, with as little grinding as possible (i.e. SB, Planetside, Eve to an extent, etc).
I must have played the same PvP mission in Guild Wars 200 times by now, all the while getting faction points that do me little if any good.  But I have fun.  I don't care if the advancement take 5 years if I am out whoopping ass and having fun on day 2.

Now I played the early days of DoAC before "everyone conned yellow" and Mythic seemed to think twenties could RvR even though anyone who could walkout the gate can see that they couldn't.  So, I am bit skeptical they can realistically assess their game but their goals are laudable.  There are probably ton of people like me playing BGs in WoW, making a "like battlegrounds only much more" game to cater to these people is good.  Sure it won't put up WoW numbers but probably better than SB and EvE combined.

Of course counting the number ways EA could fuck this up is enough to keep any gross optimism in check.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 27, 2006, 01:44:38 PM
Two factions is not the middle road though. Nor does it have anything to do with Warhammer, as you yourself admit.

That's stretching my point far beyond what I said and you know it, early WFB versions allowed you to create an army based on a points value and quite often allowed you to choose one or two allied races to add to your army.  The current backstory for having greenskins, dark elves and Chaos on the same side is weak, in fact I'd go so far as to call it crap.  I think they can improve it a lot and as GW write the fiction I don't see it as a major problem to come up with some improve fiction in the next year.  However that's one side, Empire and Dwarfs on the same side is true to the ip, adding Elves isn't much of a stretch for the order side. WHFRP had rules for Dwarfs grouping with Elves.  But at the end of the day it doesn't really matter, if they force the six races into 2 sides but have constant slaughter from log in till log out that's a lot more true to the ip than 10 zones for each race with each race doing the same old PVE crap of gathering 20 wolf skins from level 10 wolves that drop a skin 7.5% of the time before you get to the good stuff.

I never said WAR was a flagship pvp game, I believe the general mmorpg trend is going to go towards pvp (pvp better supports player content and everything being equal, a human will generally be more unpredictable and therefore a more interesting opponent than computer AI), WAR is an example of a game that's going to further test that as will Conan etc.  I have said it before but far more people choose a PVP server in WoW than a PVE one, even in the US which has a far greater popularity for PVE than any other region, well over 50% choose a PVP server.

Note, I preferred your post before you went through and edited it, as I didn't really disagree with it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 27, 2006, 01:49:50 PM
Fair enough to all your points.

As for the editing, I only edited the last sentence. It was dangerous territory.  8-)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 27, 2006, 01:55:33 PM
Well I thought you had changed the line I quoted and added the flagship comment, I must have just missread it earlier.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Daeven on December 27, 2006, 02:35:46 PM
All I know is they are wimping out on the IP until I can play an Ogre Maneater or a Saurus Veteran. You want to make the game stand out from {insert game here}? Take advantage of the wierd shit. Let me and my guild raise start a new clan of Skaven in the sewers of {Random Empire City} and see if we can take it over from the inside. What would be the goal for Clanf13? take over the Human Castle. Once that happens Skaven spawn there instead of humans.

I don't know, it just seems like they could do so much more with this than {generic Fantasy MUD #9084392}.

*shrug*


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Daeven on December 27, 2006, 02:50:25 PM
And another thing. This whole differentation between PvE and PvP is also idiotic. You want an Empire newbie quest? "Fetch me the ears of ten SKaven". Which ten? Who cares. How do you get them? Buy them. Kill some skaven. Whatever. You want an advanced quest? "Fetch / destroy the warpstone in the Poor Quarter that allows the Clan Rats to breed there" - knowing full well you have to battle your way through spawned CLan Rats, Players, and whatever insanity has been set up to guard it. And, hopefully, that warpstone was put there by Skaven players in the first place.

What's my point? I dunno. These games just seem so... Unambitious? Under realized? Pointless? Small? You could do so much with this genre and none of it is really being done.

Hell. Where is my decent cyberpunk game you bitches?

/whine


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 27, 2006, 02:56:10 PM
I agree entirely. Why is it that helpless players can be so imaginative with ideas, and those with the power and cash can't? Hell, the first time a friend told me about MMO's, I had a whole slew of ideas and possibilities in my head about what they meant -- and even those first imaginings have yet to be realized.

I'm sick of this story.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 27, 2006, 04:14:14 PM
Now you are guys are in crazy talk land. I want to use my shield as a cup to drink the blood of my foes.  You can't give everyone a pony.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Daeven on December 28, 2006, 12:27:51 AM
Now you are guys are crazy talk land. I want to my shield as a cup to drink the blood of my foes.  You can't give everyone a pony.

Sorry. We have not implemented collision detection between cups and fluids. Your drink is now on your pants. Have a nice day.

In all seriousness though, what I described above is not 'Impossible'. Nor is it really 'hard'. The biggest limitation has been hardware. And with the diffusion of multi-core pc's it becomes that much more attractive to utilize parallel processing and multi-threading to put some robust AI behind the scenes. You know, that whole marketing thing to separate your Server Side app from Wow and whatnot.

Screw ponies. And flipping fairy ponies with their foo-foo saddles and their unicorn horns. Make. Something. Different. War Elephants with Cannon would be a good start.

Bah. Don't listen to me. I'm just another software developer frightened and confused by my ignorance of the 'games industry'.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Megrim on December 28, 2006, 03:09:33 AM
What about ponies that transform into robots?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 28, 2006, 03:21:33 AM
In all seriousness though, what I described above is not 'Impossible'. Nor is it really 'hard'. The biggest limitation has been hardware.

I'd say the biggest limitation is the fact that some players don't like it if other players can affect them, we need to get past that and I'd say eventually we are going to see a lot of different server rulesets, maybe not with WAR but it will happen. I don't see any other way to balance a set of players who want to change and affect the virtual world with a set of players that don't want their world affected.

You are right in that nothing you listed above is that difficult, DAoC has different spawned guards when a keep falls, the warpstone thing is just a more involved version of capture the flag.  Buying quest completion items as an alternative to farming is possible for some quests in WoW.  We need more alternative ways to play a game and also the amount of player interaction present needs to be something you can make an informed choice on.

There's an old quote from Mark Jacobs on quests in WAR here (http://www.warhammeralliance.com/forums/showthread.php?p=14023#14023).

Quote from: Mark Jacobs
A few rules from my design:

1) No time-sink quests of any kind. If the only way we can generate enough content for players to feel like they are getting good value for this game is to force them to spend hours and hours running from point a to point b to point c and then bake to a or to mindlessly kill 1000 NPCs, then we have failed to create a great next-gen MMORPG.

2) Quests, whenever possible (and the exceptions to this rule must be fore really unique and interesting quests), must tie in tightly the backstory and WH IP

3) No kill 100s creatures to get an item with a 0.01% drop rate (I think my doc also mentioned a quick trip to a very hot fire for anyone who created such quests)

We have spent a ton of time so far getting the quests off the ground in the right way as well as coming uop with a lot more types of quests (in my book killing 1PC to get an item = kill 100 NPCs to get an item, they don't count as separate quest types).

I have no idea if that's all changed now that EA is involved or if he's just hyping the game.  Fargull's comment on slow character movement speed isn't a good sign, as that does seem to contradict the spirit of the no time sinks comment.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Simond on December 28, 2006, 04:20:48 AM
Sorry. We have not implemented collision detection between cups and fluids. Your drink is now on your pants. Have a nice day.
I have dropped my cup of blood on the floor.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on December 28, 2006, 06:44:57 AM
I have no idea if that's all changed now that EA is involved or if he's just hyping the game.  Fargull's comment on slow character movement speed isn't a good sign, as that does seem to contradict the spirit of the no time sinks comment.

I hope I was just not getting it when I got to take over the drivers seat.  The only comparison I had was either to Burning Crusade (which was also on demo) or Pirates of the Burning Sea.  Both of those felt quicker in avatar movement (in person in port with Pirates) than WAR.  Now, WAR did look nice, much more brutal in its character than WOW.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on December 28, 2006, 06:47:10 AM
Quote
3) No kill 100s creatures to get an item with a 0.01% drop rate (I think my doc also mentioned a quick trip to a very hot fire for anyone who created such quests)

Which is nice so long as stupid long spawn timers aren't used instead.

Queuing to kill something isn't heroic.

For ref, see ToA.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nonentity on December 28, 2006, 07:41:14 AM
Quote
3) No kill 100s creatures to get an item with a 0.01% drop rate (I think my doc also mentioned a quick trip to a very hot fire for anyone who created such quests)

Which is nice so long as stupid long spawn timers aren't used instead.

Queuing to kill something isn't heroic.

For ref, see ToA.

I'd like to think that since they actually made classic servers where they disabled ToA/Buffbots, they got the point that people didn't actually like it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sunbury on December 28, 2006, 08:37:12 AM
Someday, I'd like to see some MMORPG (not *all* MMORPGs) also have the quest rule:

  The quest must make logical sense in a multiplayer game.   If there is a quest for some named mob deep somewhere that drops some uber sword, that can happen one time per server!  Otherwise something must explain / trigger that mob rezzing and getting another uber sword.   So one could say that would be horrible, its been tried, one time quests suck - etc - of course that is true.  So what that means is DONT EVEN ADD A QUEST TYPE LIKE THAT!

Figure out a system to generate quests based on the evolving state of the world, state of NPCs etc.   Mines being opened, maybe then later randomly flooded or collapsed or recaptured and have to be reopened.   If a party takes a quest, maybe that NPC only offers it to N more parties, but warns the others they have it and the first one done gets the prize.   All quests have timers if appropriate.

Oh yeah, also no friggen mobs respawning while I'm standing there, please someone invent something else.

I do not want *ALL* MMORGS to work that way, I just want *ONE* someday to try it.  Hell, I may even hate it if developed, esp when I just feel like killing crap and wanting it to respawn so I can kill it again.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Daeven on December 28, 2006, 09:44:48 AM
I'd say the biggest limitation is the fact that some players don't like it if other players can affect them, we need to get past that
I'd restate this is more most players don't like not knowing who can effect them when.

If you *know* that all Skaven are fair game, then no biggie. Avoid Skaven if you don't want to deal with them. It's that other human right over there with their 8 friends who may or may not attack you at any moment because they feel like it that annoys people.


You are right in that nothing you listed above is that difficult, DAoC has different spawned guards when a keep falls, the warpstone thing is just a more involved version of capture the flag.
As long as you realize I'm talking about the entire city, the surrounding territory and everything else being the 'flag' or a Zone of Control, and not just a preset location that is fought over (the relic of Zimblewatt will be HERE).

What is dynamic? Your starting 'home' city getting overrun by orcs and you having to build another one some where else.

And no more quests in which Fred the Baker will always and in perpetuity need a foozle from everyone who asks. If he's out of flour then have him offer to pay for more flour. You know, that whole needs based engine thingy again. Supply and demand. Scarcity.

Such a project would be *fun* to work on. And I think that would show in the end result.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on December 28, 2006, 05:28:47 PM
Folks,

   Hey all.  Just some quick replies:

1) I'm also frustrated with the current state of MMOs.  I think we *all* can do a lot better in the future than we are doing today.  WAR is not intended to be Generic MMO # nor is it meant to be THE ONE GAME THAT CHALLENGES EVERYTHING AND MAKES YOU ITS  B****!  My jumping off point for it was the same as for DAoC, evolutionary game with some revolutionary features.  Hopefully, there will be enough really cool stuff to get people excited but only time will tell.  Truly revolutionary games will, as always, most likely be done by small studios, with small budgets and not by large companies, with large budgets and teams, much like the film industry.  There are exceptions of course but as the budgets rise to heights that they have, the harder it is to get backing for something both revolutionary and expensive.  That's one reason I've always thought and spoken highly of guys who do games like ATITD and Puzzle Pirates.  Maybe one day I'll get to do a truly revolutionary game (I/Mythic) never had the chance in the past and prior to Mythic, getting money to do any online game was unbelievably difficult (as opposed to just incredibly difficult for Mythic), but I would like the shot at it sometime.  Who knows, if WAR succeeds, maybe we get a shot at the title...

2) EA has not involved itself in the game design of WAR in any way whatsoever to date.  I know you guys will find this hard to believe but so far, EA's involvement in WAR has been only positive.  We've gotten a larger budget, access to top technical resources (guys, gals and guides), lots of new hires (people aren't as afraid of moving to Va. anymore and there are lots of people at EA who have been waiting to work on a MMO)  and even more attention from the media.  I'm not saying that everything is perfect but it wasn't perfect when Mythic was an independent and so far, the acquisition has been a net positive for Mythic and for WAR.

3) As far as good ideas, we have always talked and listened to the community.  Sometimes we heard the wrong thing, sometimes we listened to the wrong part of the community and sometimes we got it right.  It's a lot harder than anyone who hasn't been through the mill a few times thinks to design, balance and then maintain these games but we will never stop talking and listening.  It was for this reason we started WAR's beta test months ago and are getting lots of feedback from hundreds of EA employees.  Since it is, to some here, so easy, then why don't we have a private forum set up here where you guys can talk about these ways to innovate for a game like WAR/WoW/EQ/etc.  I'll happily participate as long as three rules are followed: 1) No flaming.  I don't have the time nor inclination for that type of stuff anymore; 2) Any idea posted is posted with an acknowledgment that is given freely to the public domain; 3) That nobody expects me to post everyday or even that I respond to all posts/mail.  Anyone is free to use it, not use it, get credit, not get credit, etc.  I'll tell you this though, any idea that someone posts there that I like and that I pass on to the design team, I'll make sure that the person gets game credit for it as well as WAR swag. So, if you think you have some good ideas but nobody is listening, here's your chance. I've always thought that there are lot of bright people here (as well as some who I would happily put in our of our catapults for a quick one-way trip just as some here would apparently love to do to me) and that's why I've read and occasionally posted here forever (and I post almost nowhere these days).

4) I can also tell you that are intent is not to clone WoW or even do WoW 1.5.  For some, that is hard to believe I know but that's the last thing I would want to do for the same reason that I haven't put a DAoC 2.0 into production.  And let me tell you, given how many DAoC fans there are at EA, if I wanted to score brownie points with the new bosses, that would have been the first thing I did after the acquisition.  I want WAR to stand on its own feet and have its own shot at fame/fortune.  We're not looking to get WoW sub numbers and that means we don't have to do some things that would make the game more like WoW to achieve those numbers.  WAR will be WAR and if anything, it will draw on DAoC more than WoW. 

5) We have lots of new stuff that we will be talking about by the summer of 2007 that will show some of the different directions we are going in then some of the current MMOs.  The nature of this industry is way to competitive and derivative to talk about them this early in the process and I've instructed marketing, design and community not to talk about them until much later in the process.  I know this may sound like "Secret Tester Version and Features!" from some other games but it isn't.  We'll talk about them when we can ensure that they appear in our game before somebody else's game.

6) And no, there will not be RMTs in WAR, that was one of my ground rules going into the acquisition and EA, to their credit, didn't want to see them in this game either.  Just thought I would make this point again.

So, Happy New Year to all and to all, a good knight.  :)

Mark


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 28, 2006, 05:38:06 PM

3) So, if you think you have some good ideas but nobody is listening, here's your chance. I've always thought that there are lot of bright people here (as well as some who I would happily put in our of our catapults for a quick one-way trip just as some here would apparently love to do to me) and that's why I've read and occasionally posted here forever (and I post almost nowhere these days).

One way trip to where exactly? ;)

I'm game though. If anything, as a spectator.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: angry.bob on December 28, 2006, 06:29:43 PM
A private forum would be great. Having thought most of ToA was a bad idea and having no place to post about it other than the Vault depresses me. If one is set up, count me in and I promise to be on my best behavior. So I'll only curse at HROSE.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: schild on December 28, 2006, 06:31:04 PM
When I start hearing about people in the beta.

Ya know.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 28, 2006, 07:11:44 PM
A nice gauntlet throwdown there Mark, but why does it need to be a private forum? Or, put another way: who gets invited? I only ask because since the result is ideas entered into the public domain anyway, why close the doors?

As an aside, WAR seems to be shaping up nicely, and mostly based on decisions made well before EA took over anyway. I can see why people fear the takeover by the oligarchy. But given EA's history with MMOs, I think it only logical they'd let one already well under way continue as it was.

Real entirely-PvP-based advancement in a system open to casuals. Sorta like WoW BGs. Some might disagree but I can make meaningful progress towards gear just doing PUGs in BGs much more fluidly than ensuring I can attend 6 hours of scheduled raids a week. Seems like WAR may have that based on what's out there about it. Not sure when it's launching, but that, Conan and PotBS top my 2007 list.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Typhon on December 28, 2006, 07:38:58 PM
Unless your game can auto-shift masses of people to the other faction (which would imply fucking over guilds, which would imply people lighting themselves on fire and storming VA), start worrying about realm balance NOW.  Instances are great for even battles, but queues blow.  (giving the user some indication about population balance and a clear warning that joining a realm with an imbalance might not be so much fun FROM THE START might be enough to ease this problem)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: angry.bob on December 28, 2006, 07:55:14 PM
A nice gauntlet throwdown there Mark, but why does it need to be a private forum? Or, put another way: who gets invited? I only ask because since the result is ideas entered into the public domain anyway, why close the doors?

I'd hazard that the reason is that if it's even just viewable by the general public, the minute there's a board he reads and responds to, the signal to noise ratio will nosedive and become useless. It should be private, you just shouldn't have to be in the beta. Set something up like Lord Beta and let the admins decide whether you're going to contribute or if it's just someone off the street looking to bitch about precasting and whatnot.

But yeah, balance needs to be the concern first and foremost. Two sides makes that easier, not harder though. Good vs Evil wise, I think populations won't be as lopsided as they have been in other games though. The the Greenskin side has s3xx0r elves and chaos to offset the normally larger segment who just want to play a normal human or good elf.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on December 28, 2006, 08:01:35 PM
Darniaq,

   As to why I would prefer it private, simply for ease of moderation and control of flames.  Like I said, I just don't have time for that stuff anymore.  As far as I'm concerned, anybody is welcome who wants to chat or even be a spectator but if it's open, it is more than likely it will devolve more quickly into the thing I don't want any part of.  At least by having it private, people to ask for access to it.  I start posting regularly somewhere and then the usual BS starts there unless the Mods really crack down on it.  I didn't want to ask the guys here to have to put that much effort into policing the topic.

   In terms of when WAR launches, our schedule is unchanged, Q4 2007.  Right now we are on schedule but I'll know more after this first round of internal EA beta is finished.  At the point we'll have a really good idea of when we stand in terms of the existing content as well as some of the new game systems we're currently working on.  FYI, so far so good.  No server crashes, lots of playtime used by the testers and we are getting some good intel for client optimizations.  We are so far ahead of where we were at this same point with DAoC that we are pretty happy.

   In terms of PvP advancement, that was one of the things I wish I had thought more of for DAoC.  Our reasoning at the time was to build the communities through PvE advancement at lower levels so that people would have a chance to form friendships, groups, guilds and then they could go into PvP with experience with the game and lots of support.  I still believe it made sense back in 2001 and I worry that cradle-to-grave, PvP advancement systems in a hybrid game might work against the building of communities in a new game.  Obviously, time will tell.

   As far as it shaping up nicely, I agree.  While it too is not perfect, the team is really doing a great job on it and frankly, we have surprised a lot of the EA by not only meeting our schedules but by the sheer amount of game we have churned out in such a short amount of time.  Throw in lots of love from GW and all is right in WAR these days.

Schild,

   Yeap, I know. :)

Stray,

   Spectators welcome as per above.


Mark


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on December 28, 2006, 08:08:39 PM
Typhon,

   Not only do I agree with you but that has been one of our biggest concerns from Day 1 and it remains so today.  It's easily one of the trickiest problems in hybrid MMORPG design, especially one like WAR which we want to be a RvR-centric game.  We'll have to see how things turn out once the servers are turned on.  This is one of those issues that even a long beta won't necessarily point out the flaws in our design-making.

Angry.bob,

   Bingo on both.

Mark


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Johny Cee on December 28, 2006, 09:10:59 PM
But yeah, balance needs to be the concern first and foremost. Two sides makes that easier, not harder though. Good vs Evil wise, I think populations won't be as lopsided as they have been in other games though. The the Greenskin side has s3xx0r elves and chaos to offset the normally larger segment who just want to play a normal human or good elf.

I agree with two sides making balance easier.  In DAoC (and I've been subbed continually since a couple months after release...) with three realms:  one would be dominant,  one would be fiesty underdog,  and one would be the bitch.  Since population is divided more ways and you're all aggro to each other,  much smaller gradients in population difference led to mass dominance by the strongest side over the weakest side,  while the midposition faction did alright even if they lost more than won.


The one piece of advice I'd give has already been recognized as a problem by Mythic:  The danger of massive specialization in jobs.

Massive specialization creates "bottleneck" classes/archetypes,  that are a requirement for groups and to compete.  The evolution of the gank guild owes alot to the fact that you needed to secure your access to good/skilled players of a few select archetypes in your groups,  or you couldn't play the game and have fun.

I can't count the number of hours I sat outside a portal keep spamming "looking for bard" or "looking for druid" (insert healer/cleric/good sorceror/etc for other realms),  because to leave without one was pointless.  When I was pretty active RvRing,  I knew exactly who the competant non-gank guild bards and druids in my realm were because securing a couple was the only way your PUG had even an outside chance.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 28, 2006, 09:12:31 PM
> This is one of those issues that even a long beta won't necessarily point out the flaws in our design-making.
But if you go live without restrictions, you can't add them later if you need them without alienately a portion of players.  Kinda like Buffbots :mob:


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 29, 2006, 12:53:23 AM
If there's going to be a WAR closed forum I'd like to contribute.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Typhon on December 29, 2006, 04:52:41 AM
Two sides easier then three+
I agree if there is no game mechanism to enforce diplomacy.  For example: if side B and C agree to game up for a period of time against A, a truce could be effected that would prevent rabid player B(n) from attacking rabid player C(n) during a critical battle where B and C were attacking A... which I kind of like, because it allows the server population itself to determine the appropriate balance.  Course this raises the difficult question of who is in charge of diplomacy for each side (doesn't seem like it would be an easy design/coding job)

Givie the player enough info to not screw themselves/the server
If, during character creation, I (the player) could see the population balance for any particular server, and I could see (in the character creation screen) the negative side-effects of creating a character of a particular realm on a server with a population imbalance towards that realm, I'd choose to create a player/guild on a realm with a more even distribution.  I've got to believe that the number of folks that would create a character on a server where they would end up being personally weaker/have longer queue times would be the extreme minority.

I'm not saying figuring out how to show the player that information would be easy (it couldn't be just straight chars generated, it should overtime weight in average play time more and more heavily), I'm just saying it will help blunt server imbalance.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on December 29, 2006, 05:32:05 AM
I agree that 2 realms makes balance easier (though it also makes comparisons easier so players may feel more aggreived). I'm just not sure it's worth the cost.

In the end I think you have to look at systems which push the losing side back onto more favourable ground anyway. ie. if Dwarfs lose regularly the front line is pushed back to a place where Dwarfs have advantages in terms of npcs or landscape features (choke points that favour the side pushing south or whatever).





Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on December 29, 2006, 05:48:33 AM
If there's going to be a WAR closed forum I'd like to contribute.

I'd like to be in, as well. I'm too much of a Warhammer nerd to do otherwise.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on December 29, 2006, 06:40:00 AM
Tazelbain,

   Agreed.  You'll be happy to know that "No Buffbots" was part of my design document for WAR and they will not be part of the game.  That was one of the mistakes/issues we could have handled a lot better and it is a lesson learned.  We at Mythic make our share of mistakes but we try really hard not to repeat them.


Mark


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 29, 2006, 07:03:58 AM
Thanks for the responses Mark!

I appreciate the insights on PvP advancement. I didn't care back in 01-02 when I was in DAoC because I was fresh off of EQ. "PvP" back then seemed defined by those spamming the Shadowbane forums and those watching :)

Quote from: MarkJacobs
This is one of those issues that even a long beta won't necessarily point out the flaws in our design-making.

Have you any planned contingencies you could discuss to ensure faction balance isn't a huge problem for players? I personally don't feel full disclosure to new players on the front end helps much, because the moment it matters most is within the first month or so of launch when everything's up in the air anyway. New players will always come to the game, and there'll be spikes for expansions and big patches. But the bulk of a server's society/social-personality seems based on those that first come. Everyone later is joining built servers already while veterans chase new server launches.

imho anyway.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 29, 2006, 07:17:43 AM
Have you any planned contingencies you could discuss to ensure faction balance isn't a huge problem for players?
DD busts and thong armor should only be available to the underpopulated realm. (yes, I know Mythic doesn't pander this way)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: waylander on December 29, 2006, 07:33:48 AM
Darniaq,

   In terms of PvP advancement, that was one of the things I wish I had thought more of for DAoC.  Our reasoning at the time was to build the communities through PvE advancement at lower levels so that people would have a chance to form friendships, groups, guilds and then they could go into PvP with experience with the game and lots of support.  I still believe it made sense back in 2001 and I worry that cradle-to-grave, PvP advancement systems in a hybrid game might work against the building of communities in a new game.  Obviously, time will tell.


Advancement through PVP should be just as fast as advancement through PVE.  So far I haven't been impressed with games that offered advancement through PVP, but put timers on how soon you can kill Johnny R0x again. If a game doesn't want Johnny killed every 10 seconds, the he doesn't need to respawn close enough to get back to the fight that fast.

If you design PVP advancement with some FFA environments, team based instances, etc you can accomplish the same social networking via PVP that you can with PVE.  Early in a game's life people are looking for guilds to join, and a PVP based social networking scheme can work well then.  Later as the game matures, new players need a good system for both PVE and PVP advancement so they can develop quickly and find guilds.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 29, 2006, 07:48:52 AM
I agree with all of that. Just one thing:

Quote from: waylander
So far I haven't been impressed with games that offered advancement through PVP, but put timers on how soon you can kill Johnny R0x again
WoW uses diminsihing returns. The more often a player dies within a time-span (or maybe during an entire instanced PvP fight? which is the only kind I do...) the fewer honor points they reward, down to zero eventually.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: waylander on December 29, 2006, 07:59:02 AM
I agree with all of that. Just one thing:

Quote from: waylander
So far I haven't been impressed with games that offered advancement through PVP, but put timers on how soon you can kill Johnny R0x again
WoW uses diminsihing returns. The more often a player dies within a time-span (or maybe during an entire instanced PvP fight? which is the only kind I do...) the fewer honor points they reward, down to zero eventually.

Honor points or like DAOC realmpoints I understand diminishing returns. But if you tell someone they can level up via PVP, then there should be no difference between killing a player every 5 seconds or killing a mob that's on a 5 second respawn.  Just make it equal to leveling via PVE is all I'd ask.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on December 29, 2006, 08:10:23 AM
Looking over the official site, there is mention of four levels of RvR and the points that seem to step into the light as I see their impact.

Skirmishes (incidental PvP combat) where ganking will be the primary focus?
Battlefields (objective based battles in the game world) what will influence my desire to roll along with this?  Will I have a greater ability to gain as a character over just skirmishes?
Scenarios (Instanced, point-based battles balanced with NPC dogs of war) sounds like this will be a pug place if the Battlefields are ruled by guilds.  Will this be more entertaining due to the NPC dogs of war, will advancement be quicker through this route and the end result be the lack of focus or interest of the battlefield?  Thus you run into what are becoming known as (premades) in the wow instances.  Groups setup by the opposing faction...  is any of this really a bad thing?  Will perhaps some scenarios be solo based, infiltration or storming the ramparts.
Campaigns (The invasion of enemy lands culminating in the assault on their capital city) no matter what this sounds like something that will come about as a raid type of senario from the other MMOGs, which I am sure will have lots of fun, but also invoke those whom think the best motivation is to let the masses know they will clean their armor with your tears...

I really really liked RvR in DAOC, much more so than FvF in WOW.  If a forum is setup, I would be happy to contribute.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: shiznitz on December 29, 2006, 08:22:27 AM
I am not an avid PvPer, but I would think it would make sense to provide exp incentives for PvPing in controlled environments. Ganking randomly in the world should be less exp than 6v6 in an instance. In fact, you should get PvP exp even if you die in an instanced battle to encourage people to participate. Obviously, there might have to be some kind of timer or other penalty to prevent people from exping through repeated deaths on purpose.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 29, 2006, 08:36:41 AM
It is hard to give an constructive advice not knowing the mechanics. SO I'll give advice based on what we see in WoW, Guild Wars, and the stuff you released

Quitters (people who leave early) and Leachers (join but don't play) need to handled in a way minimize the occurance and give aid to the team when it does occur.  I understand not all these are poor sports but they really need to dealt with.  Its not hard see that a few Leechers could ruin the fun for everyone else.  If people can get something for nothing, they will.

Voice chat and organized groups really separates the haves/haves nots.  In the Slashdot Interview someone talked about easing new players in to PvP.  New players aren't going have VC, but they are going to jump in and  play against people with it.  They will step on the field, get obliterated and leave your game.  Not sure what to do about it but it seems like a real problem.

Focus fire/zerg should be eliminated with the proper use of maps and objectives.  Bunching all your troops in one area should be the surest path to defeat.  If a team has all of their players bunched in one area, it should mean vital areas elsewhere go undefended. I know some people think bunching is inevitable, but it isn't, you designed your game to encourage it if it happens.  If the most effective tactic is the most boring, they with do it and hate you "making" them.

Casual PvP please.  When I stumble in at 4am after night of Blackjack and hookers, I want to be able to hop in to the game and get in a fun fight without guildies and without having to worry about being stomped by an uberguild. Not saying the whole game needs to be like this but there should be a handfull of places to go with no preparation.

Above you mentioned you were worried about a lack social interaction with pure PvP advancement. Socializing is going happen naturally.  Instead of thinking about mechanics to force people together, it is better to minimize things that pull people apart.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Cheddar on December 29, 2006, 08:37:16 AM
If a private forum is created make sure I have access.  I have avoided reading about WAR do to its early stage, but it is nice seeing Mark allow us some feedback and parlay.  

Really, things around here are relatively sane.  Our benevolent overlords do a good job and rif raf tends to get discouraged by all the big words and punctuation.  Perhaps they could rename the UO board (snicker).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sky on December 29, 2006, 08:48:02 AM
World od Warhammer iz gunna R00oooOOCK!

Sorry. A diku-based game with war in the name and elves, orcs and dwarves in a fantasy setting?

Good luck, Mark.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on December 29, 2006, 09:01:08 AM
   Agreed.  You'll be happy to know that "No Buffbots" was part of my design document for WAR and they will not be part of the game.

/happy_dance

Quote
That was one of the mistakes/issues we could have handled a lot better and it is a lesson learned.

To be fair, even buff bots worked out much better than the EQ five-minute-buff-cycle that DAoCs conc buffs seemed intended to 'fix'.

Quote from: tazelbain
Focus fire...should be eliminated ............... If the most effective tactic is the most boring, they with do it and hate you "making" them.

Well, yes, the problem is that...

1) You can't determine the best tactic up front - as a developer you'll never be as good as your players at working out the best tactic. Trying to do so attracts unintended consequences. All you can do is try to build an environment that has enough options so that the best tactic varies over time.

2) The problem isn't focus fire, the problems resulting from focus fire mostly come from rewarding organisation (which is probably something you want to do anyway), as well as the lack of collision detection and the limited importance placed on gaining positional advantages (high ground, flanking etc), which in other games act as a natural brake on focussing of fire (total war is the best example I can think of).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 29, 2006, 09:13:56 AM
I would like to see terrain-based advantages.

Quote from: waylander
Honor points or like DAOC realmpoints I understand diminishing returns. But if you tell someone they can level up via PVP, then there should be no difference between killing a player every 5 seconds or killing a mob that's on a 5 second respawn.  Just make it equal to leveling via PVE is all I'd ask.
I would rather there not be a way to grind PvP points at all, in much the same way I'd rather there no longer be a way to grind XP on the PvE side of things. Grinding sucks, period. It's only "fun" insofar as it becomes a shorter or more guaranteed path to acquisition. And that's little more than changing your odds at a slot machine. It doesn't make it more "game", just less "work". Design it out of the system altogether.

This is the current problem with PvP in WoW in my opinion. Players believe they can grind Honor Points just by killing other players. They know diminshing returns is there but don't seem to care. I attribute this to two things: 1) laziness; and, 2) the fact that winning a BG in WoW doesn't reward enough Honor Points.

To me that links back to every discussion about grinding mobs vs quest rewards. WoW got this right for the most part. A player can exist entirely on quests alone, from 1-60 (unless they PvP alot), and they can advance at a fairly good clip, enough so that grinding mobs is an alternative, but not a requirement (outside of faction farming, which is separate too).

I'm not niave enough to think WAR won't have XP :) However, I would like to see XP balanced such that the quest resolution and encounter resolution give the bulk of XP. As long as they aren't four hour epics (one reason I prefer Arathi Basin over Alterac Valley for those times when I've only got 30 minutes to play). This way Leechers and Quiters can't benefit from leaching and quiting, respectively. It sucks for someone who has a to emergency AFK. But as a married father of two young kids, I have had to do this myself, and have long since accepted it. Other mature clear-thinkers do as well.

Based on Fargull's outline above, it sounds like WAR is headed down the right track here. Proof will be in first contact with real players though :)

And if a WAR forum is set up, I'd love to join too.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on December 29, 2006, 09:23:20 AM
One of the things GW got right was setting up some pvp for casual players: random arenas and (to a lesser extent) hero arenas. What they got wrong was that there wasn't much incentive for the achievers to do those.

What I want to know is if pvp matters. Is Alterac Valley (or the equivalent) going to still be raging two years from now? There's a sweet spot people are aching to itch between pvp that doesn't matter enough and pvp that matters TOO much. People want some dynamism even if they don't realize it's what they're begging for. When someone says, "Goddamn, this AV grind is too much. I figure I need thirty wins to get my sword. I hate this... time to queue up" they're actually saying, "This is boring as Hell but I have too much time invested to admit I hate doing the same thing over and over."

So don't make it the same thing over and over. Don't make it hurt Shadowbane style to lose but make the give and take matter. They're craving it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 29, 2006, 09:41:44 AM
One of the things GW got right was setting up some pvp for casual players: random arenas and (to a lesser extent) hero arenas. What they got wrong was that there wasn't much incentive for the achievers to do those.

It has nothing to do with achievers. You could try enticing players with all the carrots in the world, and heavily pvp minded players still wouldn't give a damn. It's instanced, small team pvp, not much better than dueling in front of Stormwind. It's made for no one but "casual players". You'll find that most PvP focused players are also "world" enthusiasts. That's why they don't care about the GW model much. They want war and politics, not just a pointless diversion. They'll play shooters for that.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nonentity on December 29, 2006, 09:50:19 AM
It sounds like it could be a forum I could contribute to in some way.

One way I've found to get good discussion going is to kind of egg the conversation on a certain way by having different threads for specific things you want to see discussed, or specific mechanics. Lord knows we've covered the mechanics of that-which-will-not-be-mentioned many times over.

One of my concerns is the balance that will be kept between advancing through PvP and advancing through PvE. The PvE content is always there, waiting for you to do it and be consumed, whereas the PvP content might not always be there. You happen to log on one day with your brand spanking new character, and there's nobody else currently playing in the other starting area. So you're forced to go back to doing PvE.

Are the rewards for time invested being returned in the PvP areas? There's no guarantee where there will be people there to kill or not for the time you put into it, whereas you're guaranteed the shiny loot and weapons going the PvE route.

I would also have the question of how the loot would be scaled accordingly between the PvP and PvE areas, but I suppose that's a question to ask and balance further down the road.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 29, 2006, 09:50:42 AM

Well, yes, the problem is that...

1) You can't determine the best tactic up front - as a developer you'll never be as good as your players at working out the best tactic. Trying to do so attracts unintended consequences. All you can do is try to build an environment that has enough options so that the best tactic varies over time.
FF is going to always be the best tactic by default.  But I don't think is really that hard to break it up.  If controlling a single spot means victory than bunching is going to be only tactic.  The more spots that are needed to be controlled and further the spots are away, the less effective bunching is going to.

Quote
2) The problem isn't focus fire, the problems resulting from focus fire mostly come from rewarding organisation (which is probably something you want to do anyway), as well as the lack of collision detection and the limited importance placed on gaining positional advantages (high ground, flanking etc), which in other games act as a natural brake on focussing of fire (total war is the best example I can think of).

But its the wrong organization to reward.  Standing around listening to your leader call targets so you spam kill button isn't fun.  Good organization should more than getting 500 to do the same repetitive task.  It should be deciding strategy and tactics and delegating to your team so your objectives are achieved.  But if there is only one tactic,one strategy there is no meaningful decisions to be made besides getting as many bodies on your team as you can find.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: garthilk on December 29, 2006, 09:50:57 AM
Mark,

Great to see you alive and well and posting. I think you bring up a lot of good points. I know there's a few hundred EA employee's in beta, but I wonder how useful is the feedback from the brass at EA Mobile? Or EA Sports? Wouldn't more seasoned MMO veterans, whom were willing to give constructive feedback be better? Now I know some of the QA leads etc are good examples of how EA employee's make good testers. The other question remaining would be about the console. Just four months ago you said that it wasn't the right time for a Warhammer console game, what changed?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 29, 2006, 10:02:29 AM

It has nothing to do with achievers. You could try enticing players with all the carrots in the world, and heavily pvp minded players still wouldn't give a damn. It's instanced, small team pvp, not much better than dueling in front of Stormwind. It's made for no one but "casual players". You'll find that most PvP focused players are also "world" enthusiasts. That's why they don't care about the GW model much. They want war and politics, not just a pointless diversion. They'll play shooters for that.
I think you are narrowly defining pvp-minded to include play styles you want and exclude play styles you don't want.  WoW and GW style PvP seem to vastly number any other PvP style in the American market and that's clearly what this game is aiming for.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on December 29, 2006, 10:04:52 AM
One of the things GW got right was setting up some pvp for casual players: random arenas and (to a lesser extent) hero arenas. What they got wrong was that there wasn't much incentive for the achievers to do those.

It has nothing to do with achievers. You could try enticing players with all the carrots in the world, and heavily pvp minded players still wouldn't give a damn. It's instanced, small team pvp, not much better than dueling in front of Stormwind. It's made for no one but "casual players". You'll find that most PvP focused players are also "world" enthusiasts. That's why they don't care about the GW model much. They want war and politics, not just a pointless diversion. They'll play shooters for that.

I absolutely agree with that assessment but I also think that because of the way GW ended up going it drove all those world enthusiasts out leaving only achievers, casuals and people inexplicably in love with their brand of pve.

That's precisely why my GW guild fell apart. A bunch of guys move from Shadowbane (not me; the one bane I was ever in on SB was the worst play experience I've ever had in a PC game. Ever) because GW promised the moon and the stars to pvpers and it turns out to just be a pleasant diversion accompanied by endless nerfs.

So there's what set GW apart from WoW (once upon a time) and what seperates WAR: pvp-centric gameplay. Except GW fucked up in not realizing precisely what you said, that the pvp guys who will stick with you want dynamic, fluid situations where they can make an impact. And that's where it ties into this WAR discussion. Don't suck, Mythic. If you offer the new DRAKWALD FOREST EPIC PVP BATTLEGROUND and it's just Alterac Valley with a new skin those pvpers won't stick with your game. They can get that shit (and have gotten it) in WoW for two years.

It's like the guys from my current WoW guild and GW guild (they don't share any members. I have fifty plus people ready to jump tomorrow if WAR offers a different sort of game than either GW or WoW but if it's the same? Free month and done. The market's not wide open anymore; we need to be enticed with new stuff.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: shiznitz on December 29, 2006, 10:10:12 AM
Mark,

Great to see you alive and well and posting. I think you bring up a lot of good points. I know there's a few hundred EA employee's in beta, but I wonder how useful is the feedback from the brass at EA Mobile? Or EA Sports? Wouldn't more seasoned MMO veterans, whom were willing to give constructive feedback be better? Now I know some of the QA leads etc are good examples of how EA employee's make good testers. The other question remaining would be about the console. Just four months ago you said that it wasn't the right time for a Warhammer console game, what changed?

It is important for a new MMO to appeal to MMO noobs. That said, it is highly unlikely that game industry employees haven't ever played an MMO. Just because some guy has spent 3 years working on Madden games doesn't mean he doesn't play WoW.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: waylander on December 29, 2006, 10:32:20 AM
It should be obvious to any who know me that I'm about as anti-grind as they come since I moved into the real working world a few years back. But if they are going to provide advancement through PVP and Mark is concerned about developing social networks via PVP channels, then I don't see why co-op quests or other things can't do the same thing.

The biggest problem people face in an MMORPG, IMHO, is finding a good group of friends to game with or finding a quality guild.  To me the newbie experience should orient you to the game world, the combat, and help you integrate into the player community. That also includes finding a guild.  Too many games rely on people to go trolling forums to find guilds, or the 500 idiots sitting around spamming "X,Y,Z Guild is recruiting, go here, etc to join up!".

A strong guild system (recruitment, management, etc) is central to these types of games. Someone who comes up only through a PVE track might get so disgusted with idiot PVE guild e-drama that they might just quit the game. So I think some way to have a PVP centric social networking design is important, but has to be good enough to help people find PVP oriented guilds that are looking for people.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Cheddar on December 29, 2006, 10:51:11 AM
Hmmm, they have oodles of jobs open in my neck of the woods.  Too bad its up in Fairfax.  :P


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: dornam on December 29, 2006, 01:21:50 PM
I surely don't want advancement through RvR be "the same" as advancement through PvE.

We all know that grinding mobs will be part of the game and probably be the fastest style of leveling up.

Good and fine, no problem here.

But grinding PvP is what I absolutely not want. I don't want to kill a player char every 5-10s for hours and hours, surely NOT.

I want RvR to be meaningful, I want combat tactical and strategiy because it's that what seperates RvR from PvE. And that means running around a lot, looking for the enemy, trying to engage them at critical choke points like keeps or bridges and it means 90% running/looking and 10% fighting!

Fighting without pause, on and on and on, is simply meaningless grinding WoW style where people suicide their chars into the enemy because it's faster than sitting and regging. Thats not fun, thats not WAR, that's ridiciulous!

So death must be meaningful and people should take at least 5 Minutes to get back into action so that they learn to avoid death and put up a good fight were defense and tactics matters just as much as DpS.

If it means that I level slower through RvR than through PvE, then that is just what it means. But please don't kill RvR just because some people think that they must kill 1 opponent every 50 seconds all day long.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 29, 2006, 01:43:26 PM
> 90% running/looking and 10% fighting!
You already have DAoC to fill your running around needs.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 29, 2006, 01:59:04 PM
What exactly do you want then tazelbain? Whenever the subject of pvp comes up, it seems like all you do is criticize. Offer something yourself.

All he's saying is he wants pvp oriented objectives. Basing advancement or pvp rep in general through pk grinding will never work out well. Player "spawns" can't be depended upon like mob spawns, and thus, xp rates would be almost impossible to adjust and make equivalent to pve grinding. Secondly, it doesn't encourage teamplay. If the most efficient way to get rep is through player killing, then all you get is a bunch of individuals on the battlefield.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: mmofreak on December 29, 2006, 02:35:39 PM
Props to MBJ for taking the time to respond to those issues, don't wanna sound like an ass-kisser but it truly is nice seeing the head honcho of Mythic communicate with the peeps who are following WAR's development.


And that means running around a lot, looking for the enemy, trying to engage them at critical choke points like keeps or bridges and it means 90% running/looking and 10% fighting!

Fighting without pause, on and on and on, is simply meaningless grinding WoW style where people suicide their chars into the enemy because it's faster than sitting and regging. Thats not fun, thats not WAR, that's ridiciulous!



I strongly disagree in regards to 90% spent running and only 10% fighting, that would make WAR just one big Emain = not fun. Though I do agree that the fighting should be nothing like WOW, dying and then running back into the fight to suicide again 15 seconds later is utterly retarded. Dying in RvR should sting to some degree, perhaps not to the extent it did in DAOC, but without a doubt much more than it does in WOW.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 29, 2006, 03:37:21 PM
Until there's a system where characters don't die within 15 seconds of showing up, I'll take the no-decay/quick-runback any day. I don't expect that from WAR nor any diku-like game though, because it would mess up the whole kill-to-advance formula at it's foundation.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 29, 2006, 03:44:27 PM
What exactly do you want then tazelbain? Whenever the subject of pvp comes up, it seems like all you do is criticize. Offer something yourself.

All he's saying is he wants pvp oriented objectives. Basing advancement or pvp rep in general through pk grinding will never work out well. Player "spawns" can't be depended upon like mob spawns, and thus, xp rates would be almost impossible to adjust and make equivalent to pve grinding. Secondly, it doesn't encourage teamplay. If the most efficient way to get rep is through player killing, then all you get is a bunch of individuals on the battlefield.
I want objectives too, but I really don't want to run around 9mins for a 1 min battle.

Since you are calling me out, I'll repost my comments for Gamers know not what they want...

I think the only to handle it is to make it a big game of chess. The pieces would massive NPCs that duke it out and players struggle to tip the balance in their teams favor.  Eventually leading to one side winning.  I.E the Battleship White Bishop assaults the Black Knight Fortress.  Black players would attempt disable the battleship's systems and help destroy it at the same time defending their fortress.  This would add more strategic elements because different match-ups that would play out differently and players would have to decide which match to help with.  Add a finite resource system to craft new pieces.  After the game is over pass out special titles, certs, and armor looks to encourage them to stick around for the next game.
I trying to put my figure want I find distasteful about Eve's PvP, the best I come with is...
I don't want to be another point in the blob.
Politics and the political state are opaque to the spectators and the majority of the players.
Something about the target system felt alien to me.


Mass PvP should be more like the NFL.
I agree, but that would never happen in a digital medium. Imagine playing Madden where every player was controlled by a real person. It wouldn't be any better than any other pvp game. Even if all of the individuals knew how a football game should work.
I didn't mean literally :)
It should be:
A) winnable
B) transparent, everybody plays with their cards up.
C) watchable, you should able to watch it figure out what is happening.
D) broken up discrete objectives. plays -> drives -> points -> wins -> championships
E) parity
F) room for individuals to shine, and because of C people can see them.
I was talking about a MMOFPS, but it'd mostly work here. To try to bring this back on topic to WAR, I am exicited about WAR because its going to bring high-level structure to instatized PvP the same as playoffs in NFL. No politics, no zerging, no ninja raids, no problem.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on December 29, 2006, 05:07:58 PM
Until there's a system where characters don't die within 15 seconds of showing up, I'll take the no-decay/quick-runback any day. I don't expect that from WAR nor any diku-like game though, because it would mess up the whole kill-to-advance formula at it's foundation.

In daoc the system in practice worked as 'die and you are out until the battle is over - or sooner if your team is battle-rezzing, unless your side loses control of the area and can't retake it quickly, then you're out for 15 minutes'.

15 minutes was too long, but the principle of a bigger penalty for a team loss worked well.

The only people running for 10 minutes and playing for 1 minute were the roaming 8 man gank squads - and I never really cared much what they were up to.

Daoc also had more rvr than just fighting going on. Being successful in the 1 minute, meant having discussed the plan in the previous 9 minutes, and having coordinated with the other groups and guilds in your zone to figure out what was going on.

Where rvr really shone was the cat herding aspects. Fact is, despite all the moaning about class balance, buff bots, and realm abilities, the realm that dominated and the guilds that dominated were those who were able to get organised quickly. Organisation > ToA loot. And I don't just mean the RvR guilds who had fixed teams roaming emain, I mean when people would take command of random keep sieges and so forth. Of course, organisation could also make ToA straightforward to get through, so the two were related. But DAoC was fundamentally a cat herding simulator.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 29, 2006, 05:14:45 PM
Tazelbain, You mention NFL and that raises a good point.

Part of the problem with PvP of the past, why it had such niche appeal, is because it mattered too much in general, or was too punitive in mechanic. Even a perfectly functioning Shadowbane for example would never be 200k accounts in size. Same as Eve. The core experience is too immersive for the masses.

Better to treat PvP as sport, like WoW BGs, the gaming leagues in Europe, FPS games in the US and so on. So if WAR treats PvP as sport and adds a layer of relevance beyond the grind-for-new-gear-a-different-way mechanic of WoW, I'm all for it.

Quote from: eldaec
In daoc the system in practice worked as 'die and you are out until the battle is over - or sooner if your team is battle-rezzing, unless your side loses control of the area and can't retake it quickly, then you're out for 15 minutes'.
Sounds like WoW is using this idea for Arena battles at level 70. Regardless, I think it works as long as players can't get one-shotteed. If they can, it sucks, unless the match is so short there's no real longterm relevance to it.

I didn't play much PvP in DAoC, and quit before ToA came out. All I'll be seeing is whatever they learned from it and applied to WAR :)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on December 29, 2006, 05:46:12 PM
I'd also be intrested in joining in on the private discussion  :-)

Diminishing returns is a hack at best for the underlying problem, any system that's based strongly on XP from killing player opponents will have problems. This of course is because of the fact that you can't guarantee that a player will behave in the same way as a mob and put up a fight. I also think the key lies in controll of strategic positions mandating the XP earned in some way. This requires sufficiently large instances to prevent "Let us capture it first, then we'll let you capture it right after without us defending, rinse and repeat" though. I think a lot can be learnt from looking at WoW and the failure that is their battlegrounds. Alterac Valley the last time I played it consists of the 2 sides ruining past each other and commence PvE in their opponents base in order to win the battleground before the other team, there's no PvP conflict anywhere since a long fight means less honor than just loosing and then joining a new instance.

EDIT: Clarification and typo


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 29, 2006, 06:03:47 PM
Part of the problem with PvP of the past, why it had such niche appeal, is because it mattered too much in general, or was too punitive in mechanic.

I don't disagree that past games were too hard to get a leg up in (or too hard grow a new leg too, for that matter), but as for "mattering too much": I think any mmo that claims to be "pvp oriented" should do no less. The way I see it, there are different "tiers" of competitive gameplay. Say, 1 vs 1 fighting games or 16 vs 16 multiplayer first person shooters. MMO's should be in a third category. I don't exactly what that other category is, but it should entail more than just trying to be those other two. People don't expect multiplayer fps's to behave like fighting games (or vice versa), do they? The same should go for MMO's. They should be something in their own right. They should cater somehow to the idea that these games are massive and persistent.

The effects of pvp should be seen more than just on the battlefield -- simply because there's more in the game world than that battlefield. In a multiplayer game, you can get away with that -- because the battles themselves are the whole "story". In an mmo, a battle should just be a chapter in a much larger saga.

Besides, not a single one of these have been good at being multiplayer games anyways. There are better alternatives found elsewhere for that.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Johny Cee on December 29, 2006, 06:31:07 PM
Where rvr really shone was the cat herding aspects. Fact is, despite all the moaning about class balance, buff bots, and realm abilities, the realm that dominated and the guilds that dominated were those who were able to get organised quickly. Organisation > ToA loot. And I don't just mean the RvR guilds who had fixed teams roaming emain, I mean when people would take command of random keep sieges and so forth. Of course, organisation could also make ToA straightforward to get through, so the two were related. But DAoC was fundamentally a cat herding simulator.

Alot of truth in this.

Population was a factor,  but organization was as important.  A realm with a couple of good rvr leaders that everyone (elite player, casual rvrer, and mostly pve guy) could respect tended to do well.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on December 29, 2006, 10:31:24 PM
Some lessons learned having played DAoC since beta:

1) PvE isn't your strong suit, keep this in mind. PvP in DAoC is among the best I've experienced in an mmog.  I hope War continues this tradition.  If I can get to the endgame quickly doing nothing but PvP, that's a win.  The endgame will retain more players than the grind to get there.

2) This is a big one with me:  PLEASE err on the side of less damage.  Players enjoy long, epic battles.  Noone enjoys dying in 5s or less.  Keep damage in check.

3) Balance Melee vs ranged.  This has been nearly accomplished on the classic servers over 5 years after release... I hope it's like this in War from the beginning. 

3a) Adding archers as casters-that-pay-for-their-spells (aka arrows) is weak implementation.  Make an archer unique and useful to the game dynamic or don't bother adding them at all. 

4) NOONE likes being unable to act and/or react.  Remove stun.  Remove stealth.  This will go a long way to keeping the playerbase content.

5) Make sure your hardware is up to the task.  Stating that circle strafing and lag jumping is "good play" is a poor way to say "we can't do anything about it so live with it".   If you can't handle epic scale battles on your end, then make sure that you limit the scale of conflicts on the player's end.  I can't emphasize this enough.

6) Consider the layout of terrain and fortifications LONG AND HARD before putting them into play.  The addition of water was bad.  Adding towers to bridges was worse. Placing towers within the range of siege equipment to keeps?  Not sure what the thought was there. At least you're beginning to address these in DAoC.

7) If you're going to have some bonus for "capturing the flag" (i.e. relics in DAoC), make sure that the bonus isn't unbalancing.  A 20% bonus is obscene when given to the realm that already has enough power to capture the flags.

7a) In the vain of above: Create incentives to play as the underdog... else you'll see many people jumping ship to play with the winning side.   

8 ) Players like a carrot in PvP.  It gives them an incentive to keep logging on when the play isn't as fun as they might have hoped for.  Realm abilities was a nice way to diversify this carrot, but got out of hand with the addition of so many classes.  The titles were also a nice touch, but most were meaningless.   WoW incentives leave most people flat... I'd rather be able to do something cool than buy an item. 

9) Battlegrounds are fun, but they can also be a distraction.  When a portion of the playerbase would rather participate in the BG's than the endgame, you may want to ask yourself "why?".

I'll come up with more when I can think straight...

I also want to thank MJ for including me in a few of the DAoC expansion betas.  I had written up my reactions, but some "technical issues" kept them from being added to the site.   




Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Tegatana on December 30, 2006, 01:25:37 AM
Mark,

Great to see you alive and well and posting. I think you bring up a lot of good points. I know there's a few hundred EA employee's in beta, but I wonder how useful is the feedback from the brass at EA Mobile? Or EA Sports? Wouldn't more seasoned MMO veterans, whom were willing to give constructive feedback be better? Now I know some of the QA leads etc are good examples of how EA employee's make good testers. The other question remaining would be about the console. Just four months ago you said that it wasn't the right time for a Warhammer console game, what changed?

Tegatana looks at his deck of MunchKin Cards and plays the "Take me Take me!" Card....

Choosing Beta-Testers is HELL, from the WAR perspective, i am all for a selection out of the WAR community (i am involved at a german WAR-News-Page as well... http://war.mystics.de), but i am also a veteran at MMORP-Publishing and involved with the "Shadowbane-Beta" back in the Time Swing-Entertainment was still the Publisher for Europe. I worked for SWING Fulltime and running and coordinating the external Beta was "Hell" (partly to the condition of Shadowbane i have to admit). 99% of all comunity Testers do NOT Test or give "valid" feedback.
As a Dev, you are in great trouble...you cannot test an MMORPG without lots of testers, but lots of testers do NOT test..... choosing the "right" ones is very tricky, for people get very tricky themselves if they see a chance to get a spot into beta (not to test, but to sneak peak...).

My Ideas for encouraging Testers to "TEST" by awarding them and banishing them for NOT reporting bugs were shot down by management, but i still believe its a good way to get community testers to actually TEST.

The IDEAs for the early phases with community testers:
-close all accounts of community testers who didn t report a single bug in a month!
-set up bug categories and AWARD the best finds in any categorie on a monthly basis (i.e. set prizes for best economy bug, best PvE bug, Best PvP bug, best Crafting bug, wierdest grafic bug etc.pp)
- force the AWARDS with the GUILD-Beta!  As bad as it sounds, in any competative game like WAR with RvR, some guilds WILL hold back bugs with the intention on using them in release....any guild will deny it but it WILL happen (and happened in the past), a lot :-((   The only counterpart is banning the WHOLE guild for not reporting bugs and give carrots to guilds who really test and report. AWARD whole GUILDs for reporting (most bugs reported, best RvR bug reported by guild XY etc...). This will maximise the bugs reported and may even lead to (positive)competition between guilds even before release. Imagive the fame the guild will get for beeing AWARDED 3 times as the best Beta-Guild of the month  :-))


Tegatana
http://war.mystics.de

.... still waving the "Take me! Take me!" card



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: schild on December 30, 2006, 02:43:25 AM
Lemme guess, Warhammer google alerts?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on December 30, 2006, 06:16:34 AM
Lemme guess, Warhammer google alerts?

Signs point to yes. Sneaking suspicion that this is why Jacobs wanted a more private forum.

I'm not even going to get a reassurance that the release game is going to be faster than that hideously slow, stand and smack each other beta footage I saw, am I? :(


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Typhon on December 30, 2006, 06:40:34 AM

7) If you're going to have some bonus for "capturing the flag" (i.e. relics in DAoC), make sure that the bonus isn't unbalancing.  A 20% bonus is obscene when given to the realm that already has enough power to capture the flags.

7a) In the vain of above: Create incentives to play as the underdog... else you'll see many people jumping ship to play with the winning side.   

...

9) Battlegrounds are fun, but they can also be a distraction.  When a portion of the playerbase would rather participate in the BG's than the endgame, you may want to ask yourself "why?".


Good summary.  I'm trying to hold off posting to see if we're gonna do the private forum thing, as a fan of DAOC RvR I'd like to be included.

That said, I strongly agree with item 7.  CoH character customization and DAOC housing seem like popular, non-combate related areas to invest in rewards (access to character/weapon auras, housing items - epeen stuff, versus significant improvement to the ability to wage war)

My take on 9 is, battlegrounds are fun, so make them a part of the end-game in the way that Darniaq was talking about (the "PvP as sport" > "total immersion PvP").  e.g. Chaos+Greenbacks must win best of X battlegrounds to take the currently contested land (which should change npcs and fortifications over to chaos troops) in addition to open-warfare siege PvP.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 30, 2006, 07:38:23 AM
Quote from: Nebu
9) Battlegrounds are fun, but they can also be a distraction.  When a portion of the playerbase would rather participate in the BG's than the endgame, you may want to ask yourself "why?".
Actually, you want to ask "why is that bad?"

PvP does not need to be relevant and world impacting. I appreciate Stray's point, but the more immersive it is, the more world impacting, the more relevant, the less people will want to partake because they'll be shouldered out by the truly dedicated. You can have some world-changing events, but do them as story arc/chapters, on a periodic basis. In between is for micro-rewards.

I just want to ensure there's balance between what was good about DAoC PvP and recognition about what so many gamers are interested in doing.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 30, 2006, 08:47:45 AM
Lemme guess, Warhammer google alerts?

The current top front page news item on warhammer alliance (http://www.warhammeralliance.com/) links right to here.

They now have their own discussion going (http://www.warhammeralliance.com/forums/showthread.php?t=8061) and I'll quote you the 2nd post.

Quote from: Kromlech
First!

GREAT find Garth, thanks!

That's a lot of great info, and I for one am going to register over at f13.

Later!


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on December 30, 2006, 08:53:46 AM
Good God.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on December 30, 2006, 08:57:41 AM
The horror... the horror...

I think Mark got scared off now anyway.  :cry:


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on December 30, 2006, 08:59:41 AM
Execute plan orange.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 30, 2006, 09:46:49 AM
The horror... the horror...

I think Mark got scared off now anyway.  :cry:
It's Saturday :)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Signe on December 30, 2006, 10:17:40 AM
They are coming.  (http://smiley.onegreatguy.net/shocker.gif)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: waylander on December 30, 2006, 10:24:05 AM
Who cares if Warhammer Alliance got the info. Sanya and their CM's troll that place quite frequently, so I doubt many would swarm to a place like this. Besides people have to earn their stripes around here, and its not like some newb is going to be put in any private group.

But at least we're having a good discussion.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 30, 2006, 10:42:34 AM
I appreciate Stray's point, but the more immersive it is, the more world impacting, the more relevant, the less people will want to partake because they'll be shouldered out by the truly dedicated.

What you should be afraid of is bad implementation. Not entire concepts. Not the possibilities of the genre itself.

Any of the historical problems you point out about persistent/world changing pvp can be fixed and were due to bad execution in one way or another.

And besides, I think some of these problems are only imagined anyways. Their PvP systems are just a scapegoat. Any one of these games' failures to "bring out WoW numbers" (A stupid and unfair criteria for success to begin with. I'm fucking sick to death of hearing it) came down to things that had nothing to do with pvp at all. People complain about SB.EXE far, far, far, far, far, far, far, far more than they do it's pvp system. People complain about the gold farming aftermath of defeat more than the pvp itself.  

Hell, I guarantee that if Shadowbane was strictly a PvE game, but with all the sensibilities and technical problems of the real one, it would have failed in like manner. If Eve didn't have PvP, it still wouldn't have any more subscribers than it already does. Their lack of appeal is due to all kinds of things. Because they don't have WoW Battlegrounds is not it.

[EDIT] Besides all that, half (if not most?) of WoW's servers are open pvp, with plenty of intrusions on people in a far more shitty, unpoliced way than Shadowbane. Explain that. Not even everyone playing WoW is playing it the way you think it's being played.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on December 30, 2006, 11:46:38 AM
Nice to see some constructive discussions going on. Anyway...

I really like PvP. And I don't have anything against Mythic or the Warhammer IP, so I would be perfectly willing to give this a shot. Also, even though I really like the IDEA of a game with open, focused PvP, the actual execution in pretty much every other MMO I have played has been abysmal; in most games, the classes/abilities/items are balanced primarily for PvE, so some people can be royally screwed in PvP. If you're going to make a game with a focus towards PvP, for the love of god, Balance for it.

And onto something I just thought of...I don't know what the IP will and will not allow you guys to do with classes within the game, but please, Differentiate your classes. Substantially. For instance, with rogues - please, don't just make them melee wizards. I for one will not play another fantasy MMO that reduces a rogue to simply close-range DPS. Give the rogue, along with other classes, Something Else to do. Let me sneak into places and cause havoc. Let me don disguises to wreak destruction among enemy ranks (you can even make me use Disguise Kit reagents or something). Also, I'm in favor of ditching "Invis" stealth, but that does not mean you should totally drop the idea. Make me walk silently or something. Take off my nameplate. Maybe a little camo or something. My point is, give different classes DIFFERENT interesting things to do besides attack or heal (directly).

Oh, and on the subject of the private boards and the news bulletin over at that Warhammer site...Yeah, keeping any Warhammer dev forum we may form private, even if I do not get in, is probably a great idea. Reading their thread over there was...painful. Also comical. Barbarians at the gates and all that.

Edit: Grammar.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on December 30, 2006, 11:49:22 AM
There won't be any stealth classes in WAR.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: angry.bob on December 30, 2006, 12:20:31 PM
Oh, and on the subject of the private boards and the news bulletin over at that Warhammer site...Yeah, keeping any Warhammer dev forum we may form private, even if I do not get in, is probably a great idea. Read their thread over there was...painful. Also comical. Barbarians at the gates and all that.


I think the simplest solution would be for Mark to give us beta accounts and we set up the private board, or alternately, Schild could make me a moderator.  Either one would work pretty well I think.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Signe on December 30, 2006, 12:36:00 PM
I would worry for your blood pressure.   :|


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on December 30, 2006, 12:41:45 PM
There won't be any stealth classes in WAR.

Doh...well, that solves a whole host of problems I guess.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on December 30, 2006, 01:00:41 PM
PLEASE PLEASE PLEASE eliminate stuns.  It has ruined my enjoyment of pvp in almost every game in which it existed.  Standing there watching someone kill you while unable to do anything is NOT fun (also see the grapple ability ToA introduced in DAoC... and Forceful Zephyr before it was fixed).

Beyond that, I'll be pretty easy to please.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on December 30, 2006, 01:18:00 PM
Quote from: Nebu
9) Battlegrounds are fun, but they can also be a distraction.  When a portion of the playerbase would rather participate in the BG's than the endgame, you may want to ask yourself "why?".
Actually, you want to ask "why is that bad?"

PvP does not need to be relevant and world impacting.

I'd agree it doesn't....

...if you were trying to make a PvP group vs group game based on individual matches. (Games like Counterstrike, Chess, or Cricket do just fine)

If you are trying to make a Realm vs Realm game then those matches need to connect up, else it's all just a bunch of individual teams who hate each other - and probably don't care a jot whether their realmmates are being successful,

At the very least you need something to help everyone keep score. And if you can keep score in-game by pushing the front line forward/back then so much the better.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on December 30, 2006, 02:00:15 PM
Actually, you want to ask "why is that bad?"

PvP does not need to be relevant and world impacting. I appreciate Stray's point, but the more immersive it is, the more world impacting, the more relevant, the less people will want to partake because they'll be shouldered out by the truly dedicated. You can have some world-changing events, but do them as story arc/chapters, on a periodic basis. In between is for micro-rewards.

Actually, I think the question is more Why is this Bad and can that aspect be fixed?

I like the idea of a backward impact.  Say a lowering of price across the board in the capital cities.  The ability to buy a squad of grunts to use in an instance run or that only last 5 minutes and such... Nothing huge, but minor things that can be interesting.  Maybe if say the dwarves push the greenskins back and capture the iron valley mine then the option of going and getting a glowing enchantment that will last 24 hours applied to a weapon of choice from the head priest of the temple of war in the main dwarven city.  The glow could include a minor buff or not...


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on December 30, 2006, 04:17:52 PM
Well, there needs to be something more than GW/WOW's "get stuff" model. One of the appeals of an MMOG (THE appeal for me) is scope. It's a big place that keeps going even when you sleep. I don't think people need to go to the SB extreme when they add their affecting of the world elements but we have game games; there's enough wiggle room to add a little world to the diku. In fact, I'll go so far as to say that a diku with some world is the only way the broader market is going to get any world at all right now; a world first game isn't going to appeal to the companies with the most resources to pull it off in non-crap fashion.

How much influence is too much influence is a matter of taste but surely someone can offer more than Capture the Flag/SHINY!


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on December 30, 2006, 05:38:47 PM
Quote from: Stray
What you should be afraid of is bad implementation. Not entire concepts. Not the possibilities of the genre itself.
LOL. Touche. Seeing as I have been making that point in the Raph thread, I've got to agree :)

You're right, it's the implementation. But business decisions are most often based on precedent. And so far, precedent has shown that the more immersive a game, the more fulltime the experience, the more quickly one can get rusty from being out of play for a few days or by not living the forums 24/7, the fewer people will be attracted. It also shows that delivering a game of appreciable breadth to include ALL levels of the Player Pyramid AND world-impacting relevant PvP (or even just cumulative-result PvP) is so complex, something crucial eventually needs to be sacrificed along the way. Whether it's graphics, UI, content or stability, the magnitude of delivery is beyond reality.

My expectations for WAR are based on history, so fairly average. The singlemindedness of Mythic with funding and currently hands-off attitude of EA emulating the UI of WoW with a lore of similar appeal. Could mean good things. But I don't expect it to be SB done right. More like WoW for folks seeking more relevant PvP. Which is why I think it'll be of more moderate success.

All ideas should be tried until done right. But somebody's gotta pay for it. And convincing them to do so is the real first battle :)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 30, 2006, 07:05:27 PM

I like the idea of a backward impact.  Say a lowering of price across the board in the capital cities.  The ability to buy a squad of grunts to use in an instance run or that only last 5 minutes and such... Nothing huge, but minor things that can be interesting.  Maybe if say the dwarves push the greenskins back and capture the iron valley mine then the option of going and getting a glowing enchantment that will last 24 hours applied to a weapon of choice from the head priest of the temple of war in the main dwarven city.  The glow could include a minor buff or not...
I like this, but it has to have meaningful to stop the the RvR people from whining about the BG people.  Didn't Mythic add something so that controling the BGs added more guards for you side?  That didn't stop the complaining did it?

Quote
9) Battlegrounds are fun, but they can also be a distraction.  When a portion of the playerbase would rather participate in the BG's than the endgame, you may want to ask yourself "why?".
Well it can't be bad that players are having fun.  Not only "why did some people prefer the battlegrounds?" but "why did it bother people not in the battlegrounds?"


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on December 30, 2006, 08:09:55 PM
Quote
9) Battlegrounds are fun, but they can also be a distraction.  When a portion of the playerbase would rather participate in the BG's than the endgame, you may want to ask yourself "why?".
Well it can't be bad that players are having fun.  Not only "why did some people prefer the battlegrounds?" but "why did it bother people not in the battlegrounds?"

I think everyone missed my point here. If a portion of the playerbase finds the BG's a more fun version of PvP than the PvP at the endgame, then it's likely due to balance, terrain, etc.  Those things should be considered.  Of course fun is a good thing, but often things like this are a symptom of problems in implementation.

I also think that PvP needs to be meaningful in order to keep retention up.  It doesn't have to be earth-shattering, but it should provide more than just a way to by some second rate equipment.  Why bother to play capture the flag unless it has some carrot of an outcome?  Yes, fun for the sake of fun is nice but it won't keep paying subscriptions very long.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: garthilk on December 31, 2006, 08:27:39 AM
Lemme guess, Warhammer google alerts?
Nope.

Since Mythic doesn't have their developer posts in one place, many fans have no clue what developers are saying about the game. Community fansite admins have to be proactive in browsing places where developers are known to post. So I tend to gravitate where the developers post so I can bring that information to the people whom might not know where to find it. Just so happens, I've been a long time lurker who just registered in April. I miss a lot of the stuff, but not for long. :)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Signe on December 31, 2006, 09:16:49 AM
And he's in some sort of alliance, too!  That has to count for something, no?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on December 31, 2006, 09:27:32 AM
Well it can't be bad that players are having fun.  Not only "why did some people prefer the battlegrounds?" but "why did it bother people not in the battlegrounds?"

The reason it bothers people not in the battlegrounds, is that the idea of an RvR war is only workable, and only gets better if there are more people in it.

It's a form of prisoner's dilemma.

If, as a player, I go RvR it might be good if everyone else also goes RvR, or it might suck if people don't.

If I go for a group v group battleground I'm certain it'll be some fun, but not so much fun as RvR is if everyone is doing it.

Now, you could argue that you prefer group v group even when RvR is working properly, in which case the whole concept of RvR isn't your thing, and you should probably play Guild Wars more.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 31, 2006, 12:33:45 PM
Now, you could argue that you prefer group v group even when RvR is working properly, in which case the whole concept of RvR isn't your thing, and you should probably play Guild Wars more.
I'd say that there is a large flaw in RvR if group v group isn't viable strategy.  Just as large of a flaw as the 90/10 thing.  I really doubt RvR was more fun with more people.  It's more to the fact that the zerg was the dominate strategy and if there were 20 people playing in the BG, that was 20 less people in your zerg or counter zerg.

That reminds of something Mark should really consider, regardless of the scale of your PvP everyone should try to acheive the skill depth of Guild Wars. It really makes the game more exciting when you meet up against oponents not knowing what they will be using. It makes target and skill selection the dominate factor rather than raw strength. Even large scale PvP would benifet from it because it make mindless zerging inefficent. Random skils against random oponents becomes very wasteful and a smaller more organized group can take advantage of it.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on December 31, 2006, 07:19:58 PM
Mark Jacobs loves to do that. Spread the love and use the community at his pleasure till he finds it useful, and then repudiate it as the love story is over and there isn't anymore anything he can use to his advantage.

Hello there. Someone may remember this:
Quote
Folks,

As of this morning I signed off participating at SND (formerly Lum’s site). In my post I also indicated because of personal issues that I feel the man who is running the site has with some Mythic personnel (Scott, Sanya and myself) that the site would not be able to post objective (neutral) criticism or praise regarding Mythic or DAoC. I stated that I was going to ask that Mythic personnel would no longer cooperate with any SND writer nor were we going to post there any longer. Just to make one issue clear before I get to the real reason for this post, I want to see that I could care less what happens to SND. I have never asked Scott to shut it down, take away assets, whatever. Whatever fate has in store for SND it will have earned it on its own. But who knows, maybe I did do something when I was sitting atop of the grassy knoll, dressed in black after my return from Area 51. happy

So, the real reason for this post is a thank you. It’s a thank you to all the folks at the former “Lum The Mad” site who made it possible. For many months LtM was my first stop in my morning “check all the new sites” review. While they weren’t always right and while they weren’t always fair, the site was a valuable and precious resource to the MMORPG community of developers and players. It was where some cool stories would be broken first, where developers and players of multiple communities could exchange ideas, stories and occasional rotten fruit. It was a place where I felt comfortable posting and talking about things in general as long as doing so violate my rule of not slamming other developers. It was part of my daily routine and I loved it and I miss it already. It was thanks to that site that we were able to find a man who became a very important part of Mythic at a very critical time in the development of DAoC. Without that site we wouldn’t have been fortunate enough to discover that Lum (Scott) was also a talented programmer as well as a writer.

Thus, I want to thank Scott for creating the site and making it what it would become. I want to thank some of the talented writers there (Mys, Arcadian, Tick and others) who helped keep the site vibrant and fun. I also want to thank the community there, those who liked us and those who disliked us as well. I loved being a part of it and I will miss it greatly. For those there who supported us I thank you for your efforts and your support and we will not let you down. You haven’t yet seen the best of Mythic nor of DAoC, things are only going to get better. For those there who criticized us, flamed us or worse, I also extend my thanks. All of that was part of what made LtM what it was for me and for the industry.

I would have posted this there but since I said I wouldn’t be back, I could not do so. However, since I know that many people here are also readers of SND and that some of the writers get their information from these boards, I figured it wouldn’t take long before this message gets out to SND and to the community there.

Mark

P.S. Just in case anyone here at the VN feels slighted at this letter and thanking LtM and that community, don’t. I’ve thanked the VN folks and the community here a number of times and will continue to do so in the future.
For the children.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Righ on December 31, 2006, 07:55:49 PM
I'd say that there is a large flaw in RvR if group v group isn't viable strategy.  Just as large of a flaw as the 90/10 thing.  I really doubt RvR was more fun with more people.  It's more to the fact that the zerg was the dominate strategy and if there were 20 people playing in the BG, that was 20 less people in your zerg or counter zerg.

I like large battles with many participants, even if it means putting up with people on your team that don't play as well as you'd like. I didn't play DAOC RvR, largely because I came to the game late and couldn't stomach the level grind. Grindy games are bad enough without needing groups in a period where there are very few lower level characters. I did suffer the excruciating grind in Lineage and enjoyed the castle sieges there. In the occasional period where there was a moderately stable version of the Shadowbane client, large scale conflict was entertaining.

Guild Wars actually seemed very rock/paper/scissors to me. You needed to rebuild your skills and team composition based on what the most common opposition 'builds' were. In that regard, it was more similar to M:TG than it was to other MMORPGs.

Quote from: Sun Tzu
8. It is the rule in war, if our forces are ten
    to the enemy's one, to surround him; if five to one,
    to attack him; if twice as numerous, to divide our army
    into two.

 9. If equally matched, we can offer battle;
    if slightly inferior in numbers, we can avoid the enemy;
    if quite unequal in every way, we can flee from him.

10. Hence, though an obstinate fight may be made
    by a small force, in the end it must be captured
    by the larger force.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on December 31, 2006, 10:07:46 PM
In DAoC, I was in the Albion zerg it was madding. It was like being in a guild with entire vault network. In SB, I was in a mid-sized guild.  We could win often heads up, but inevitably the zerg would be called in.  Any allies we tried to make with would inevitable turn on us when faced with the zerg. So I am prejudged when someone says "large battles."

Ya, I am not a big fan of gimmick builds. It would be very interesting to see how gimmicks faired in 100v100.  Gimmicks rely on the odds that your opponent won't have the counter loaded. But in 100v100, the odds are someone will have it and look you up.  But my day dreams of armies maneuvering their groups to create favorable matchups are probably naive.

EDIT: Sun Tzu would nuke your ass from orbit if he could.  I doubt he would make a very fun game.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 01, 2007, 03:14:30 AM
Mark Jacobs loves to do that. Spread the love and use the community at his pleasure till he finds it useful, and then repudiate it as the love story is over and there isn't anymore anything he can use to his advantage.

Eldin went postal on Mythic, that's what caused that quote.  The only love story I remember involved two males, missing money and a trip to Europe.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 01, 2007, 04:23:23 AM
Indeed.  But you must remember that EVERYONE involved in that little tea-party got covered in shit.  There was more than enough clownshoes to go around.  Mark shouldn't have been involved AT ALL.

I am still of the opinion that Developers Should Not Be Posting in regards to games in which they are currently involved.  Can Raph come over and get pelters due to HAM ?  Sure.  Can Mark come over and tell us how cool WAR is gonna be ?  Not so much.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 08:25:22 AM
The point is that Mark Jacobs exploited the lumthemad/SDN site to hype his game and be welcome like a king. That site had a MAJOR importance in the perception of DAoC before launch and its success. I remember that *from Italy*, when I didn't have any clue about the english community and barely played just Ultima in the evening, DAoC was hyped often with links from ltm. It was all: look these guys are attendible, they know a lot of these games and they are saying that DAoC is going to be very good.

Mythic came out of NOWHERE and it absolutely needed a way to be recognized and a way to evangelize the community. And these flowering communities of cynical, passionate players started to have a very important role, because it was here that you could get the unbiased commentary. DAoC was hyped as the best thing ever. DAoC's devs posted on the forums giving the illusion that they actually cared about the community, that everything was going to change, that they would have taught SOE a lesson. It's the exact same thing that happens in politics when they want you to vote for something else. Life will change! All empty promises.

DAoC was the forthcoming of god. And ltm/SND his herald.

That's a proven truth. Then there were a few sporadic voices. They told that DAoC wasn't all good, that it also has some dark spots, that it wasn't all perfect and that Mythic's was trying to just control and pilot the community for their only interest. Those players were banned and from there started a whole lot of drama. And when things weren't so joyful and useful for Mythic and Mark Jacobs to exploit, he gave the famous "order" to all his devs to come back home and leave SND behind because it was clear that the story was going to change. That the control wasn't anymore as easy. With the hope that without "red names" left and with its legitimation revoked that community would quickly die and cause no harm. Mythic used the community to earn legitimation, then used their new power to delegitimate the same community that gave them that power.

Mark Jacobs exploited it for his use. And when it was depleted and the community claimed back its dignity, it was abandoned. Mythic's involvement with the community has been a lie and a joke for a very long time.

He's here once again in the hope to trick you through the exact same pattern. He'll use you at his advantage till you lay down a red carpet at his feet and offer him free advertisements. Then it will fuck you off spectacularly at the right time. In the case he cannot control and pilot you anymore.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 01, 2007, 09:00:51 AM
I think that's pretty much to expected from a company, I've seen shittier things done in order to keep a good profile with the public.

If a discussion would commence in which Mark Jacobs participated and showed a will to in fact take suggestions from this community in to account, I can only see as something mutually beneficial. A lot of us are MMO veterans with a hobbyist intrest in game design, what is there to loose?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on January 01, 2007, 09:06:10 AM
Oh for fuck's sake. NEWS FLASH: COMPANY SELLS SOMETHING, PEOPLE BUY IT!

It's not incumbent upon him to tell us he's bullshitting but on the consumer to figure out what's hype and what's not. I remember that whole debacle and didn't bat an eye. If he wants to come here and use these forums as a gigantic billboard with 90% bullshit and 10% facts, more power to him; I'll sort out which stuff is fact and make my own conclusions. Seriously... taking advantage of the MMOG community for his nefarious ends. Horseshit. Caveat emptor.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: damijin on January 01, 2007, 09:27:57 AM
I'm gonna side with HRose. Not because I believe or know first hand any of the shit he's talking about, but because Mark told me to:

Quote
go crawl back under the rock you and your kind have come from.

And I thought that was kind of rude, considering I've loved Mythic since Dragon's Gate and Darkness Falls back in the dizzay. :(
edit: but to be fair, I was trolling a forum and advocating gold farming at the time~


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Signe on January 01, 2007, 10:01:51 AM
You've woken up intoxicated, haven't you, Damijin?!?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 10:05:40 AM
Do what you want, draw your own conclusion, welcome him as you think is right.

Just remember what happened before and take what Mark Jacobs says with a grain of salt. There isn't anything new, if not for those gullible.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on January 01, 2007, 11:11:16 AM
The only thing that happened before was everyone drank the Kool Aid. Of course you take what he says with a grain of salt; you should take what EVERYONE says with a grain of salt. He didn't do anything to anyone before and he's not going to do anything to anyone now. Hurt fanboys playing the victimized consumer are only marginally less annoying than furries with subscription graphs. The majority of everything sucks. How anyone can get past the age of 14 and not realize that is beyond me.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on January 01, 2007, 11:25:41 AM
^^^ And that's why I wanted a private discussion area.

Wherever I go HRose loves to follow and post the same stuff, year after year after year.   It's pointless to hash over what he says for the 100th time because no matter what I say, he has his own interpretations and, in the end, nothing changes. He loves to say things about me and Mythic that he can't prove but he knows that we have better things to do than try to force him to prove them in a court of law. 

FYI, just so we get all the facts straight, I didn't come here to hype WAR, I was offering a chance for people here to chat about things privately not out in the open.  Frankly, it's 2007, and the amount of hype that would be derived from a private discussion here compared to what we have already generated for WAR with the Warhammer IP, DAoC and as part of EA is, in all fairness, quite tiny.  I just thought that since I read this site every day and a number of people here have, over the years, had interesting things to say (as many of you know whom I've sent private messages) that I give them a chance to unload their thoughts about MMORPGs in a more focused environment.  And as expected, along comes HRose along with his "anger" and "dire warnings" about me and Mythic.

And so, once again, because of this nonsense from him and people like him, what was going great is quickly derailed.

To damijin,

  It was harsh and ruder than I normally like to be but as everyone here knows I hate gold farmers, gold sellers and I've spent a ton of money fighting them and we continue to refuse to participate in what I consider is a bad business model for most MMORPGs.  We've turned down offers to participate in the business or to turn a blind eye for cash and I've always said no regardless of investor pressure or personal profit.  In 20+ years of posting to the community that comment was one of my worst and while I don't regret it, I do regret if it really soured you on Mythic.  I just hate the business and the people who profit by it.

So, I'll offer my apologies for what has happened in this thread and go back to lurking.

Mark

Edit: P.S.  I'll respond to some of the questions/issues raised here before I go back to lurking mode.  It would be rude to do otherwise especially since my involvement ramped things up. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 11:39:23 AM
we have better things to do than try to force him to prove them in a court of law. 
Yeah, you are this close from Serek Dmart.

Beside my opinions (that I believe are well founded) I really don't understand what would be these "lies" I'm spreading and that should be material for a court of law.

I have absolutely no "anger" beside the fact I found irritating that particular line:
Quote
I'll tell you this though, any idea that someone posts there that I like and that I pass on to the design team, I'll make sure that the person gets game credit for it
Maybe you know why I found it so.

Quote
what was going great is quickly derailed
Nope. I don't have any interest to go further or to fuel the derail. I never liked feeding drama. I presented a point of view, now you can continue.

Quote
I'll offer my apologies for what has happened in this thread and go back to lurking
Yeah, that's what you like to do. "Look! Meanie HRose make me go away! Lynch him, or you won't see again the precious red color of my name"

If you have the balls you can stand critics and not flee away like a sissy. I surely don't offer my apology because I believe in what I write.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: garthilk on January 01, 2007, 12:01:42 PM
P.S.  I'll respond to some of the questions/issues raised here before I go back to lurking mode.  It would be rude to do otherwise especially since my involvement ramped things up. 
Thanks,

Some answers about what has changed regarding your stance on the consoles, considering just 4 months ago you said (http://www.warhammeralliance.com/forums/showthread.php?p=131332#post131332) that, "While I like the new generation of hardware a lot, that doesn't mean that it makes sense to do a console game based on WAR or Warhammer Fantasy right now." Obviously things change in 4 months, I'm wondering what changed that a console game now makes sense? I think a console MMO definitely opens up the market and it's a great idea, just seems like a slight change of pace or a change in tone on the topic.

Other than that Mark, don't let the negativity drag you down. The more attention you give to negativity the more it's perpetuated IMO.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on January 01, 2007, 12:13:09 PM
Wow, somehow Hrose went from being quiet for the last couple of weeks/months to beating out Geldon for #1 Delusional Douche. And with just two posts.

It must be a gift.


Anyway, stop the tired act already, and go back into the woodwork you crawled out from. If you were "wronged" in the past, over a game, it was your own fault for buying so wholly into the hype or whatever. Also, stop trying to make up words - there's a Spell Check here for a reason.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on January 01, 2007, 12:34:54 PM
No fucking kidding. You have your own site where you can post your rambling fever dreams. There was an opportunity to have a certain give and take with a developer working on a game I'm at least interested in and instead of having the chance to seperate hype from good information LIKE ANY REASONABLE PERSON WOULD DO we get HRose queering things up with his special brand of stupid. Burn your own bandwidth, you obnoxious pedant.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 01, 2007, 12:42:43 PM
Now, you could argue that you prefer group v group even when RvR is working properly, in which case the whole concept of RvR isn't your thing, and you should probably play Guild Wars more.
I'd say that there is a large flaw in RvR if group v group isn't viable strategy.  Just as large of a flaw as the 90/10 thing.  I really doubt RvR was more fun with more people.  It's more to the fact that the zerg was the dominate strategy and if there were 20 people playing in the BG, that was 20 less people in your zerg or counter zerg.

I guess it does depend on how your sever ran etc.

But at least when I played daoc, organisation > zergs. At least within reason.


The population disparaties do have to be kept in check by some mechanism of course. And there were servers where DAoC was broken because of this.

But if you don't make the large 60ish v 60ish battles the focus, I struggle to see why you would make a game RvR at all, it might as well be guild v guild, and have All-race-all-class guilds all the time.

If you can't make a game which works in the context of somewhat lopsided sides, and you can't make a game that focuses on wars as opposed to skirmishes, or even if you just don't want to, that's all fine. Plenty of successful games work that way. I just don't see the point in paying the costs of segregating your population, and offending the IP by giving Orcs an alliance with Chaos, and then end up focusing on sandbox battles between small groups anyway.

Arguably ARAC guilds fighting each other would be more in keeping with the WFRPG lore than a two sided war with the sides specified in WAR anyhow.

If you look at WoW, what, really, is the point of the Horde / Alliance split?

Doesn't it just create aggravation and increase the whining about balance?


People don't whine nearly so much about balance in games where they aren't on a delineated side which individuals are locked into by ties to a community.

In EVE people don't complain that space-French or space-Chinese ships are more powerful, they fiddle about trying find a way to prove the consensus wrong.

In Magic people don't complain that Green sucks, they just play Blue for a few months while the devs bring it back in check.

In CS how many people threaten to quit because the terrorist side got nerfed?


So sure, there are lots of really good reasons not to build for RvR, and to go GvG instead.

But if you aren't aiming to focus on something different, ie. proper epic feeling battles that are also fun and interesting to play, I don't know why anyone would pay the cost of entry that RvR development carries with it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 12:45:35 PM
Anyway, stop the tired act already, and go back into the woodwork you crawled out from. If you were "wronged" in the past, over a game, it was your own fault for buying so wholly into the hype or whatever. Also, stop trying to make up words - there's a Spell Check here for a reason.
I think I've witnessed the kind of implicit blackmail that Mark Jacobs loves to perpetuate: ban HRose or I won't be back.

With that reply he confirmed exactly what I wrote. History repeats. Or he has a tight grip on what it's being said, or he'll bring his candies somewhere else. And of course it's easy to choose between HRose and Mark Jacobs candies. Because we love red names and everything can be sacrificed for them. Maybe he sent a PM to Shild promising beta slots to F13 members if he banned me? I wouldn't be surprised.

Can't you see this is exactly what happened back then with SND? With that comment he blatantly demonstrated how what I wrote was correct. Read that quote I posted, read his last post. They are identic. It just didn't take a full year to go from the first message to the last.

Or the same attitude when he proposes a "private forum" where he can receive proper attention and celebration. He loves to control and pilot things and that's why he asked a private forum. Why no one is wondering about why he asked for this private forum? Shild's reply was great, and all that it was worth saying at that point.

He says that year, after year after year I stalk him wherever he goes. Wow. I must be a great stalker because I believe this is the very first time I reply directly to a post he wrote on a forum. I don't even have a clue where he "goes" because all I'm aware of is those handful of posts he wrote here and some other on Warhammeralliance. And in that case I'm not even registered there nor planning doing so. As far as I know I have 825 posts on this forum while he has 5. 

It doesn't seem I'm chasing him around everywhere. Is Mark Jacobs frequenting other places? I don't have a clue nor care. It's actually the very first time I remember that I'm confronted directly with him.

But anyway, I'm as annoyed as everyone else by all this. So if this thread is ruined, open another and I promise I won't post there.

P.S.
The spell checker doesn't detect any mistake, if not that it wants to replace Shild with shield, child or shill.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on January 01, 2007, 12:50:26 PM
Nope. I don't have any interest to go further or to fuel the derail. I never liked feeding drama. I presented a point of view, now you can continue.

Die


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on January 01, 2007, 01:07:08 PM
Folks,

 
  As to the differentiation between PvE and PvP and how it is idiotic, I agree somewhat.  In a perfect world/game they would indeed be the same things.  However, I see no way of doing that and at the same time, ensure that new players would have an enjoyable newbie experience.  Subscription-based MMORPGs have to be fun for the newbies or they won't becoming subscribers and if they don't become subscribers, well, then bye-bye game.  And since newbies can be total newbies to even an MMIORPG, requiring them to do PvP will be, for many of them, a reason not to subscribe.  However, if the quest calls for 10 "Enemy Ears" and you can get the enemy ears from the PvE Greenskins or the PC Greenskins, that's how a simple, perfect PvP/PvE quest should be created.

   As to a Cyberpunk game, I totally agree.  For all the stuff swirling around Imperator (good and bad), at least we were trying to get out of the Fantasy realm and move to Sci-Fi. I'm totally there the first time someone does a great SF game.

    As to the quote from me regarding time-sink quests, drop-rate .001 quests, etc., no, that hasn't changed at all.  That's still part of my design for the game and that also won't change as part of the EA deal.

    As to quests making sense in the evolving world, tough to do.  As to quests making sense to the current world, that is part of the design as well.  We'll never be able to create enough quests that are 100% perfectly aligned, sensible, etc. but we are trying.

   Voice chat in these games is a huge issue.  Those who have it have a distinct advantage over those that don't.  It is something that we have been discussing with EA since Day One.  They love VC and would love to see something brilliant in WAR dealing with it.  So would I.

   As far as casual PvP goes, I think having that ability to come on and participate in PvP easily, quickly and profitably is another goal of ours.  Long queues, waits, etc., are not what we have to do if we want to take RvR/PvP to the next level.

   As to the difficulty of going against WoW/EQ2/MEO/etc. with another game that features Elves, Dwarfs, Humans, etc., it is not the easiest path.  However, we heard the same things back in 1999 (remember all the dire predictions) and we ended up doing quite well.  We will need both skill and luck (luck is always involved) to succeed but I said the same thing then that I'm saying now, we're going to take our best shot at it and if we fail, you'll know who the blame.

   As to terrain-based advantages, it was actually in one of my designs for DAoC.  Lots of issues with it sadly.  Who knows though, maybe someday.

   As to EA beta people versus outside beta people.  EA's guys are in first since many of them are both experienced MMO gamers and, of course, bound by their own employment agreements not to spill the beans about any EA game, not just WAR.  As you guys know, we had a long beta test for DAoC with outside testers and will do the same with WAR.  However, a year into dev. and a year out out from launch is a little early to bring in outside testers given the current state of the game.  While we are right on schedule, the last thing I want is to bring people here who would be expecting too much (What do you mean it's not perfect yet!) and then would be disappointed.  Heck, even with a couple of the EA folks we had to remind them of the 1/1 (one year one, one year out) status after one of their posts. :)

   As to the console version, nothing much has changed.  We had a version of WAR working on the 360 at E3, we have a version of WAR working on the 360 now.  Until I am 100% convinced that doing a version of WAR for the consoles makes sense from every perspective (game design, support/maintenance and financial) nothing will be official.  We will continue to look at the project from all those perspectives (and more) and make a decision.

   As to WAR PvP just being nothing more than WoW's PvP but with a new skin and if we did that, that would mean failure, I agree.  We don't want to clone WoW's PvP, we want to take what we have learned from DAoC and do an even better PvP/RvR system.  Copying WoW's PvP is the last thing I would want to do.

   As to WAR appealing to MMORPG newbs, total agreement.  Keep in mind that we want to bring a lot of new MMORPG gamers into the fold with this game.  We hope that by tapping into the Warhammer community we will have a similar result (not in scope) to what WoW did.  WoW brought in a ton of new MMORPGs who were Blizzard fans.  We hope to do the same thing with WAR and Warhammer gamers.

    As to a strong guild system, total agreement.

    As to making RvR/PvP a grind.  Agreed, we don't want to do that either.

    In terms of our PvE versus WoW's PvE, I think we are getting much better at PvE than we were with DAoC.  Keep in mind that with DAoC we only had 18 months and a very small team (18 total) and we had a ton of quests to do.  I give those guys a ton of credit for even creating the sheer number of quests they had to create and many of them were really quite excellent.  Now, we also made a lot of mistakes and some bad quests.  We've learned a lot over the years and hopefully you'll like our PvE quests as well. 

    As to less damage, not more, total agreement.  OTOH, you don't want to take 3 mins to kill a rat/spider/vulture/etc.  Tough balancing act and one that will get a lot of attention in beta.

    As to archers, they are another tough class to do right.  We have to do a better job than we did with DAoC.

    As to "taking the player out of the action" I agree.  That's one of the things I would have taken out entirely from DAoC if I had to do it over again.

    As to incentives to play as the underdog, already part of the plan.

    As to the trouble of getting beta testers to actually test, you're preaching to the choir.  We will be a heck of a lot stricter in a few months than we are now and those who are looking for a free ride will not get it.

    As to scaring me off, nah, had family commitments the last two days.  Though nothing says suck like coming back from a couple of days off to the usual stuff from HRose.

    As to the Warhammer Alliance site, we've had some interesting discussions over there.  They've been very supportive of the game from day 1 but, if you read through the threads, not always 100% in agreement with us or our design decisions and that is fine by me.  They've been tough on true trolls (pro and con) and we/they have tried to stay away from the stuff that I hate (WAR ROCKZ, WoW SUXOORS) and that kind of nonsense. 

     As to eliminating mindless zergs as a way to improve RvR, agreed. 

     As to taking what developers say with a grain of salt, I have always said never to trust *any* developer or game till you see the results.  As those who have been here for a while know, I said the same things during DAoC's development.  Listen, contribute, play and then decide for yourself whether the game/developer is any good 30 days or so after launch.  As any of the Warhammer Aliiance guys can tell you, I said the same thing over there day one.  I'll leave the cult of personality for other people (no offense intended to them just different ways of doing things) and let them have the adoration/love/etc. as all I want to do is make great games for EA Mythic just as I did for Mythic or A.U.S.I. (my previous company).  Again, trust the game first, the developer second. :)

   As to the negativity dragging me down, nah, there's nothing that someone like HRose could say that would drag me down but it's pointless to try to have a discussion (pro/con) in public when people like him come in and mess things up because they want to.  I simply ignore whatever he says and refuse to respond to him directly.  The trouble is that other people then get involved and things devolve.  If we are discussing how to make a great MMORPG, avoid making a bad MMORPG or even what went wrong on DAoC, having guys like him jump in and scream SND, Lum, LIAR, LIAR, PANTS ON FIRE!!!! is distracting and pointless.  It's not criticism I mind, I welcome any idea that could make my games better but over the years I've found that if I disagree with someone then all of a sudden I'm being unreasonable, close-minded and stupid but if I ever treated them with the scorn I or other developers at times get, does the bandwidth really get burned up.  And boy, let me tell you, there's nothing worse than the "genius-in-their-own-mind" variety of Internet person scorned.  As I've also always said, if we are so stupid and you/they so bright, they get a job in the industry and prove us wrong.  That's why/how I created my first MUD back in 1984 and let me tell you, the one of the things that the computer game industry needs more of are bright/original/creative thinkers.  And, the genre that needs them the most right now is the MMORPG genre.  FYI, I've never asked the guys at the Alliance site to delete/mod any post that is critical of WAR or our design and I don't intend to.  I've always believed that suggestions/criticism are equally valuable if based on objectivity and that even if subjective, can also be valuable.  It's when it is simply hate, delusion or simply someone trying to stir up trouble than it's useless and even counterproductive.

As to banning HRose or anyone else, hell no, that will simply feed his/their ego even more.  I find his stuff at times really amusing, especially the fact that he thinks the whole private thing was just to keep him out and the whole having balls things.  One of the things that has always bugged me about the Internet is the number of posters who, under the cover of alias/jolly pirate nickname, engage in personal attacks, threats, etc. and almost never stand up as who they really are in real life. Because, after all, there's nothing that says bravery like calling someone a dirty, rotten scoundrel while posting under the name of "JkOff1" and such. :)  FYI, I told the guys at Warhammer Alliance the same thing early on (we need to keep stuff focused, we'd get trolls of all shapes and sizes, no personal attacks) and now he will probably think it was solely to keep him out as well. 

Mark


EDIT: And my offer still stands.  If some of you guys want to have a private section here where we can chat and the powers that be agree, let me know.  It's way too early to offer any outside EA/partner beta slots (I'm sorry about it) and access to our private boards to have these discussions as we have not even opened the beta to trusted friends/family yet. As long as we can keep it focused, constructive (pro & con) and polite it might be fun.

Also, sorry about the long post, should have broken it up.







Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Threash on January 01, 2007, 01:36:49 PM
Quote
As to WAR PvP just being WoW PvP with a new skin and that = failure.  Total agreement.

Hmm i dont think thats what you meant to say.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on January 01, 2007, 01:43:06 PM
Threash,

   Hmm, still looks clear to me but I've re-edited for clarity's sake.  I was responding to a post that said that if WAR PvP was just WoW PvP with a new skin that would mean that our PvP system would be a failure.  I was agreeing to that.  Our PvP has to be better than WoW's and we can't simply try to clone WoW's system, re-skin it and call it a success.

Mark


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on January 01, 2007, 01:48:46 PM
WoW PvP is boring and pointless. Sorry, but I would have to agree with the quoted statement.

And Fucking A Hrose, no one cares about SND. Half the people here probably don't know what your babbling about, and the other half simply don't care. If you have an axe to grind, great - go do it in your own corner of the intardnet. Some people here might want to actually discuss the...you know...game.

Also, if anyone around here who actually mattered agreed with you, we would not be having this discussion about a private discussion forum. Besides, all games that have NDAs get a private forum Anyway, so I have no idea what your actual point is. What is it? You got burned because DAoC wasn't all that your built it up to be in your mind?

Boo hoo hoo, cry some more newb. Somewhere else, preferably. I'm done with this shit, because I'd actually like to talk about the Actual Game.

PS: Shit like "delegitimate"...they're not real words. Use the Spell Check. or Dictionary Dot Fucking Com.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 01, 2007, 01:53:07 PM
Mythic came out of NOWHERE and it absolutely needed a way to be recognized and a way to evangelize the community. And these flowering communities of cynical, passionate players started to have a very important role, because it was here that you could get the unbiased commentary. DAoC was hyped as the best thing ever. DAoC's devs posted on the forums giving the illusion that they actually cared about the community, that everything was going to change, that they would have taught SOE a lesson. It's the exact same thing that happens in politics when they want you to vote for something else. Life will change! All empty promises.

LTM turned into a news site for mmorpg's, the front page was sometimes updated a few times a day, if you think DAoC was not going to be discussed when all there was to talk about was EQ, UO & AC you have a very selective memory.  It all started when some guy posted some beta screenshots from daoc, he was a player not a dev.  As for being hyped as the best game ever, I made a point of asking if DAoC was going to be a solo friendly game like AC and whoever the mythic dev was who was posting at the time on ltm actually replied to say "if that's what you want, find a different game you will not like DAoC".  Can't get much clearer than that, I bought it anyway and he was right, I don't like forced grouping games.

Most people make decisions for themselves, if WAR is crap you will likely read about it here or similar places before any of the mainstream news sites and a red name posting here should make zero difference to that.  Sure, I'll jump at the chance of joining a private WAR forum, but it's not because I want to suck up to any red names, it's so I can start pointing out all the things I don't like in the game if there's early beta access included.  If a company get some decent feedback out of set of people who have been playing these games for years but who can respect an NDA, then I see it as a win win for everyone.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on January 01, 2007, 02:03:04 PM
What Parker said. I promise I can be constructive when there's not some screaming monkey flinging crap at my screen.

My main concern (to Mr. Jacobs) is that the beta dwarf v greenskin video on your site looked sssslooooowwwww. While WoW's pvp is pretty much pointless it feels good; it's fast with seamless animations. The sit in one spot and pound on each other model isn't what most people are going to be looking for but that's exactly what's in the video: a bunch of rejects from a Roger Corman fantasy flick autoattacking every three seconds.

So I want to hope that's because it's still way early in the process but out of all the stuff I've seen or read on the game so far that video's the thing that made all of my friends and I go "Ick!"


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 02:13:31 PM
As to banning HRose or anyone else, hell no, that will simply feed his/their ego even more.
Nope, I like posting here and don't look forward to get banned, thank you. Those 850 posts I wrote weren't a preamble so that I could get banned. I like writing about game design and games in general and these last posts against you that you are trying to paint as the standard of what I write are actually 0.1% of my total posts. The rest being comments on games and ideas, included all I wrote in Warhammer's threads till today.

In fact I also wrote not just general, flame-free comments about Warhammer. But also ideas (http://www.cesspit.net/drupal/node/1346) that I believe could (arguably) improve the game. Which I believe is what you asked earlier on this thread? THAT's what I'm interested about. So lets speak about that?

These are the three ideas in short:

1- How do you deal with overcrowding? Warhammer is going to use instancing for scenarios, but the way they are described they work like WoW's battlegrounds:
Quote
Jump into a Scenario and you'll be automatically grouped via our lobby system for a balanced fight. Scenarios are instanced battles against two groups of equal strength.
With the difference that in Warhammer you expect to cut the queues by using "fill-in" NPCs, that you call Dogs of War.

The idea I proposed was instead to forget about copying WoW, quoting: "Scenarios offer different game play, ranging from Deathmatch to Capture the Flag to Assault". And instead make these scenarios as an automated part of the structure. The idea is: instead of queuing for a scenario, a scenario is spawned automatically as there are enough players in a zone. So: a few players = no scenarios, you just wander around the Battlefield. Too many players = you start to spawn as many "scenarios" as needed to segment the population and avoid overcrowding. Scenarios would be just clones of the Battlefields but with more interactive content and a precise objective (so without purposeless roaming).

Basically the transition from Battlefields to Scenarios wouldn't be "on request" as it is now. But it would be an automatic transition as there are enough players crowding a zone, like triggering an event (that the players can then accept or refuse).

2- This is an idea dear to me and that I believe is important for the health of the PvP system. Warhammer is divided into four "tiers", and also four zones (with the last branching in the campaign, that is four maps on its own).

The idea was about the possibility to institute a recruit office in each zone. When "recruited" to that zone, your character is capped to the max level of that zone. At the same time higher level players could enter low level zones, get recruited and be "deleveled" to the cap of that zone. This would mean that instead of an obligatory, one-directional transition from one map/tier to the other, every PvP zone in the game would be playable, always.

This would mean that if you have a max level character but you have a friend who is starting to play that day, you can recruit your character to that zone, delevel and go adventure together. The level gaps (or tiers gaps) wouldn't be anymore a barrier between the players.

At the same time you allow deleveled characters to still gain progress to their current level (or whatever the PvP advancement is). So you can decide to still play in the tier 1, if you like particularly that zone, or maybe if there's a lack of players in other zones, and still gain progress that you would get back as you recruit to your proper tier zone.
Quote
This is not only a significant advancement in the overall design of the game (all accessible and based on the player's choice), but it will be also useful to keep the game well-populated and vibrant at ALL level ranges even years after launch. This because the players aren't forcefully pushed against the level cap wall, but can also go back and decide where they prefer to play. The players will ALWAYS have the possibility to go play in the PvP zone where there's some action, no matter at which level it is. The levels aren't anymore impassable barriers separating you from the fun or your friends. Instead they become "permeable". Just a way to measure the content, but not a way to segregate and isolate.
Finally I had proposed to add special rewards and incentives for those who continue to play in a zone-tier. Like unique and recognizeable weapons and armor pieces who don't have better stats, but just a special look as a reward and demonstration that the player has achieved a lot of experience on that map. Just a way to "personalize" your character even more, without fucking the PvP balance and gameplay.

Even by just looking at you and the special armor, people would recognize that you played there for a long time. It's gear to keep the achievers hooked and reward them, by adding what we could define "trophies". They are totally avoidable and optional as they are only cool-looking and don't grant special abilities or better stats.

3- The third idea was to find a way to balance objective-based PvP, with the direct kills/free roaming:

- In DAoC: the players form selective and specialized ganking groups and ignore shared PvP objectives because ganking is by far the best way to gain Realm Points, while defending or conquering keeps is never as rewarding.
- In WoW: the honor reward coming from the objectives is much better that direct kills (diminished returns) to the point that In Alterac the players AVOID EACH OTHER (http://n3rfed.blogs.com/n3rfed/2006/12/hot_uncensored_.html) so that they can quickly get the PvE boss kill and get honor.

How to balance the two extremes? One of ideas is that the players only gain a small amount of "progress" (experience, realm points or whatever) directly from killing opponents, but at the same time every direct kill grants an amount of bounty points. These points are only useful when they are "cashed", so they need to be converted in the currency that the PvP system uses.

So there are two moments. The first moment you build up a pool of bounty points by killing other players, then you have to "cash" these points you hoarded and transform them into actual progress. And to "cash" you have to complete whatever is the objective in that map.

The number of points you can cash after each objective completed would be capped.

The purpose of this idea is also to avoid exploits. For example if there aren't players in the other faction it would become too easy to win the battleground repeatedly while noone is around. With the bounty system the objective itself wouldn't be worth anything alone, but it becomes important after you have fought enemies for a while and then need to redeem your bounty points. No enemies = no bounty points. So nothing to convert. The PvP goals are essentially just exchange systems.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 01, 2007, 02:16:20 PM
What Parker said. I promise I can be constructive when there's not some screaming monkey flinging crap at my screen.


Don't get me wrong I think HRose went way over the top, but given a choice between sycophants and crazy, I'll take crazy most days.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Averno on January 01, 2007, 02:21:50 PM

As to quests making sense in the evolving world, tough to do.  As to quests making sense to the current world, that is part of the design as well.  We'll never be able to create enough quests that are 100% perfectly aligned, sensible, etc. but we are trying. I have seen atempts made by games such as the MMO 'Wish' that atempted ever-evolving Quests.. This was an utter failure. Static quests are fine as long as they have an air of quality

Voice chat in these games is a huge issue.  Those who have it have a distinct advantage over those that don't.  It is something that we have been discussing with EA since Day One.  They love VC and would love to see something brilliant in WAR dealing with it.  So would I. I hope that is not a suggestion of larger bandwidth requirements from game servers as they are generally laggy as it is. 3rd party VC such as Ventrillo seems perfectly fine

As far as casual PvP goes, I think having that ability to come on and participate in PvP easily, quickly and profitably is another goal of ours.  Long queues, waits, etc., are not what we have to do if we want to take RvR/PvP to the next level. DAOC wouldnt have been a que fest if it wasnt for its low populations.. I cant recall the number of times I had sat in Emain screaming LFG, while knowing there were only a handful of people around. I think this is all a gamers responsibility to come into a game with an RvR mindframe as much as it is a developers duty to get things sorted mechanics wise

As to terrain-based advantages, it was actually in one of my designs for DAoC.  Lots of issues with it sadly.  Who knows though, maybe someday. - If that is a reference to the unclimable banks in DAOC NF's early version I would agree.. But anywhere you have to constantly tilt a camera up/down is bad voodoo


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 02:24:43 PM
Sure, I'll jump at the chance of joining a private WAR forum, but it's not because I want to suck up to any red names, it's so I can start pointing out all the things I don't like in the game if there's early beta access included.  If a company get some decent feedback out of set of people who have been playing these games for years but who can respect an NDA, then I see it as a win win for everyone.
Excuse me, but Mark Jacobs didn't ask Shild to open a private forum so that he could hand out beta invites and be sure the NDA is respected. In fact Shild replied to him: I'll open a private forum when I hear someone is in beta.

Why? Because only in that case it would make sense to have a private forum.

Isn't Mark Jacobs happy of the moderation on this site? There isn't any other reason to move the discussion to a private forum if not to moderate it in another way.

Honestly, beside Mark Jacobs, who around here feels the need to move the discussion to a private forum, and why? If it happens and Shild accepts to comply it's ONLY because a red name asked to change the rules as he sees fit.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on January 01, 2007, 02:25:42 PM

As to quests making sense in the evolving world, tough to do.  As to quests making sense to the current world, that is part of the design as well.  We'll never be able to create enough quests that are 100% perfectly aligned, sensible, etc. but we are trying. I have seen atempts made by games such as the MMO 'Wish' that atempted ever-evolving Quests.. This was an utter failure. Static quests are fine as long as they have an air of quality

Voice chat in these games is a huge issue.  Those who have it have a distinct advantage over those that don't.  It is something that we have been discussing with EA since Day One.  They love VC and would love to see something brilliant in WAR dealing with it.  So would I. I hope that is not a suggestion of larger bandwidth requirements from game servers as they are generally laggy as it is. 3rd party VC such as Ventrillo seems perfectly fine

As far as casual PvP goes, I think having that ability to come on and participate in PvP easily, quickly and profitably is another goal of ours.  Long queues, waits, etc., are not what we have to do if we want to take RvR/PvP to the next level. DAOC wouldnt have been a que fest if it wasnt for its low populations.. I cant recall the number of times I had sat in Emain screaming LFG, while knowing there were only a handful of people around. I think this is all a gamers responsibility to come into a game with an RvR mindframe as much as it is a developers duty to get things sorted mechanics wise

As to terrain-based advantages, it was actually in one of my designs for DAoC.  Lots of issues with it sadly.  Who knows though, maybe someday. - If that is a reference to the unclimable banks in DAOC NF's early version I would agree.. But anywhere you have to constantly tilt a camera up/down is bad voodoo

I'm not sure if that's better than a SirBrucing or not.

Actually....Orange is quite pleasant. Hmm..


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 02:31:45 PM
As to terrain-based advantages, it was actually in one of my designs for DAoC.  Lots of issues with it sadly.  Who knows though, maybe someday. - If that is a reference to the unclimable banks in DAOC NF's early version I would agree.. But anywhere you have to constantly tilt a camera up/down is bad voodoo
But the unclimbable banks were NOT the problem. Mark's design about tactical terrain was NOT the problem.

Proof: WoW has plenty of unclimbable banks both in PvP and PvE and they aren't perceived as frustrating as in DAoC.

Why? Because it was the implementation that sucked in DAoC. You just couldn't anticipate the parts of the terrain climbable and those unclimbable as the difference was completely *arbitrary*. So you continued to bump against "invisible walls".

Why WoW works? Because the impassable barriers are automatically determined by terrain inclination. In DAoC you can ideally run up vertical surfaces. In WoW instead you walk only at certain inclinations and while playing you develop a precise perception of where you can walk and where you cannot.

So, really. THIS is one of those parts that they shouldn't be ashamed to copy from WoW.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on January 01, 2007, 02:33:10 PM
Honestly, beside Mark Jacobs, who around here feels the need to move the discussion to a private forum, and why? If it happens and Shild accepts to comply it's ONLY because a red name asked to change the rules as he sees fit.

Were you not paying attention when this thread got linked on outside sites, and we started to see a bunch of leeches come in and beg for beta keys? Keys that no one actually has, and that are also not given out thoughtlessly?

Why WoW works? Because the impassable barriers are automatically determined by terrain inclination. In DAoC you can ideally run up vertical surfaces. In WoW instead you walk only at certain inclinations and while playing you develop a precise perception of where you can walk and where you cannot.

So, really. THIS is a part that you should shouldn't be ashamed to copy from WoW.

No, it's still fucking stupid in WoW. There were plenty of "inclined areas" that, while my character could not walk up the area, any reasonably healthy person could. I hate playing the game of "Find the spot on the hill that the game will let you run up."


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 01, 2007, 02:39:32 PM
Mark, you seem cool and all, but suck it up.  Don't ask for a special private "no flaming" forum.  Take your beatings like a man.

Lord knows Raph does.   :-D


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 02:41:10 PM
Were you not paying attention when this thread got linked on outside sites, and we started to see a bunch of leeches come in and beg for beta keys? Keys that no one actually has, and that are also not given out thoughtlessly?
That's why we have moderators? It's not the first time that F13 is linked on mainstream sites. I never seen people proposing to run private forums because of that.

Quote
No, it's still fucking stupid in WoW. There were plenty of "inclined areas" that, while my character could not walk up the area, any reasonably healthy person could. I hate playing the game of "Find the spot on the hill that the game will let you run up."
In this case you aren't talking about "walking" mechanics. You are talking about the desire to see "climbing" implemented in games.

Normal people, even in real life, don't walk easily on surfaces with an high inclination. But, yeah, they can climb.

I know that I can say at a glance in WoW where I can go and where I cannot.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: garthilk on January 01, 2007, 02:48:02 PM
In terms of PvP you basically have "open" PvP constrained to PvP areas, you also have "instanced" PvP and "Battlegrounds". With battlegrounds being points of interest thay may benefit your particular alliance. With Victory points being the reward, how do you balance the rewards of 3 different types of PvP so that none are less worthwhile?

I wonder can victory points be variable based on certain conditions of a battle? I can already see the "you nerfed victory points in X" posts now.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 02:59:14 PM
In terms of PvP you basically have "open" PvP constrained to PvP areas, you also have "instanced" PvP and "Battlegrounds". With battlegrounds being points of interest thay may benefit your particular alliance. With Victory points being the reward, how do you balance the rewards of 3 different types of PvP so that none are less worthwhile?

I wonder can victory points be variable based on certain conditions of a battle? I can already see the "you nerfed victory points in X" posts now.
In the idea I proposed above there is no real issue. By the way, in Mythic's speech the BG are static, while the scenarios are instanced and spawned from BGs. So the terms can be confusing for those coming from WoW as things are reverted.

I believe at the "endgame" the victory on the scenarios defines the progression through the maps till the capital end battle (Dark Messiah map change way).

In the idea I proposed the three types of PvP are unified into a choesive structure:
1- Skirmishes - You gain bounty points through direct kills
2- BGs/scenarios - You redeem the bounty points by completing an objective

In theory the scenarios should be "more fun", with more directed play. In short: the favorite place to be in PvP. They spawn automatically as there are enough players in that zone, so their purposes don't overlap with the static zone/battleground. You play the Battleground/static zone if there are fewer players. You move to the scenario/instance when there are enough players around and you are interested to progress in the campaign.

So in my idea battlegrounds and scenario don't compete against each other to get more players involved.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: schild on January 01, 2007, 03:02:42 PM
Hey, Hrose. It hasn't been said in a while?

WHO THE FUCK ARE YOU?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 03:12:53 PM
Hey, Hrose. It hasn't been said in a while?

WHO THE FUCK ARE YOU?
I don't understand your attempt at humor, sir.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: schild on January 01, 2007, 03:21:16 PM
It wasn't humor. You've established your problem with Mark runs deeper than game design. You need to stop. Now.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 01, 2007, 03:26:26 PM
Christ, you guys managed this in 24 hours ?   Happy Fucking New Year, same old shit as the Old Year.

Hrose, meds.  Then Bed.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Endie on January 01, 2007, 03:32:54 PM
Mark, you seem cool and all, but suck it up.  Don't ask for a special private "no flaming" forum.  Take your beatings like a man.

Lord knows Raph does.   :-D

While Raph's patience with the endless stat-loss/HAM discussions is positively saintly, I think Mark was offering a deal, not suggesting an F13 policy: "you keep out the mad spurned-love types, and we'll indulge in a genuine discussion with anyone who wants to suggest the occasional game design element."  It's up to Schild ultimately, I suppose, but so long as you accept that both parties are looking to get something out of it, and so long as both sides of the resulting discussion see what they get as of value, then it strikes me as a fair enough offer.

I was really enjoying reading the discussion, but the fact that it all went ugly when HRose started on his usual DAoC angle kinda made the point, really.  Why do we get the only Italian who won't change sides in a conflict?

Edit: got rid of an extraneous "is"


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 01, 2007, 03:36:31 PM
 :-o


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on January 01, 2007, 03:50:02 PM
WindupAtheist,

   Thanks for the compliment but my reasons are as follows:

1) Legal - A private forum with its own agreement that any idea suggested there becomes part of public domain.  I will not put EA in a position of an IP lawsuit from some disgruntled participant. 

2) Signal-to-noise ratio.  This is not aimed at HRose or anyone in particular but if it's private, it will be easier to keep the discussion focused, fun and NOT, repeat NOT about WAR.  I'm not looking to talk just about WAR, I don't want to have a private WAR area.  This was intended to be a place for a bunch of F13 guys/gals to chat about MMO ideas, suggestions, criticisms a bit more directly with either the horse's head or the other end of the body, your choice. :)  I don't want it to become a huge group with people coming over just to participate, I'd prefer to have the guys who have been posting here for a while not every Tom, Dick and Jerky from the Net.

3) I don't have a ton of time these days but if (2) is true, I can make the time to chat here for a while.  If it's public, long, loud then two things will happen: a) I won't have the time to keep up and people will be pissed; b) When I leave, people will be more pissed and then we'll have SND II.  On the Warhammer Alliance boards I told the guys that as they grew more popular it would be impossible for me to keep up and the time would come that I would pull back from my postings.  Between EA and Mythic and WAR and family, my free bandwidth is at an all-time low so I need to use it wisely.

And as far as sucking it up, well, I said a long time ago that if DAoC failed I'd be happy to admit my and my company's failures.  I have spoken publicly and more often than any other MMO CEO when we have messed up (and not because we've made more mistakes) it's just I don't like personal attacks and never have.  That was one of the rules when I got involved in Scott's old site and every other site I've participated in.  The very, very few times I've done that I wished I hadn't and I won't do that again.  To me, there is a world of difference between an analytical approach to building up or tearing down an idea/system and it doesn't involve flaming, vulgarity, threats, name-calling, etc. As Mythic's and my history has shown (Blacksnow, Mythica) I/we don't run from a fight but since the choice of where to chat is mine, I rather have a fight/discussion on my terms (polite, professional, focused).


Endie,

   Spot on.  I have no intention/idea/thought/twinkle in the eye to change F13 policy.  I love this place.  I may want to strangle some of the posters at times but it is no doubt the same way they feel about me/Mythic and lord knows, EA. :)  It's all good till it gets personal, nasty and downright ugly.

Mark





Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 01, 2007, 04:15:42 PM
If it's not a private forum for WAR discussion I don't see the point, it would just hurt the normal forums and reeks of elitism.  I could understand if Mythic wanted to keep WAR specific information out of the public domain for competitive reasons, that's been done here before for games under a beta nda. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: waylander on January 01, 2007, 04:16:23 PM
Thanks for replying Mark. For the record, LotD is very pleased with what we've seen and heard about WAR.  Our largest guild chapter is WoW, with 70 members, and we've got another 50 who play something part time or who will be joining us for WAR. That said, we're paying close attention to any details about how the game isn't going to be WoW  1.5 because after 2 years we're sorta burned out on that.

I don't think you should force people into a PVP development track, but I do believe it should be an optional path for advancement at the equivalent of say level 10. Just give some co-op quests and an instance to tease people about what lies ahead if they PVP.

Anyways, happy new year!


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: waylander on January 01, 2007, 04:17:40 PM
Thanks for replying Mark. For the record, LotD is very pleased with what we've seen and heard about WAR.  Our largest guild chapter is WoW, with 70 members, and we've got another 50 who play something part time or who will be joining us for WAR. That said, we're paying close attention to any details about how the game isn't going to be WoW  1.5 because after 2 years we're sorta burned out on that, and how the game supports full time gamers as well as the casuals (we're a mixture of both).

I don't think you should force people into a PVP development track, but I do believe it should be an optional path for advancement at the equivalent of say level 10. Just give some co-op quests and an instance to tease people about what lies ahead if they PVP.

Anyways, happy new year!



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 01, 2007, 04:40:59 PM
Quote
I don't think you should force people into a PVP development track, but I do believe it should be an optional path for advancement at the equivalent of say level 10. Just give some co-op quests and an instance to tease people about what lies ahead if they PVP.
I like the idea of having a totally separate path for PvP and PvE. If you do as in WoW then there's no point in doing both. I enjoy myself some PvE and PvP, but if I've advanced far in the PvP area I won't feel very tempted to slay foozle x which drops stuff that's comparatively crap.

I don't think it's that PvE players fear occasionally getting killed by another faction, it's just that they're not intrested in running around mostly dying in the traditional PvP experience.

I'd like to see a system where the people who aren't into PvP can play a role in the PvP areas of the game. For example, lets say that there's tasks to be done for your faction in the PvP area. Lets say the other side has managed to complete an objective that is to trash one of your factions bridges. Then the PvE people could engage relatively safely behind your lines in rebuilding the bridge. If the engine is flexible enough it would be possible to hack together a pretty nice bridge building game fairly easily, as in for example the RFK hamster quest in WoW. Building the bridge would then award advancement in the PvP path.

Another one could for example be manning catapults, trebuchets or whatever.

And just to throw something out there, I'd love to hear what your stance is on what they've done in WoW. They have sacrificed depth in order to keep it simple to get in to and easy to balance. In WoW the character building meta game is almost none existant. Finding out if a weapon is better than an other is practically as simple as comparing the DPS. You can pretty much keep procs, weapon speed and stuff like that out of the calculations since they have all been normalised. In order to make class balance easy races means jack shit in WoW. And when it comes to speccing, there's only a handful of specs which are remotely viable. There's a lot of more examples of this. I'm not saying you should need a manual the size of the bible, perhaps introduce the player to the more advanced topics gradually, as in WoW, when you start out you can't even access talents. Or perhaps a "recommend" button or something in which the game does a simple mathematical calculation on if weapon X is more beneficial to you than weapon Y at the current point.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Serek on January 01, 2007, 05:15:48 PM
Mark,
First of all just want to say that my team and I are very excited about your game and can't wait to give it a try.  Secondly though if you can I would love to get a response to some concerns I have (not specifically about warhammer but the whole MMORPG scene lately). 

1) Instancing:
- PvP:  While I understand the usefulness of it in some situations, and look forward to trying your ideas on it, battle ground style instancing is by far the worst form of PvP I have ever had the misfortune of engaging in.  Especially in WoW, the way you enter them, and the whole point of them (that being there is no point), while from what I understand about your game so far you do not have many if any instanced "battlegrounds" however if you can, avoid them (and I don't mean ones that have a point, I am refering to capture the flag or capture the node for points type instanced pvp).  I am very impressed with the idea of capturing zones and moving closer to enemy cities, sounds amazing, but if you guys can find a way to place in a DAoC style castle siege system where guilds can claim castles (or even towers and forts) as they did in your previous game (maybe can use it as a base of some sort with supplies?) that would be simply amazing.  I guess what I am trying to say is that from your history and from what I have seen about Warhammer so far it is exactly what we have been looking for over the past 2 years, but do keep in mind the whole aspect of claiming things, it pushes PvP to a whole new personal level which makes it twice as fun (if someone captures a castle from your team... well thats not good, but if they capture your guild's castle... well then it gets exciting).

-PvE:  In reference to raid dungeons and other instances, these have become way over used.  For anyone who played EQ way back during the times of Chardok and NToV you had to race people for raid mobs, and more then anything else that is some serious fun competition.  When you remove competition for raid bosses, you remove the fight to improve as a guild so that you can compete.  You also remove the need to interact with other guilds which again is a key component to building a community (between guilds in particular).  Another thing that I personally miss is the opportunity to be a good player, when you have instanced dungeons you don't randomly run into people on the way to wherever you are going, and you never have the opportunity to help them out without leaving your own instance to do so.  EDIT: (I forgot to add something here) If there is a large enough diversity of raid areas, and raid bosses guilds will all be able to successfully compete.  The problem is these days diversity of raid bosses and areas has been replaced by one or two raid areas but instanced so everyone can do them to their heart's content (this also has negative effects on community). 

Something that I have not seen in awhile which needs to be revitalized is factions, especially raid factions.  When you are raiding making choices about where you raid based on factions can be a very key component.  It frees up raid areas because one guild will not be able to defeat bosses on opposing faction "A" if you need faction "A" to attain goals in order to gain bonuses from killing the bosses of faction "B".  It makes raiding systems dynamic, which makes them interesting, and in turn keeps people interested. 

On a last note "Flight Paths", please do not make travel overly easy.  If you build a massive world, keep it massive, if you can easily click to go to this zone and afk for 4 minutes while flying on the back of something and you are there it destroys the feeling of being in a large diverse world.  I'm not saying don't use them at all, but use them where they are needed, not as mass transit to every corner of your game.  In EQ planes of power destroyed the idea of the "world" due to the fact that you just clicked on book type things to go to a central hub of "go where ever you want" and in WoW you can fly from one tip of the continent to the other and everywhere in between while you go fetch a snack.  You might consider giving a class a transport ability for quick travel (good way to make money for those classes, if someone needs to be somewhere fast).  Otherwise quite literally by working to make travel easy and quick you are working to minimalize (yes I know its not a word) all the work you have done creating a vast and interesting landscape.

Please consider what I said, and I look forward to playing the game!

P.S. release more chaos info!


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Typhon on January 01, 2007, 05:20:40 PM
I'd like to see some battlefield direction from something during a battle.  If the AI is too difficult to figure out, then do the rank/random thing (highest ranking PC is made raid leader, if multiple folks have the same rank, random it) to determine who can set waypoints.  Biggest frustration/turnoff I've had to deal with is folks new to MMO PvP not having the fainest idea what to do, and the fast pace of PvP making it a pretty steep curve to learn.  Having waypoints/text appear telling where to go/what to do would go along way toward relieving that pressure.

But people can be douchebags, so I'd actually prefer that the AI give battlefield-level directions to groups, and group leaders give squad-level directions.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 01, 2007, 06:12:26 PM
text

I know that there's a lot of people who feels the same way, but there's most likely even more who feels the opposite. Competitive hard core players think it's fun to compete about who can tag the mob first, who out dmgs who, or whatever is relevant in order to get loot rights. However, it also means that 99% of your paying subscribers will never participate because they don't stand a chance. Instancing solves this when it comes to PvE.

When it comes to PvP areas I somewhat agree, I'd rather have a very large zone with a lot of diffrent key points in which the players compete against each other. Players want to affect the world, leave a mark on it, that doesn't really play that well with instancing. Also, you can have a much more dynamic battlefield with a lot more strategic and tactical complexity.

When it comes to traveling, well, it's cool with a large massive world but without a way to travell it fairly swiftly you easily get bored. I'd rather sacrifice some of the massiveness of the world for some convenience in this case. I think AO did this very well. They had a 2 way portal system called whoompas which you used to travel the world. These were only placed around large cities mostly, so in order to get to the actual point you wanted to reach there was also some manual travel involved. They also had a level locked flying mount which you could by later on when you started to get bored of the running. The flying mounts were very swift compared to running, and it truly felt like a huge achievement once you finally got one. This way you got a feel of how large the world actually was early on, and just when you were about to get bored of running by foot you got yourself a flying mount.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Cheddar on January 01, 2007, 06:17:18 PM
... but there's most likely even less idiots who feels the opposite. Fucking non functioning social retards think it's fun to compete about who can tag the mob first, who out dmgs who, or whatever is relevant in order to get loot rights. However, it also means that 99% of your paying subscribers will never participate due to the complete asstardery of lowering social standards because they don't stand a chance. Instancing solves this, but can ruin immersion if not done well when it comes to PvE.

...

When it comes to traveling, well, it's cool with a large massive world but without a way to travell it fairly swiftly you easily get bored. I'd rather sacrifice some of the massiveness of the world for some convenience in this case. ...


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: bhodi on January 01, 2007, 06:24:20 PM
On a last note "Flight Paths", please do not make travel overly easy.  If you build a massive world, keep it massive, if you can easily click to go to this zone and afk for 4 minutes while flying on the back of something and you are there it destroys the feeling of being in a large diverse world.  I'm not saying don't use them at all, but use them where they are needed, not as mass transit to every corner of your game.  In EQ planes of power destroyed the idea of the "world" due to the fact that you just clicked on book type things to go to a central hub of "go where ever you want" and in WoW you can fly from one tip of the continent to the other and everywhere in between while you go fetch a snack.  You might consider giving a class a transport ability for quick travel (good way to make money for those classes, if someone needs to be somewhere fast).  Otherwise quite literally by working to make travel easy and quick you are working to minimalize (yes I know its not a word) all the work you have done creating a vast and interesting landscape.
I completely disagree. Forcing the player to experience a vastness of a world by refusing to put in conveniences is a road to disaster. If I can't log on and get to the fun in 10 minutes, I won't play the game. Spending time twiddling your thumbs while taking a taxi, or even worse, being forced to interact for extended periods of time without having fun - like, for instance, simply traveling by foot to another town, traveling to get to the fun - will only foster animosity. The first time you enter an area is amazing, the fourth or fifth time it becomes tedious. Tedious gameplay = lost subscriptions. Forcing the player to travel 'overland' once is fine, because that is new content. Forcing him to experience the same 'gameplay' to get to where he wants to go over and over again isn't. That is boring rehash and serves no purpose other than to piss your players off.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 01, 2007, 06:35:47 PM
I doubt Warhammer works as a massive world with many zones in the same way of WoW (and for PvP it's actually a good thing, as you need action to converge).

From their early plans you have one zone for each tier (that should group like ten levels together), with the possibility to travel to the other two zones corresponding to the two remaining battlefronts.

They still haven't revealed how the zones are connected together or how you travel from dwarf/greenskins zone to, say, human/chaos. But I doubt it will take a lot of time even by foot. At the end there are three zones you can pick and you are supposed to just stay in one if you decide so.

About travel itself they announced catapults for orcs. It sounds like a rather quick travel system, and if orcs have something like that you can be sure the other races will have something similar.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on January 01, 2007, 07:01:53 PM
Folks,

   Okay, some quick replies:

   As to the forum not being for WAR discussions, I said I didn't want it to be for WAR discussions.  Of course WAR will come up but I'd rather have the participants talking about theory/desire first and then talking about games after.  I want to hear their ideas about what works, doesn't work, could work without relying on WAR/DAoC/WoW/etc.

    In terms of what works/doesn't in WoW, as anyone who has seen my post or read my interviews, I don't bash other developers/publishers (one exception to date, EQBay).  Call it professional courtesy, politeness, whatever, I just don't like to do that in public or in forums. I've always hated when developers trash each others' games in order to get press, make friends, etc. so I won't bash WoW. What I've said about WoW to date is that it is the most successful MMORPG of all time and they got a bunch of things just right for their market.  That being said, they have made some choices I wouldn't have made and there is plenty of room for improvement in the genre.   

    In terms of instancing, tough balancing act.  100% instancing is really, really bad and I think that 100% open world can also be, unless implemented flawlessly, bad as well these days.  As we've said to date, we want to have a healthy mix of options for the players.

   In terms of travel times, I hate long travel times but also don't want instant travel around the world.  I've found that long travel time has, many times, discouraged me from doing certain things in the game that I wanted to do at that time.  I also think that it works against the time-challenged player and it is something I want to do better.  Finally, I also agree that it does make a world feel larger for the newbie but that it makes the game more annoying over time.

Mark


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Cheddar on January 01, 2007, 08:20:03 PM
Hey, Hrose. It hasn't been said in a while?

WHO THE FUCK ARE YOU?
26
Italy
Time waster
Awake from 8PM till 12AM


I never did understand the Viklas thing. 




Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on January 01, 2007, 08:30:19 PM
http://www.homestarrunner.com/sbemail43.html (http://www.homestarrunner.com/sbemail43.html)

Point being that Hrose can be tough to understand.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 01, 2007, 08:42:37 PM

So sure, there are lots of really good reasons not to build for RvR, and to go GvG instead.

But if you aren't aiming to focus on something different, ie. proper epic feeling battles that are also fun and interesting to play, I don't know why anyone would pay the cost of entry that RvR development carries with it.

I don't think it's an either/or situation.  If GvG doesn't matter in RvR, why should a guild bother to put effort to build  a solid team together to help the realm army?  If anybody will do, why put in the effort, better to go to the common area spam the chat channels to get warm bodies. Anybody who attack the called target will do, maybe a healer or two, but who gives a shit as long as they show up.

I don't have an issue with 60v60 or 200v150.  Although if the game server or client can't handle it, you probably shouldn't encourage it.  But why should the 60 always be together to count as an organized. I want to see landscapes with 30troops are scaling the fortess, 20 are laundching artilary at enemy reinforcements, and the last 10 are securing a rez point. The enemy could send all 60 of their troops 60 against each of those points one at a time but that would leave the other points valuable be recapture.  Now eveyone's choices aren't so simple and all the unaligned groups are out there causing even more trouble.  If you don't want the zerg to be mindless you are going to have to give them meaningful and often conflicting option to choice from.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Serek on January 01, 2007, 10:43:18 PM

I know that there's a lot of people who feels the same way, but there's most likely even more who feels the opposite. Competitive hard core players think it's fun to compete about who can tag the mob first, who out dmgs who, or whatever is relevant in order to get loot rights. However, it also means that 99% of your paying subscribers will never participate because they don't stand a chance. Instancing solves this when it comes to PvE.


I disagree, you can (with some hard work) easily balance instancing and competition style raiding using a tier system that will allow for all kinds of players to experience different levels of game play.  The whole issue is doing it so that there is enough diversity of raids available that it does not turn into a "one guild kills everything" and using a mix of instanced and non-instanced raids skillfully you can accommodate both populations.  So far I have not seen many examples where this was done well.



I completely disagree. Forcing the player to experience a vastness of a world by refusing to put in conveniences is a road to disaster. If I can't log on and get to the fun in 10 minutes, I won't play the game. Spending time twiddling your thumbs while taking a taxi, or even worse, being forced to interact for extended periods of time without having fun - like, for instance, simply traveling by foot to another town, traveling to get to the fun - will only foster animosity. The first time you enter an area is amazing, the fourth or fifth time it becomes tedious. Tedious gameplay = lost subscriptions. Forcing the player to travel 'overland' once is fine, because that is new content. Forcing him to experience the same 'gameplay' to get to where he wants to go over and over again isn't. That is boring rehash and serves no purpose other than to piss your players off.

I'm not sure you fully understood what I was saying.  I am in no way for refusing to put in conveniences, however I am against extreme over use of them which has been the way many games eventually turn to.  Every time there is a city, a castle, a fort or at least some sort of building with more then just the NPC that deals with flight paths, I am absolutely cool with a flight path.  What I do not enjoy is having a flight path at every tiny little trade outpost I ever visit a band of adventurers who set up camp in some far off forest is not going to be dragging along a flock of flying creatures and a beacon just in case someone gets home sick or one of their friends wants to come visit.  Also for those interested in absolutely instant gratification I hear theres quite a few console games up on the market these days.

Thanks for the response to some of my issues in the previous post Mark, and I defiantely agree it is childish for people to bash other game companies (with some exceptions) for their mistakes, however I was not looking for you to do so, was just using other games as a point of reference to highlight some of my concerns.

Thanks again


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on January 01, 2007, 10:48:05 PM
Thanks again
Serek V'Sek, Co-Leader: Darkness Descending

You said that already.

What's next? Graphical sigs?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 01, 2007, 10:50:06 PM
Thanks again
Serek V'Sek, Co-Leader: Darkness Descending

WoW won.  The sort of EQ1 shit you're talking about is over.  Instant gratification for the win.

WindupAtheist, Co-leader:  Nutsacks Neverending


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on January 01, 2007, 10:58:51 PM
Finally for once, WUA and I are of the same mind.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 01, 2007, 11:11:39 PM
I also like Robert E. Howard and Deep Space Nine.

WindupAtheist, Grand Marshall:  Poopsocks Patronizing


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Serek on January 01, 2007, 11:14:10 PM
Better turf-afro boy?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Zane0 on January 01, 2007, 11:50:41 PM
I have nothing constructive to add.  I'd just like to say that this has been a thoroughly enjoyable read.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: schild on January 01, 2007, 11:58:11 PM
Better turf-afro boy?

You don't get to be a dick.

Best Regards,
Schild
editor, f13.net


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 02, 2007, 12:23:57 AM
Please tell me that was a "You're banned!" send-off.  I know you don't usually do that, but look at his sig.  We don't need his sort here.  Otherwise, next thing you know this'll be a sewer like Stratics, with giant graphical sigs of pirated Boris Vallejo art crudely stamped with the name of some asshat's game character.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Serek on January 02, 2007, 12:29:12 AM

You don't get to be a dick.

Best Regards,
Schild
editor, f13.net

Humn... didn't realize my joke about his space balls avatar was being a dick, but I've been wrong before...


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 02, 2007, 12:30:36 AM
That's it, I'm making a graphical sig...

(http://i38.photobucket.com/albums/e121/GrimDysart/takethis.jpg)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Kinan on January 02, 2007, 12:54:25 AM
As for travelling, I think EQ2 did it best (and first?). You should travel to a location slowly first and than you have an option for a quick transportation method. If I remember right, even then its not free and costs some money, so sometimes you choose a slow route just to save some coin. While flying in wow functions similar, its still too slow for my liking to be called "quick transportation method". .)

Current version of DAoC has implemented something similar as well, but old-school travelling was pain in the a--e, old epics were like 5 hours of horse ride and 1 hour of action, geesh.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: angry.bob on January 02, 2007, 12:57:04 AM
Keep it on topic people. Poop all over the Raph thread if you feel the need.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Tegatana on January 02, 2007, 01:17:07 AM
If it's not a private forum for WAR discussion I don't see the point, it would just hurt the normal forums and reeks of elitism.  I could understand if Mythic wanted to keep WAR specific information out of the public domain for competitive reasons, that's been done here before for games under a beta nda. 


Guess the lagal point is the most important point here. If i understand him correctly (stupid german here), he options for a plattform to discuss MMORPG-design in general.

From a player and reader point of view you take MMORPGs as what they are for you, a game and a hobby, but for "insert company or employee here" they are multi-million dollar business!
So if YOU have this devine intervention and come up with a revolutionary idea of gameplay or feature, you should not be able to sue Mythic in case they announce that feature or a new game using your idea.
"Intellecutal property" (is the term in englich right?) is a huge issue in any business and any company has to hold a department full of lawyers specialised in that branch :-(. It is VERY important to secure the intellectual property for anyone, but the lawsuits in result are often countless and sometimes very wierd.
Write a book and let it be successfull... 10 weeks later you have hundrets of people in court claiming you stole "their" idea and they all want a share of the money.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 02, 2007, 01:53:15 AM
Guess the lagal point is the most important point here. If i understand him correctly (stupid german here), he options for a plattform to discuss MMORPG-design in general.

Kinda like a mmog discussion forum then?


From a player and reader point of view you take MMORPGs as what they are for you, a game and a hobby, but for "insert company or employee here" they are multi-million dollar business!
So if YOU have this devine intervention and come up with a revolutionary idea of gameplay or feature, you should not be able to sue Mythic in case they announce that feature or a new game using your idea.
"Intellecutal property" (is the term in englich right?) is a huge issue in any business and any company has to hold a department full of lawyers specialised in that branch :-(. It is VERY important to secure the intellectual property for anyone, but the lawsuits in result are often countless and sometimes very wierd.
Write a book and let it be successfull... 10 weeks later you have hundrets of people in court claiming you stole "their" idea and they all want a share of the money.

Meanwhile back on planet earth, Blizzard implemented DAoC's battlegrounds, funny I have not seen anyone taking them to court.  I think submarines are the next big thing for mmorpg's, so all you game designers out there, stay away from my submarine idea or lawyer up! 

Complete bollocks, the most recent revolutionary idea was when Blizzard made a game where it didn't suck to level up, now the world is full of game devs going, "oh why didn't I think of that?".  The next revolutionary idea will be when someone releases a game that's enjoyable during the leveling/skill gain process and continues to be fun even after that section of the game ends.

I loved your "they are multi-million dollar business!" comment though  :-D


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 02, 2007, 02:32:01 AM
Please tell me that was a "You're banned!" send-off.  I know you don't usually do that, but look at his sig.  We don't need his sort here.  Otherwise, next thing you know this'll be a sewer like Stratics, with giant graphical sigs of pirated Boris Vallejo art crudely stamped with the name of some asshat's game character.

pfft.

You're just worried this thread may challenge your UO and SW threads for 100 page uber-thread dominance.

Hrose was going to pull a chart out of his ass any moment.

Quote from: Mark Jacobs
  In terms of travel times, I hate long travel times but also don't want instant travel around the world.

I think people underestimate how much they can make a world feel big simply by managing content. If I explore every corner of newbie-zone in my first ten levels, but never have a good reason to leave it, the level 10-20 zone is still an undiscovered country when I first get taken there. CoV feels much bigger than CoH (at least it did to me) for exactly this reason.

Quote from: Tazelbain
I don't think it's an either/or situation.  If GvG doesn't matter in RvR, why should a guild bother to put effort to build  a solid team together to help the realm army?  If anybody will do, why put in the effort, better to go to the common area spam the chat channels to get warm bodies. Anybody who attack the called target will do, maybe a healer or two, but who gives a shit as long as they show up.

Fair enough - and I don't mind GvG mattering, so long as it is mattering in the RvR framework. Dwarf Group 1 has to care whether Dwarf Group 2 is winning. Else it isn't RvR any more.

That said, it's important to also remember that if you were to ask long term casual rvr players in daoc or eve, they'll consistently tell you that they find 100v100 more fun than 8v8. The trick is in designing a game to make that sustained, fun, 100v100 battle happen, because it's obviously much harder to do than simply throwing 16 guys in a room and telling them to go at it.

As for why a guild still puts a solid group together for a realm event, people still like to be contributing the most within a real battle, and still want to have their side win. In DAoC the motivation to build a good group was plenty strong even in a 100 v 100 relic battle, if you didn't have enough healers you'd die and spend the rest of the time lying down watching the battle, if you didn't have enough offensive characters you weren't getting any RP, you weren't having any effect on the outcome, and you spend the whole time standing up watching the battle.

Quote from: Typhon
I'd like to see some battlefield direction from something during a battle.  If the AI is too difficult to figure out, then do the rank/random thing (highest ranking PC is made raid leader, if multiple folks have the same rank, random it) to determine who can set waypoints.  Biggest frustration/turnoff I've had to deal with is folks new to MMO PvP not having the fainest idea what to do, and the fast pace of PvP making it a pretty steep curve to learn.  Having waypoints/text appear telling where to go/what to do would go along way toward relieving that pressure.

But people can be douchebags, so I'd actually prefer that the AI give battlefield-level directions to groups, and group leaders give squad-level directions.

Surely you just have group leaders able to join their group to a 'raiding party', and the raiding party has a nominated leader able to do things like setting planetside style waypoints, and able to doodle on the in game map like Guild Wars (there is an ingame map, right?), or to send messages to the center of the rading group members screens - like squad leaders in SWG. If you were feeling really brave you could implement a system where raiding party leaders have access to battlefield condition modifying spells or abilities depending on the makeup of their raiding party.

Chatgroups (with chatgroup leaders able to define speaking rights) go a long way in this regard even without waypoints and map doodling.

AI would suck at battle direction, and anything which autoselects a leader would result in annoyance and sillyness when some solo sniper who plays for his own RPs randomly becomes the highest ranked in the zone. You just have the group leaders select their own raid leader the same way as groups select a group leader.




Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Yoru on January 02, 2007, 02:37:58 AM
Guess the lagal point is the most important point here. If i understand him correctly (stupid german here), he options for a plattform to discuss MMORPG-design in general.

Kinda like a mmog discussion forum then?

The key difference being that those posting to the "hidden forum" would have the implicit declaration that they're forfeiting their IP rights to whatever ideas they present; an assumption not directly stated for our current Game Design forum. Which is what I believe Tegatana was attempting to get at before tripping on the language barrier.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 02, 2007, 02:46:32 AM
Yeah but even accepting there is a need, which I don't, it certainly doesn't have to be hidden.  You have to register to post so it could be a click through or a membership group you have to apply to join with terms you have to agree to about giving up your rights.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 02, 2007, 03:20:54 AM
Perhaps a little elitist, but I actually like the idea of a closed private forum. Quality will suffer if it's public, especially since these forums are pretty lose on moderation, which isn't something that's bad in its own right though.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Tegatana on January 02, 2007, 04:18:31 AM
Meanwhile back on planet earth, Blizzard implemented DAoC's battlegrounds, funny I have not seen anyone taking them to court.  I think submarines are the next big thing for mmorpg's, so all you game designers out there, stay away from my submarine idea or lawyer up! 

Complete bollocks, the most recent revolutionary idea was when Blizzard made a game where it didn't suck to level up, now the world is full of game devs going, "oh why didn't I think of that?".  The next revolutionary idea will be when someone releases a game that's enjoyable during the leveling/skill gain process and continues to be fun even after that section of the game ends.

I loved your "they are multi-million dollar business!" comment though  :-D

Well you got a valid point here, you didn t hear about it, so it doesn t happen :-D

I have seen it happen while i was working in the gaming industrie, but only the REAL big things come up in the press (like someone claiming the idea of Harry Potter is stolen or someone suing Brown over Illuminati). And wasn t the USA the country where you can win files about burning your lips on hot coffee in an MC Donalds Store? :-D


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 02, 2007, 04:21:45 AM
It's one thing stealing an ip, and another stealing mechanics. If there has been a lawsuit relating to theft of mechanics in a MMO I bet it would've made its way here.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: schild on January 02, 2007, 04:31:43 AM
My opinion? Due to the success of previous (and current) private forums here, I've no reason to believe this one would be anything other than great.

RE: Tegatana - the difference between us and whatever site you... inhabit.. is that we'd know about that lawsuit and have beaten it to death with a club and then complained about the HAM mechanic. In the same thread.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Falconeer on January 02, 2007, 05:29:13 AM
I have seen it happen while i was working in the gaming industrie,

Tegatana from Shadowbane Europe (aka: "we are sorry, no Shadowbane Europe"), I suppose. Wanted to ask this since message #1.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: kenrio on January 02, 2007, 06:36:16 AM
please more chao's screenshots.

Sorry if i change of subject  :-P



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Rasix on January 02, 2007, 07:11:48 AM
Grand.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Megrim on January 02, 2007, 07:22:49 AM
Grand.

Bwuahahaha, i think i can see the blood leaking out of your ears from here. This is going to be so awesome.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on January 02, 2007, 08:00:17 AM
The forum here would be private for the same reason that some discussion panels at conventions are private - to keep the riffraff out. To keep people from coming in just to cause trouble.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Megrim on January 02, 2007, 08:10:07 AM
Dunno, despite being open f13 has always felt like a private community to me. Personally, i dislike the idea of anyone asking Schild for special treatment just because they post here. Personally.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on January 02, 2007, 08:25:35 AM
It feels private because it's, honestly, pretty hostile (relatively) to outsiders. Also, this place has a much higher barrier to entry; specifically, we don't put up with d00dspeak and poorly-written dreck. I still remember getting bitched out in my first handful of posts because I didn't capitalize.

This can all be contrasted with forums at...really any other place on the internet, where the quality of the average post is complete shit. The kind of shit that makes the eyes of people here bleed.

Then again, the intelligence of the average poster here is definitely skewed towards the higher end of the scale compared to most other places.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Signe on January 02, 2007, 08:33:26 AM
Awesome is one of the words/phrases that have been banished, along with pwn, Now Showing at Theaters, truthiness and the horrible new custom of combining names of celebrity couples.  (TomKat, Bradgolina)

Just sayin....

 2007 List  (http://www.lssu.edu/banished/current.php)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nonentity on January 02, 2007, 08:44:06 AM
Awesome is one of the words/phrases that have been banished, along with pwn, Now Showing at Theaters, truthiness and the horrible new custom of combining names of celebrity couples.  (TomKat, Bradgolina)

Just sayin....

 2007 List  (http://www.lssu.edu/banished/current.php)

But... I had grandiose plans for my Blood Elf Warlock, Pwnography. Or was it Lolanime?

I can't remember.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: damijin on January 02, 2007, 08:44:39 AM
As an elitist jerk in most games I play, I see the appeal for a private forum. But uh, there's a little irony, right?

The MMO industry is fucked because of it's incestuous nature, so you should band-aid it by making the family larger, but keep the attitude the same.

On the other hand, I'm totally down with Oedipus and his freaky Greek mother loving, so I fully encourage the idea.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on January 02, 2007, 09:26:51 AM
I don't think it's an either/or situation.  If GvG doesn't matter in RvR, why should a guild bother to put effort to build  a solid team together to help the realm army?  If anybody will do, why put in the effort, better to go to the common area spam the chat channels to get warm bodies. Anybody who attack the called target will do, maybe a healer or two, but who gives a shit as long as they show up.

Hmm.. I don't like that line of thought.  If the RvR is built right, it will attract all players and should not be designed to fit one mold.  The current concept seems to be aimed at providing the four (really three) I mentioned earlier in the thread and has focus for group and raid level (along with open).  If the tailoring of the games PvP is structured for Guild vs Guild (as it appears AOC is going to aim at..) then it is going to force the RvR to become a raid focus (if by GvG you are aiming to the rewards).  What I think would be nice is if part of that RvR structure built in military units instead of group units..  Have a commmander spot (as eldaec mentioned) and then tiered spots down with a bottom rank and file.  You earn the ability to be put into those slots from your contribution as a character in previous RvR, but you are elected, not auto assigned...  Does that make sense?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 02, 2007, 10:29:43 AM
It doesn't even have to be elected or anything so complex.

You just do it exactly like group leadership.

Whoever forms the meta-group gets the conch until they quit, give it up, or everyone revolts and joins a different gang. It was normal in daoc to have a chatgroup / battlegroup running for each area on the frontiers, the chatgroup leader then granted speak rights to whomever is the most appropriate battle leader. That system really just needs some spit and polish (waypoints, map marking etc) then you have all the battle direction you really need for a frontier as compex as Daoc's was (and I don't see anything in WAR yet that increases complexity).

Unless you mean a permanent ranking and organisation system? In which case you first need to decide what the organisation is for and what you do when any random subset of that organisation is online, and of course you still need to handle battle direction separately, because you can't (and wouldn't want to) force everyone to follow the guy who got voted in all the time.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Righ on January 02, 2007, 10:53:51 AM
Well you got a valid point here, you didn t hear about it, so it doesn t happen :-D

The correct B.net phrase is "screenshot or it didn't happen".

Quote
I have seen it happen while i was working in the gaming industrie, but only the REAL big things come up in the press (like someone claiming the idea of Harry Potter is stolen or someone suing Brown over Illuminati). And wasn t the USA the country where you can win files about burning your lips on hot coffee in an MC Donalds Store? :-D

I don't think the Illuminati has been the subject of many of the da Vinci Clone lawsuits. However, the most interesting was Lewis Purdue who wrote pretty much the exact same story two decades earlier (The da Vinci Legacy), and who didn't sue, but instead ended up getting (unsuccessfully) sued by Brown's publisher for having the nerve to point out the hundreds of similarities on his web site.

Off to politics with the comment about lawsuits, lest somebody point out that Germany is the country where one can be sent to jail for thought crimes. Oops.

Also, none of your points were either about WAR or MMORPG design concepts, so both our comments helped define the reason MJ doesn't want to discuss stuff in open forums. :P


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Lum on January 02, 2007, 10:54:41 AM
DAoC was the forthcoming of god. And ltm/SND his herald.

That's a proven truth. Then there were a few sporadic voices. They told that DAoC wasn't all good, that it also has some dark spots, that it wasn't all perfect and that Mythic's was trying to just control and pilot the community for their only interest. Those players were banned and from there started a whole lot of drama.

This would be one of those threads that Sanya would come down from her office and yell at me once she saw me posting in it. As she's now limited to yelling at me via an IM window, let me just say this.

I have seen these sorts of accusations over the past 5 years. I am very tired of them. There was no conspiracy to make DAOC look good.

I was the editor of the website in question. I was also in the DAOC beta and liked it. Which I then posted in a preview that I did. You know, that's sort of what people do. The DAOC dev team was very good at viral marketing. They also happened to make a pretty good game, one that aimed itself (consensual PVP) squarely at the market of our web site.

So we were excited, but to say we were unpaid/paid shills is at best a vile slander and at worse actionable slander. And when you jump from that (as many do) to say that my hiring by Mythic was a quid pro quo compensation - that makes me want to sue people, or at a bare minimum punch them in the mouth. Why don't you accuse me of raping babies, too, that's almost better in my hiearchy of honor than what you're accusing me of. Seriously, die. For the record, I sent Mythic a resume months earlier when I was looking, had Dave Rickey told me I had no chance, and forgot about it till Matt Firor called me the day I was laid off. There's your quid pro quo, enjoy.

As for the Masked Gunmen whom were horribly banned; one of them was trolling my blog about it this weekend. Almost SIX YEARS LATER. Now, maybe I'm a little out of line but I personally think that that may be something of a long time to hold a grudge over a website banning.

HRose, you are on crack. You're not only posting 6 year old gossip, you're posting false 6 year old gossip. Stop it. Just stop it. Let Mark and company make Warhammer (I wish them well, and plz don't make the orks suck because I like things orky), let me move on to make my own damn game, and for the love of god LET THE BONE GO.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Righ on January 02, 2007, 10:57:57 AM
plz don't make the orks suck because I like things orky

QFT. (Not that the rest wasn't true, but this part was my favorite).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Signe on January 02, 2007, 10:59:19 AM
I finally found a common thread between Lum and Righ.  They both love non-sucky orcs.

And, yeah... I'm not usually mean to you, HRose, or even critical but I have to agree with Lum... let it go.

And shave.   :-P


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 02, 2007, 11:08:13 AM
:Love_Letters:

Thanks Lum.  While I appreciate the passion HRose has for gaming, it's sometimes misplaced.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 11:10:44 AM
Hmm.. I don't like that line of thought.  If the RvR is built right, it will attract all players and should not be designed to fit one mold.  The current concept seems to be aimed at providing the four (really three) I mentioned earlier in the thread and has focus for group and raid level (along with open).  If the tailoring of the games PvP is structured for Guild vs Guild (as it appears AOC is going to aim at..) then it is going to force the RvR to become a raid focus (if by GvG you are aiming to the rewards).  What I think would be nice is if part of that RvR structure built in military units instead of group units..  Have a commmander spot (as eldaec mentioned) and then tiered spots down with a bottom rank and file.  You earn the ability to be put into those slots from your contribution as a character in previous RvR, but you are elected, not auto assigned...  Does that make sense?
Ah-ha!

That was one of my very old ideas, the "battle system". Very similar to what you describe.

The theory was that large battles aren't really designed to be so, they are only scaled-up group vs group. The game mechanics usually aren't planned on anything above the group scale and that's the reason why large scale battles in today's mmorpgs aren't really deep. It's because they are underdeveloped.

The idea I had is that you achieve PvP points and unblock special PvP classes. Each PvP class doesn't just give you special powers, but also precise and different objectives/roles on the battlefield. Like taking the structure of an RTS (whether it is Dawn of War or Medieval 2) and adding that layer to normal PvP.

At the same time the PvP class that you unblocked by earning points isn't automatically "usable", but you have to organize a "battlegroup" with team-leaders, division and everything. An organized structure. So, for example, the "team-leader" position would become available only when the group has already other 10 players in lower ranks.

This was intended also as a balancing mechanic. In the kind of PvP progression we have today, PvP points and skills are like a normal treadmill. Think about DAoC, for example. You gain Realm Ranks and you can group with all high ranked players to have a much more powerful group. It becomes a requirement if you want to play competitively (so the increasing gap between noobs and veterans).

Instead a battle system guarantees the equal-footing. You cannot make a group made just of team leaders with powerful skills, because you can only have 1 team leader every 10 players that are "soldiers". So only one every ten, in every case, will be a team leader and will have the team leader skills. Even if that group is made just by veteran players who capped their PvP points.

The point was then to come out with many different and "fun" roles to guarantee variety and that everyone has something fun to do no matter of the battle rank. So relying more on the diversification between the ranks/classes more than just scaled up powers.

I also made some concrete examples about the powers. For example leaders had morale and attack bonuses for all the players in the squad that remain close to its leader (made visible on the battlefield by a big flag). Or the possibility to cast a big energy barrier that covers a rather big zone, with a duration of one minute or so and that can be used as a rally point. To reorganize troops (large battles are usually a mess and visible rally points could help a lot to organize the action). The idea is that the barrier prevents the melee enemies to enter (if they weren't already inside before it was casted) and reduces ranged damage up to a 90%. So it would work more like a "timeout" to breathe and heal just in time for it to wear off and charge the enemy.

So, really, skills and powers that are DESIGNED with large battles in mind. That can affect an army, that make the landscape meaningful. Because today the zerg vs zerg is objectively underdeveloped. The problem is not that it isn't fun, the problem is that noone has really paid attention and polished it so that it would be cool to play and deep.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sanya@Mythic on January 02, 2007, 11:18:57 AM
Sniff. I WAS the viral marketing, Scott honey. I was a dirty, filthy sellout two months before you were, jerkface.

P.S. My team trolls everywhere that metaphorical Mary goes, for the lambs are sure to go as well. I was sort of hoping this place would stay... well, whatever "pure" is, for F13. Which is why you'll almost never see me post here, but I had to respond to Scott's vile calumny.


Sanya M. Thomas
Director of Community Relations
EA Mythic


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nonentity on January 02, 2007, 11:20:33 AM
Sniff. I WAS the viral marketing, Scott honey. I was a dirty, filthy sellout two months before you were, jerkface.

P.S. My team trolls everywhere that metaphorical Mary goes, for the lambs are sure to go as well. I was sort of hoping this place would stay... well, whatever "pure" is, for F13. Which is why you'll almost never see me post here, but I had to respond to Scott's vile calumny.


Sanya M. Thomas
Director of Community Relations
EA Mythic

I have the distinct feeling we're being watched.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on January 02, 2007, 11:27:59 AM
Instead a battle system guarantees the equal-footing. You cannot make a group made just of team leaders with powerful skills, because you can only have 1 team leader every 10 players that are "soldiers". So only one every ten, in every case, will be a team leader and will have the team leader skills. Even if that group is made just by veteran players who capped their PvP points.

Kinda what I had in mind.. but I was also thinking.. that (as example) a scout group could be setup (class does not limit whom can join) that everyone receives a marker power to place that will create something like a target (on the global map) but also display as say a flare or such in game.

You can flag your character as to what squad type you would like to join and would be added when an opening existed or if the total squad roster has not been filled up.

As Eldaec mentioned though, keeping it simple would be the best idea.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 11:40:29 AM
So we were excited, but to say we were unpaid/paid shills is at best a vile slander and at worse actionable slander.
I don't think that and I've written in many occasion that I justify what you did. As everyone else I made my own opinion about what happened but I won't go in detail exactly because it's a dead point. What isn't dead, and what I brought up earlier in this thread, is an attitude of Mythic, Mark Jacobs in particular that is as "fresh" as always.

What Mark Jacobs did here, asking his private forum because HE thinks (not me, I never asked special treatments ANYWHERE) he is the special snowflake that deserves a different treatment from ALL other devs that also post on F13. He is just as bossy as ever. And what I hated the most is that he tried to portray me as his personal stalker who registered on this forum just to troll him.

Hello? If there's someone out there who REALLY loves to write ideas, critics, constructive proposals about game design IT'S ME. And in all this time I believe at the very least that I demonstrated it. In fact not long ago I explained in my blog that I was posting less and less on F13 because the discussions were so filled with inside-jokes between each other that the actual discussions about GAMES were sporadic.

So let's stop about talking about this and lets talk about games! Isn't that what Mark asked? I'm ALL for it. The point, the real point, is that what Mark asked is a JOKE. Because we do a lot of that ALREADY and he COULDN'T CARE LESS till two days ago. And just because he brings the implicit promise of candies, beta slots and "WAR swag" ALL the members of this forum started to drool on him.

Where the fuck is your dignity, I wonder? But that's not the point.

I doubt he is here to talk sincerely and passionately about games. Because if it was true then he had in me one of the strongest supporters. And surely he would have participated in the community before. Instead he couldn't be more out of place around here. If not for the legitimation that the "red name" offers.

The truth is that he couldn't care less about talking with "us" or he would have done it before. Raph is one who really looks for those discussions and he demonstrated it along the years without asking for any special treatment. You can easily say when someone is sincerely one of "us", or when he is just after something else that has very little in common with our passion.

There's a very evident line between those who are sincerely passionate and interested in a discussion and those who are here for much different purposes. When I read what Mark wrote I just wanted to make people notice that. I failed, but I'm still convinced of what I think.

Now let's talk about games?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 02, 2007, 11:43:10 AM
I really don't see what's wrong with having a private forum that improves signal to noise.  I'd say the fact that he requested it here says a little something about the people that frequent these forums.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WayAbvPar on January 02, 2007, 11:45:01 AM
HRose, STFU and remove yourself from this thread for a bit.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Furiously on January 02, 2007, 11:54:37 AM
I'm not a huge fan of ivory towers and intellectual elitism, but I'm not too fond of pages 2-5 of this thread either.

Would read access for "the many" and posting privileges for the "the few" be a horrid thing? And perhaps add in a gimick account the many could PM to add to the discussion?





Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nonentity on January 02, 2007, 11:55:40 AM
I'd like to indicate that this thread reminds me of a soap opera, except with game developers, community managers, and verbose fans instead of doctors, spiteful housewives, and scheming siblings.

Please don't make it any more of a soap opera. If anyone reveals in this thread that they're someone's actual father, I'm leaving.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on January 02, 2007, 12:02:53 PM
Folks,

   Just so you know, not only is Scott telling the truth regarding SJ/Mythic, he did forget to mention one tiny detail or two:

1) When we hired him we were in desperate need of a database programmer and what did Scott J. do for a living at the time?  Well natch, he was a database programmer (with just a wee bit of game playing experience) and the best candidate in the pool by far.

2) His contribution to DAoC's launch and success was anything but minor.  He did a great job for us at a critical time in DAoC's development and for that, he has my longstanding thanks and respect.  Let me be a bit blunt about this, anyone who says differently is either stupid, lying and/or living in their own reality.  He did a hell of a job for us and that, unlike many things, is simply a matter of record (or in Scott's case, lines and lines and lines of code).  And frankly, anyone who thinks I'd hire someone simply because they say nice things about us (or don't say tough things about us), especially then when we were a whopping 16 or so people when Scott was hired, doesn't know me worth jack. 

Mark

   


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: damijin on January 02, 2007, 12:06:15 PM
OT because the T is fubar

Folk,

What's the deal with "Folks,"?
I've wondered this for a long time.

(P.S. nuke the thread for great justice to all involved)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MarkJacobs on January 02, 2007, 12:21:14 PM
Damijin,

   Ah, the "Folks" is the way I've always spoken to/with the community/thread when I address it as a whole.  I don't know when I started using it but it was way before DAoC I believe.  Keep in mind that I've been talking to communities since the GEnie days (mid-80s) and it seemed a better thing to say then "Hey you guys/gals" or some other such way. :) I used it here out of habit, and you know what they say about old habits.

Mark 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WayAbvPar on January 02, 2007, 12:22:28 PM
Hey 'tards just doesn't have that community feel to it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 02, 2007, 12:27:49 PM
Would read access for "the many" and posting privileges for the "the few" be a horrid thing? And perhaps add in a gimick account the many could PM to add to the discussion?

Yes, you'd just end up attracting the flames to the main forum thanks to the gift of quote tags.

Just inviting the devs to the usual private beta forum isn't likely to make the sky fall though.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 02, 2007, 12:34:05 PM
Hey wait, does this mean we ARE getting a private "talk about game design" forum?

PS, EDIT:

Quote from: eldaec
You're just worried this thread may challenge your UO and SW threads for 100 page uber-thread dominance.

That last Vanguard thread died on page 29, meaning the record for the only 30+ page threads on f13 being about UO and Star Wars is still alive.  Buahahahahaha.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 12:50:04 PM
As Eldaec mentioned though, keeping it simple would be the best idea.
Yeah, my original idea was kind of messy, but there are certain ways to keep it simple. Today I would probably design things in a different way.

Anyway, it's a matter of presentation. In my idea you had a battle group panel with all the possible divisions. From there the leader would just "drag&drop" players into specific roles. Not much different from WoW's raid UI, just with more differentiated groups and purposes.

This general idea about PvP classes was inspired by Planetside. But the problem is still there: what kind of PvP progression?

In WoW it's gear, in DAoC it's power-ups. Both are treadmills that create gaps between players and ultimately unbalance the game and make PvP unfun.

From a side you need hooks, rewards, achievements. The carrot. Form the other you need to keep the players together and the PvP balanced so that everyone has a chance to win. My idea was an awkward attempt to join the two.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on January 02, 2007, 12:54:23 PM
Today I would probably design things in a different way.

You are not "designing" and will never "design" anything. Stop talking like that. You can't even design a coherent post.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 02, 2007, 12:59:27 PM
It would be easier to have these discussion if he could unwrap the spurned-paparazzi feel to his posts.

Quote from: Fargull
What I think would be nice is if part of that RvR structure built in military units instead of group units.. Have a commmander spot (as eldaec mentioned) and then tiered spots down with a bottom rank and file. You earn the ability to be put into those slots from your contribution as a character in previous RvR, but you are elected, not auto assigned... Does that make sense
This makes sense and would be good. There is a core challenge though, one I think is the foundation of why current systems are as they are:

Everyone pays the same monthly fee. As such, they theoretically have the same opportunity at every bit of game content as anyone else. When players are allowed to make their own rules though, and have those support by the game system itself, it has the potential (not fact) of permanently closing portions of the game off to other players. This currently happens already of course, but that's more a result of players not having the lifestyles appropriate to accessing the whole game, and not something specifically defined by the company. They probably legally couldn't without offering a tiered pricing scheme.

So for a feature like you discuss to work, the game has to offer concrete ways for players to move in and out of tiered leadership roles. Voting isn't the best way in a military application like you discuss, but there are models that could be used. It would also be important to bracket such systems so that those who always dominant don't have a complete and arbitrary lock on the higher ranks. The company would almost need to develop a system whereby the current encounter scales to whoever has become the current Battle Leader. For example:

  • Uber Battle: Two teams, 20 on 20. The matchmaking service puts together the groups for the encounter appropriately. 1 player from each is automagically elected leader, with ranks decending from there as appropriate. Battle commences, goes on, ends. It's all reset.
  • Newb Battle: Same thing as Uber, except the Leaders are chosen from a set of newbs. This way, even casual/newbs can access the uber abilities. Ubers wouldn't likely have a problem with that because those abilities are only used in the encounter anyway.

This would minimize the carp that happens in WoW where one side is a pickup group and the other is a premade on voice IP :)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 02, 2007, 01:04:14 PM
Perhaps a better way to assign leadership would be randomly by default with the ability to override the random selection within a group.  Allow people to accrue leadership by having success while acting as the leader. Give leadership abilities for attaining points while in the leadership roles. 

It's very possible to award abilities without skewing outcomes too much.  Even in the older DAoC model it's very possible for a skilled low realm rank group to win against much higher realm rank opponents.  Leadership would just offer a specific skill tree for players to climb and offer a carrot in the form of ability diversity.   


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 01:06:45 PM

You are not "designing" and will never "design" anything. Stop talking like that. You can't even design a coherent post.
Excuse me sir, people can write about game design?

There's a difference between good and bad game design, and I'm not saying mine is in either of the two categories.

But, oh, that doesn't make it any less than, well, game design.

I didn't know we can consider "game design" only mechanics already coded into a game.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 01:13:13 PM
Perhaps a better way to assign leadership would be randomly by default with the ability to override the random selection within a group.  Allow people to accrue leadership by having success while acting as the leader. Give leadership abilities for attaining points while in the leadership roles.
Why is that a problem? Even in DAoC leadership has never been a problem even if the game gives zero support to a "leader". There are people that naturally love those roles and already play it without any support. Adding legitimation would just make things better.

In my idea you unblock PvP ranks by playing. Obviously leaders are veteran players who unblocked that rank, so it's not distant from your idea.

Quote
It's very possible to award abilities without skewing outcomes too much.  Even in the older DAoC model it's very possible for a skilled low realm rank group to win against much higher realm rank opponents.  Leadership would just offer a specific skill tree for players to climb and offer a carrot in the form of ability diversity.   
Oh, come on. If the gap is tiny, then yes you may win. But 4-5 ranks of difference in DAoC give an advantage that isn't negligible.

Reduce them, and the achievement would feel bland and pointless, make it stronger and PvP would feel unbalanced. More than trying to find a magical formula I was just trying to find alternative solutions.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: squirrel on January 02, 2007, 01:15:39 PM

You are not "designing" and will never "design" anything. Stop talking like that. You can't even design a coherent post.
Excuse me sir, people can write about game design?

There's a difference between good and bad game design, and I'm not saying mine is in either of the two categories.

But, oh, that doesn't make it any less than, well, game design.

I didn't know we can consider "game design" only mechanics already coded into a game.

The point being that 'design' without implementation is irrelevant. I could 'design' a flying car but if the theoretical is never tested in the practical sense then it's absolutely worthless. So no, you haven't really designed anything because your ideas exist outside of any practical context. Design is about the elegant achievement of a goal within environmental constraints. Your abstracts don't do this ergo they are not designs at all, they're theories at best.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 01:23:26 PM
The point being that 'design' without implementation is irrelevant. I could 'design' a flying car but if the theoretical is never tested in the practical sense then it's absolutely worthless. So no, you haven't really designed anything because your ideas exist outside of any practical context. Design is about the elegant achievement of a goal within environmental constraints. Your abstracts don't do this ergo they are not designs at all, they're theories at best.
Okay, from now on I'll use "design theory" in place of "design". Does it make you happy?

I like how everyone is much more interested to comment the drama, or trolling me, when I'm supposed to be the only one who is here for that purpose.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: squirrel on January 02, 2007, 01:26:42 PM
The point being that 'design' without implementation is irrelevant. I could 'design' a flying car but if the theoretical is never tested in the practical sense then it's absolutely worthless. So no, you haven't really designed anything because your ideas exist outside of any practical context. Design is about the elegant achievement of a goal within environmental constraints. Your abstracts don't do this ergo they are not designs at all, they're theories at best.
Okay, from now on I'll use "design theory" in place of "design". Does it make you happy?

I like how everyone is much more interested to comment the drama, or trolling me, when I'm supposed to be the only one who is here for that purpose.

You lead a dull life if you call this drama. You can call your ideas whatever you like, the point is you have NO access to a game engine or code and therefore NO ability to understand the constraints that a true designer faces. Your ideas are just that - ideas. Much like my ideas on flying cars they are completely unfounded in reality.

Further, the reason you get this kind of feedback is that you position yourself as if you were an established designer who knows what it takes to ship a AAA title. You don't. You're not.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Righ on January 02, 2007, 01:32:24 PM
I like how everyone is much more interested to comment the drama, or trolling me, when I'm supposed to be the only one who is here for that purpose.

You wear the victim dress well, regina. Hyu could probably where to find some kick-ass shoes to go with it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 01:35:26 PM
Further, the reason you get this kind of feedback is that you position yourself as if you were an established designer who knows what it takes to ship a AAA title.
That's in your brain.

I position myself as everyone else on this forum. If I ever worked on a game or not is irrelevant as what matters is that we are equals talking about games.

Who I am is irrelevant, what I write is relevant. I'm interested in what is being said, I don't judge from the color of the name.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: damijin on January 02, 2007, 01:41:55 PM
I like HRose.

I rarely read his posts, but I'm pretty sure his GWAM is like a world record or something. Have you seen the average length of the posts on cesspit? Someone needs to just hire him to transcribe things into text. He could probably write a few e-books per day.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on January 02, 2007, 01:43:18 PM

Everyone pays the same monthly fee. As such, they theoretically have the same opportunity at every bit of game content as anyone else. When players are allowed to make their own rules though, and have those support by the game system itself, it has the potential (not fact) of permanently closing portions of the game off to other players. This currently happens already of course, but that's more a result of players not having the lifestyles appropriate to accessing the whole game, and not something specifically defined by the company. They probably legally couldn't without offering a tiered pricing scheme.

So for a feature like you discuss to work, the game has to offer concrete ways for players to move in and out of tiered leadership roles. Voting isn't the best way in a military application like you discuss, but there are models that could be used. It would also be important to bracket such systems so that those who always dominant don't have a complete and arbitrary lock on the higher ranks. The company would almost need to develop a system whereby the current encounter scales to whoever has become the current Battle Leader. For example:

  • Uber Battle: Two teams, 20 on 20. The matchmaking service puts together the groups for the encounter appropriately. 1 player from each is automagically elected leader, with ranks decending from there as appropriate. Battle commences, goes on, ends. It's all reset.
  • Newb Battle: Same thing as Uber, except the Leaders are chosen from a set of newbs. This way, even casual/newbs can access the uber abilities. Ubers wouldn't likely have a problem with that because those abilities are only used in the encounter anyway.

This would minimize the carp that happens in WoW where one side is a pickup group and the other is a premade on voice IP :)

The everyone pays the same plays the same is the rub, but I know I would not pay to play a game that someone else could pay more to be given options above me (though one could easily point to the "Gold / Platinum / Special Eidtion content as being part of that...).

I like where the discussion is going.  If the commander roll was more of a sit on a hill top and run the strat it might be a better notion instead of them just rolling across chat and such.  Perhaps have a tent or post for both sides (which of course could be infiltrated or sacked) that the commander character would use charts and other topical devices to control various aspects at the strat level.  I really wish this conversation could be outside of the soap box arena the thread has devolved into though...


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 02, 2007, 01:45:44 PM
Is there a reason that game developers don't have a server or two that limits online time for a reduced fee?  This seems like the ideal solution for more casual play.  If players pay a smaller fee for a fixed amount of online time per month, then advancement will be limited and equal for all. 

Maybe this is a naive assumption on my part, but it seems like a simple way to cater to a more casual playerbase.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: damijin on January 02, 2007, 01:52:12 PM
In Korea there are "casual" Lineage and L2 servers where you are limited by how much you can play, and I think those may be the same servers with harsher pvp restrictions. Not sure though.

Of course in China and now in Vietnam (according to Raph's blog), they have hard caps imposed by the government on how much a person can play. But I'm going to go ahead and assume you'd rather not live under communism to feel like your MMORPG experience is "fair".

Also, I don't know if those L1/L2 servers are cheaper than the normal ones. I doubt it since over there most people play through cafe's and I think (but don't know) that cafe's charge flat fees to use the computer, and don't care what game or what server you play on. I'd need someone who's visited South Korea to let me know on that one though~


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Righ on January 02, 2007, 01:57:59 PM
While the idea is meritous, and its fairly trivial to implement, are there enough people who would want to play on a server which allowed you to play a pre-set number of hours. For one person, ten hours a week might be considered casual, for another person, that might be a lot of time. I know if there were such an experiment in a game I was playing and it was a couple of hours a week, I'd make a character there as well as on my regular server. I'd then proceed to use knowledge from playing on my regular server to be as efficient as I could in the 'casual' server... which would upset the apple cart for the true casual players. :)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 02:00:33 PM
1 player from each is automagically elected leader, with ranks decending from there as appropriate.
Why do you believe that randomly picking leaders is better than letting players decide their leaders?

This happens today all the time. In guild there are guild and raid leaders, in PvP there are raid leaders. I've never seen people creating much trouble when deciding who leads.

I actually thinks that picking random leaders would create even more problems and drama. There are MANY players who don't even aspire being leaders, so why force them?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 02, 2007, 02:01:28 PM
Let the players self-select commanders.  Let any player declare them self to be a commander and let other players join if they feel that person is good and leave if they don't like them.  As more people join their army and the longer the army exists, the more powers the commander gets. If people leave the commanders powers decay.  Maybe give commanders in the underdog team access to more/better npcs to counter balance the zerg.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 02, 2007, 02:03:44 PM
Why do you believe that randomly picking leaders is better than letting players decide their leaders?

Because often ego > ability.  Random overrides this.  If the players wish to change the leader, a mechanism may exist to do that.  This is why random seems the best default, at least to me.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 02:08:56 PM
While the idea is meritous, and its fairly trivial to implement, are there enough people who would want to play on a server which allowed you to play a pre-set number of hours. For one person, ten hours a week might be considered casual, for another person, that might be a lot of time. I know if there were such an experiment in a game I was playing and it was a couple of hours a week, I'd make a character there as well as on my regular server. I'd then proceed to use knowledge from playing on my regular server to be as efficient as I could in the 'casual' server... which would upset the apple cart for the true casual players. :)
Yeah, it would rig the progress just toward certain playing styles without really solving much. For one, it would encourage EVEN MORE min/maxing and powerplaying.

This was an idea in DAoC for a very long time. They finally made a poll and only very few players were interested, so it was never done. The better idea wasn't to cap "time", but "progress". So that you could take all the time you need without racing to the max, at the same time playing as much as you want without seeing the screen going black because you are "out of time".

But, even that, doesn't really solve anything if not the initial race as a server opens. What about new players that aren't there the minute the server opens? What if I buy the game one year later?

Let the players self-select commanders.  Let any player declare them self to be a commander and let other players join if they feel that person is good and leave if they don't like them.  As more people join their army and the longer the army exists, the more powers the commander gets. If people leave the commanders powers decay.  Maybe give commanders in the underdog team access to more/better npcs to counter balance the zerg.
Yeah, that's how things happen already, without any problem. The difference of the system should be that leaders also gain special powers, as well the other players through other ranks/roles.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: squirrel on January 02, 2007, 02:09:40 PM
Is there a reason that game developers don't have a server or two that limits online time for a reduced fee?  This seems like the ideal solution for more casual play.  If players pay a smaller fee for a fixed amount of online time per month, then advancement will be limited and equal for all. 

Maybe this is a naive assumption on my part, but it seems like a simple way to cater to a more casual playerbase.

I think there's a couple issues with this idea.

Essentially you'd be changing the model from a subscription to a per/hour charge - with restricted access to hours. So instead of $14.99 a month for unlimited access you'd be charging $10.00 a month for 20 hours. Or $0.50 an hour. The issue i see on the publishers side is that there is really no incentive to do this. People who are only going to play 20 hours a month anyway are better sources of revenue at $14.99 a month than people who are going to play 160 hours - they cost less to service for the same amount of revenue.

On the consumer side there's a problem with self identification. I might be a casual player (say 8 hours a week) for several months. At some point however that may change, I may have more free time or fewer commitments and want to start playing 20 hours a week, but I'd be unable to do that under this model.

Still the idea of moving to a per/hour service as opposed to a monthly sub is interesting. If WoW cost $0.25 for every hour played (probably with a minimum monthly payment of $2.99 or something) that might be an interesting situation. I could see that achieving what your suggesting but I can't see any incentive in it for Blizzard really, although you'd have to analyze actual sub rates vs. usage to make any sensible decision.

EDIT: Actually it wouldn't help the casual playerbase in terms of equalizing the field in terms of achievement - only a progress 'cap' could do that. What it would do though is limit the conflict of hardcore vs. casual content. Casual players would no longer feel like they were paying for content that only a small minority got access to.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 02:14:55 PM
Because often ego > ability.  Random overrides this.  If the players wish to change the leader, a mechanism may exist to do that.  This is why random seems the best default, at least to me.
As tazelbain said, you can disband, make your own group, go solo, whatever.

I never liked Soldor as the leader of Merlin/Albion but it was better than no leaders at all. A random leader would have been even more a disaster, at least experience counts for something and if you really do suck as a leader then noone follows you.

Letting the players decide seems the most reasonable thing. It's their game, their PvP. They decide their own destiny. Everyone could be a leader if he can convince people to follow him (and in my idea only after he achieved enough points to unblock the leader rank).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 02, 2007, 02:17:13 PM
Letting the players decide seems the most reasonable thing. It's their game, their PvP. They decide their own destiny. Everyone could be a leader if he can convince people to follow him (and in my idea only after he achieved enough points to unblock the leader rank).

How will players decide in a) random pugs or b) when the game is released?  There will exist times when they will have no data to base their decision on beyond someone "wanting" the job.  I merely suggest a way to avoid that situation.  Random first means that it is easy to override and that you will always have a leader in cases where a clear choice isn't obvious.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 02, 2007, 02:18:47 PM
Thing is, the 'leader' is the person everyone listens to.

Game mechanics cannot define the leader for us, because they will not change who the players are willing to listen to.

If the game defines someone as 'leader' either...

a) The game will settle on the person who was already leader by happy coincidence.

b) The mechanic-defined leader will simply be ignored.

c) The mechanic-defined leader will just act as a sort of NCO, passing on commands and using leadership abilities as directed through the in game tools (a role you probably want for group leaders anyhow).

d) The mechanic-defined leader will just use the leadership tools to run his own gank group.

This is espeicially true if the leader role is really just about communication tools (waypoints etc)


I can see a place for the game conferring special roles at random in PvE raids and so on, but in RvR you have to allow the realm political landscape to function (or not to function, giving the other realm an advantage), it's a big part of what being a realm is about.


One final downside of random role selection in RvR, you add in another reason to exclude new players or plauyers simply outside the elite circle.


Quote from: tazelbain
Let the players self-select commanders.  Let any player declare them self to be a commander and let other players join if they feel that person is good and leave if they don't like them.  As more people join their army and the longer the army exists, the more powers the commander gets. If people leave the commanders powers decay.  Maybe give commanders in the underdog team access to more/better npcs to counter balance the zerg.

What he said.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: damijin on January 02, 2007, 02:21:10 PM
I don't know how DAoC worked, but I do know that random is BAD in cases like that.

One of the problems with some of the games today is the over-systemification of things like PvP.

Leadership is a human trait. Following is a human trait. If you put a bunch of people and tell them to fight, the leader with the loudest and most rational voice will gain the most followers. If no one can decide who to follow, your side will get it's ass kicked until it gets it's act together.

Theres no reason to randomly assign leadership roles, it's something that happens naturally, and random is basically anti-nature.'

EDIT: Eldaec nailed it!


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 02:27:28 PM
Essentially you'd be changing the model from a subscription to a per/hour charge - with restricted access to hours. So instead of $14.99 a month for unlimited access you'd be charging $10.00 a month for 20 hours. Or $0.50 an hour. The issue i see on the publishers side is that there is really no incentive to do this. People who are only going to play 20 hours a month anyway are better sources of revenue at $14.99 a month than people who are going to play 160 hours - they cost less to service for the same amount of revenue.
Flat fees Vs paying for hours has fueled discussions for a LONG time.

The point is that if you pay by the hour then you are more aware of what you are doing. Take Guild Wars, their bet is that with no fee players would more likely return to check what's new.

If the point is the community and have fun, then you want people to relax and don't be worried that time is ticking. This kind of fee would be a disincentive to get involved.

Even in singleplayer games people hate countdown timers.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 02, 2007, 02:27:49 PM
Quote
Why do you believe that randomly picking leaders is better than letting players decide their leaders?

...

I actually thinks that picking random leaders would create even more problems and drama. There are MANY players who don't even aspire being leaders, so why force them?
Not random. Choice is based on stats achieved through play experience. That's what I meant by "automagically". The automagic/automatic part is the AI running some calculations based on whatever relevant stats are there to determine who should be the leader. I'm not sure how WoW does it after 2.0, but it likely is based on the old system that seemed to use Realm Rank, and a randomizer to determine ties. Since they left ranks in, and left honor point rewards per kill based on those ranks in, they may have left the formula for determining leader in. But in WoW, that simply means you talk in a different color.

Tazelbain's idea could work, and is already testable in WoW: players request premade BG groups all the time in general/lfg channels.

Quote from: Fargull
The everyone pays the same plays the same is the rub, but I know I would not pay to play a game that someone else could pay more to be given options above me (though one could easily point to the "Gold / Platinum / Special Eidtion content as being part of that...).

I like where the discussion is going. If the commander roll was more of a sit on a hill top and run the strat it might be a better notion instead of them just rolling across chat and such. Perhaps have a tent or post for both sides (which of course could be infiltrated or sacked) that the commander character would use charts and other topical devices to control various aspects at the strat level. I really wish this conversation could be outside of the soap box arena the thread has devolved into though...
This is possible in current games, but it does require a player remove themself from the action sometimes. And that's an issue.

Using WoW Battlegrounds as example: The player who pulls themself from the action to focus on command and strategy gets none of the incremental rewards of combat. No XP, no honor points, no drops (in Alterac Valley, used to turn in for NPC upgrades), no reputation rewards. Meanwhile, the Honor System (both old and new) are specifically about both overall rewards and incremental ones. The best battles give both. But if one is lacking, players will choose the incremental ones any day. This is because that can be grinded quite effectively. It's why I see so many people dropping from losing AB fights for whatever instance they also queued up for. It allows them to continue the grind when they don't expect to get the round-winning bonus. It's also the reason I don't think many care that there's no immersion to BGs in WoW. They want PvP as sport.

The way to counter this is to reduce the incremental bonus and increase the round-ending bonus, ala the Quest/Grind XP shift they made from EQ of old. But I think that would alienate casual players even more unless they created a matchmaking service like I outlined above (where more goes into determining the participants in a match than simply who's in a temporal queue).

Quote from: Hrose
If the gap is tiny, then yes you may win. But 4-5 ranks of difference in DAoC give an advantage that isn't negligible.

Reduce them, and the achievement would feel bland and pointless, make it stronger and PvP would feel unbalanced. More than trying to find a magical formula I was just trying to find alternative solutions.
I'll ask again: How do you keep those who have achieved these from locking out everyone else who'd like a shot? Are you proposing a competitive Rank system ala old WoW Honor except where Realm Rank also comes with unlocked abilities? I could buy that. I would never seen those top-tier unlocked abilities, but at least the game isn't designed to let players forever keep me from them.

Quote from: Hrose
I position myself as everyone else on this forum
No. You purposely throw out personal attacks from the people who deliver these time sinks to us. That's a fundamental difference. When you only discuss game theory and design theory, or rant about the inequities of a game, then you are being the normal armchair designer. It's easier to take you seriously when you don't drip 25% of your writing with slanderous attacks.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 02:33:39 PM
I don't know how DAoC worked, but I do know that random is BAD in cases like that.

If you put a bunch of people and tell them to fight, the leader with the loudest and most rational voice will gain the most followers. If no one can decide who to follow, your side will get it's ass kicked until it gets it's act together.
That's *exactly* how DAoC worked ;)

I also believe that "choosing leader" is an integral part of PvP. In fact I like a more freeform of PvP where the map is a bunch of regions that the players can go out and conquer. I like the idea of "empowering" the players and let them choose strategies, objectives and all the rest.

More than the recent "capture the flag" and similar things. PvP should be driven by players.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Daeven on January 02, 2007, 02:37:59 PM
  As to the differentiation between PvE and PvP and how it is idiotic, I agree somewhat.  In a perfect world/game they would indeed be the same things.  However, I see no way of doing that and at the same time, ensure that new players would have an enjoyable newbie experience.  Subscription-based MMORPGs have to be fun for the newbies or they won't becoming subscribers and if they don't become subscribers, well, then bye-bye game.  And since newbies can be total newbies to even an MMIORPG, requiring them to do PvP will be, for many of them, a reason not to subscribe.  However, if the quest calls for 10 "Enemy Ears" and you can get the enemy ears from the PvE Greenskins or the PC Greenskins, that's how a simple, perfect PvP/PvE quest should be created.

Hmmm. Three complimentary ideas come to mind:
1. Broad vs. deep advancement. AD&D introduced the concept of vastly scaling the power differential between newbies and veterans. Don't fall into that trap. Advancement should be about specialization, unlocking new nifties, and allowing for advanced features (unit command, magic, whatever) as opposed to now you nave N^N hit points more than when you started!

One of the biggest problems with PvP is the vast power differential between players. if you are a level 25, there is no reason to stay when the level 50's come out. None. And that is reflected in the fear of ravening hoards of veterans ganking newbies. Which leads to..

2. Make the true newbie part of the advancement curve not part of PvP with a flag or whatnot.

3. Make the 'start areas' exponentially harder for opposition races to get to in the first place. Call out the militia when the Orc appears over the hill. THe Praetorian Guard. The Steam Tanks. Whatever is appropriate.


on other bits. Making a world artificially big by slowing travel is irritating. Don't do it. Instead, make the world actually big - with vast open spaces of wandering herds of whatever with the nearest settlement 1000 miles away. Give me fairly instant travel to places I know about, but I have to get there first.

And as to 'raiding', and the 'End game' I don't even understand these concepts from the standpoint of a Dynamic Virtual world so I'll let them lie.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 02, 2007, 02:47:17 PM
Quote from: Hrose
If the gap is tiny, then yes you may win. But 4-5 ranks of difference in DAoC give an advantage that isn't negligible.

Reduce them, and the achievement would feel bland and pointless, make it stronger and PvP would feel unbalanced. More than trying to find a magical formula I was just trying to find alternative solutions.
I'll ask again: How do you keep those who have achieved these from locking out everyone else who'd like a shot? Are you proposing a competitive Rank system ala old WoW Honor except where Realm Rank also comes with unlocked abilities? I could buy that. I would never seen those top-tier unlocked abilities, but at least the game isn't designed to let players forever keep me from them.

I dunno...

Badges, fluff abilities, bonus xp for alts, guild xp, access to additional leadership abilities whenv you are in the bg leader role or when you are a group leader, titles, housing trophies, fancy horse skins.

Daoc's realm rank effect wasn't *that* big after the realm rank rework anyway. The big problem with the initial design of realm abilities is that high power abilities were often balanced by very long reuse timers; later the devs realised that once a timer was long enough to limit it to one use per battle, lengthening the timer any further becomes meaningless; because it's still just as powerful as a once per battle ability from the point of view of the person it is being used on.

I rather thought the updated realm abilities lacked style, because they were pretty much the same from realm to realm, but at the same time, there were no longer any real balance issues; and after the rework   Organisation >> Realm rank.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 02:57:08 PM
I'll ask again: How do you keep those who have achieved these from locking out everyone else who'd like a shot? Are you proposing a competitive Rank system ala old WoW Honor except where Realm Rank also comes with unlocked abilities? I could buy that. I would never seen those top-tier unlocked abilities, but at least the game isn't designed to let players forever keep me from them.
The idea is to have many different roles, all designed to be interesting and fun, so that not everyone wants to be at the top. If you want a particular role, you can ask.

I don't see what's wrong in letting the players organize as they want. Naturally who is better will perpetuate a particular role. At the end it's like the basic classes, everyone makes his choice. Even in that case you cannot make a party with just warriors, you need healers, casters and you balance classes so that the players choose as evenly as possible.

If there are a variety of PvP classes/roles then maybe players will also like to experiment and change. Some mobility between ranks. One players moves to a position and leaves his spot open for someone else. If you have to unblock new roles then only a subset of players will be ready for those roles, so they'll likely get chosen. Then people leave the group, log out, whatever. And you replace them and change your role as different positions are made available.

You can easily make 20-30 different PvP classes granting special powers and skills to give everyone cool tricks. But it would mean from 1 to 5 different powers that shouldn't go to replace the purpose and gameplay of your basic class.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 03:04:49 PM
Daoc's realm rank effect wasn't *that* big after the realm rank rework anyway. The big problem with the initial design of realm abilities is that high power abilities were often balanced by very long reuse timers; later the devs realised that once a timer was long enough to limit it to one use per battle, lengthening the timer any further becomes meaningless; because it's still just as powerful as a once per battle ability from the point of view of the person it is being used on.
The problem in DAoC is that they were power-ups. The difference between a rank 1 and a rank 2 was that the rank 2 had a bonus. It's a treadmill.

Instead the model I used inspired by Planetside is that ranks/roles aren't directly one the upgrade of the other. It's not as if as a soldier you have +5 in strength and as a raid leader +25. You just have access to different powers, different effects. But not built as a scheme where you go from the least to the most powerful rank.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Trouble on January 02, 2007, 03:42:13 PM
Just to throw some ideas into the mix, Battlefield 2142 has an interesting model for leadership in basically PuGs. There's squad members, squad leaders, then a single commander. As you play the game and gain points, you gain ranks. At the beginning of a round, you can put yourself up for commander. If no one else wants to be commander you are automatically put up as commander. If someone higher rank than you tries during the election period, they get to be commander.

As commander you have access to tools to help you lead the battle. You can call for air strikes, supply drops, and you have a few tools to help identify enemy locations. You can also send commands to squad leaders to attack or defend certain points. If a squad leader accepts a command, it will add "waypoint" to the minimap as well as the HUD and relay the command to his squad members who will also be able to see the location on the map. As a commander, you get points whenever someone in the squad gets a kill in the vicinity of the command. As a squad leader, you also get points whenever someone in your squad gets a kill in the area. As a squad member, you get extra points for getting kills near the designated target. Extra points all around for setting and following orders.

As a squad leader you can choose to accept or deny commander orders with no penalty either way. In open servers a lot of squad leaders won't accept your orders, or if they do they won't follow them. Sometimes squad leaders set their own orders and have their own agenda and will simply deny any orders you throw at them. One of the problems here is that, from what I can tell, you don't really get any points as a squad leader for listening to the commander.

As a squad member, you can do whatever you want as always. You get more points for listening to your squad leader. Whether he is relaying commands from your commander, you don't know and you don't really care. You get the same bonus points either way. As a squad member there are many reasons to ignore orders from your squad leader. Most of the time you have to fight your way to the designated attack area, and it is very easy to die in the game. Sometimes you just can't get there. Sometimes you're a noob and you have no idea what the commands mean. Sometimes you have your own agenda and know a much better way to get points and don't feel like defending a silo in the middle of nowhere.

At the end of the day everyone is there to have fun, and more importantly to get points. It's similar to an MMO because you have a persistent rank which is shown on every server you go on and increases based on the points you score. Sometimes the command structure is beneficial to getting points, especially when you're in an organized group where everyone is experienced and knows how to use the command system. Sometimes you just don't give a damn and want to do your own thing.

Some overall observations
1.) There needs to be rewards for using the system. In an organized group (pre-made) the reward is that your team will be more effective overall and win more. Random groupings need a more inherent, tangible reward because people won't listen and will just do their own thing unless they get a definite benefit from following orders. The amount of rewards you should give depends on how rigidly you want people following the command structure. BF2142 only gives a relatively small bonus and therefore people don't follow or give orders to the extent they would.
2.) The order system needs to be intuitive or people will have trouble understanding for following the orders. BF2142 suffers from a not entirely intuitive order system. As a result, in a given public match, many orders will go unheeded simply out of ignorance.
3.) There needs to be a way to separate noobs from experienced players. The most frustrating thing in forced PvP grouping, in my opinion, stems from noobs and experienced players being thrown together. As a noob, you end up getting killed so quickly that you aren't given the chance to learn as quickly as you could otherwise. As an experienced player, you feel dragged down by the new people on your team who either won't listen to you, don't know how to listen to you, or are simply taking up a valuable slot on your team
4.) Command positions need to have experience/rank requirements. You can't effectively lead without actual ground experience.
5.) There needs to be a way to democratically override command positions in case someone decides to go AFK or is simply not doing their job.

Overall I think the system that BF2142 and how it operates in practical use is a very good case study if you're trying to design your own battle system with some sort of built in command structure.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 04:11:34 PM
Just to throw some ideas into the mix, Battlefield 2142 has an interesting model for leadership in basically PuGs. There's squad members, squad leaders, then a single commander. As you play the game and gain points, you gain ranks. At the beginning of a round, you can put yourself up for commander. If no one else wants to be commander you are automatically put up as commander. If someone higher rank than you tries during the election period, they get to be commander.
That's exactly how I described my idea a while back

Quote
At the end of the day everyone is there to have fun, and more importantly to get points. It's similar to an MMO because you have a persistent rank which is shown on every server you go on and increases based on the points you score. Sometimes the command structure is beneficial to getting points, especially when you're in an organized group where everyone is experienced and knows how to use the command system. Sometimes you just don't give a damn and want to do your own thing.
And that too :) The overall rank/points and display of stats that makes DAoC popular. Players love to dig statistics.

The permanent rank is the overall number of points you have, then you have the single PvP roles that you unblocked (you pick the role you want and slowly earn experience/points toward it).
Quote
1.) There needs to be rewards for using the system. In an organized group (pre-made) the reward is that your team will be more effective overall and win more. Random groupings need a more inherent, tangible reward because people won't listen and will just do their own thing unless they get a definite benefit from following orders. The amount of rewards you should give depends on how rigidly you want people following the command structure. BF2142 only gives a relatively small bonus and therefore people don't follow or give orders to the extent they would.
2.) The order system needs to be intuitive or people will have trouble understanding for following the orders. BF2142 suffers from a not entirely intuitive order system. As a result, in a given public match, many orders will go unheeded simply out of ignorance.
In my idea things are better organized through the use of powers. For example players gaining bonuses only if they stay close to the leader, so that you don't have a bunch of players joining a raid and then going around on their own as in WoW.

The point is: skills that work in the context of the group/team. So that they have a tactical role and naturally encourage players for teamwork. If PvP becomes a pointless zerg it's because gameplay game design isn't well done.

Quote
4.) Command positions need to have experience/rank requirements. You can't effectively lead without actual ground experience.
In my idea you gain PvP points while you play and you slowly unblock new PvP classes/roles. So to unlock the leader position it will take a while.

Quote
5.) There needs to be a way to democratically override command positions in case someone decides to go AFK or is simply not doing their job.
Not in a mmorpg. You can always disband and make a new group. But it could be useful to use a voting system to kick out players at the top to not have to reorganize the whole raid just because one player messes up.

Recently I was stuck in a WoW instance because the healer was also the group leader and he went afk. We couldn't replace him, nor disband because we would get tossed out of the instance. We were just fucked up.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 02, 2007, 04:56:22 PM
Quote from: Hrose
The idea is to have many different roles, all designed to be interesting and fun, so that not everyone wants to be at the top. If you want a particular role, you can ask.
Sounds similar to the original concept (I think) behind Alterac Valley. There's a number of sub-objectives within AV including assaulting/taking mines, towers, returning Armor Scraps/etc to NPCs in base, etc. Most of these seem ignored nowadays in favor of the mad rush, because there seems to be a universal belief that if a rush fails then a turtle (perpetual defense) occurs. AV's been balanced quite a bit as I understand it though, but the theory of the side-objectives seems similar to what you're outlining, except more open.

I'm not sure I'd want to see more formal meta-classes in a PvP environment. But I do like the BF2142 rank options and abilities to get into them. And as mentioned earlier, I do agree that you can't really do things democratically mid-battle. So you need to fill a role and accept it for the duration of that battle. Choose better next time. Easier to ensure this doesn't overly aggravate if the battles don't last forever. This is why I like Arathi Basin over Alterac Valley in most cases. Sure it's a pure grind, and in my BattleGroup it seems Alliance just assumes they'll lose. But it also is a system with a built-in variable timer that never stops counting until it ends.

I also agree on Planetside, but more because of the "classes" there than anything else. I prefer a system where growth is lateral rather than linear. This is one of intrinsically greater freedom both in design and in playability. You're not locked forever into a bad decision you made on day one.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 02, 2007, 05:42:23 PM
Sounds similar to the original concept (I think) behind Alterac Valley. There's a number of sub-objectives within AV including assaulting/taking mines, towers, returning Armor Scraps/etc to NPCs in base, etc. Most of these seem ignored nowadays in favor of the mad rush, because there seems to be a universal belief that if a rush fails then a turtle (perpetual defense) occurs. AV's been balanced quite a bit as I understand it though, but the theory of the side-objectives seems similar to what you're outlining, except more open.
Nope, what I propose is a system where those roles are strictly connected to PvP classes. So skills of the players, not completely different objectives on the battlefield.

Think to a fantasy RTS, where some troops have weakness and strengths depending on certain factors. I would like that kind of structure brought and adapted to a mmorpg.

But there's also the opening for different purposes, like strike teams that go cut supply lines and similar things.

In WoW the side-objectives are mostly grinds to trigger certain scripted effects. I really don't like the way they are implemented.

Quote
I'm not sure I'd want to see more formal meta-classes in a PvP environment. But I do like the BF2142 rank options and abilities to get into them. And as mentioned earlier, I do agree that you can't really do things democratically mid-battle.
If PvP is persistent then you have plenty of time to plan strategy and organize. And of course all these ideas only work if the aim is a deeper PvP system. Closer to DAoC or Eve-Online than WoW's deathmatches.

Territories, conquest, strong guild involvement (in WoW the game isn't "aware" that a guild exist on a mechanic level). Things like that. Warfare.

Quote
I also agree on Planetside, but more because of the "classes" there than anything else. I prefer a system where growth is lateral rather than linear. This is one of intrinsically greater freedom both in design and in playability. You're not locked forever into a bad decision you made on day one.
And yes, I use that as a general principle that is valid on many different fronts: "permeable barriers".

For example earlier in this tread I proposed a system to "recruit" high level characters so that they could "delevel" and go play in lower tiers zones if they want. That's an example of "permeable barriers". Server travel another one. More freedom, mobility and choice to the players, less one-way choices/traps.

I fancily described the theory as a line drawn on the ground. It helps to define and organize a space (like a class/skill-based system that lets you experiment, surrender skills, train new ones etc..), but it isn't a wall that traps you.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Typhon on January 02, 2007, 06:36:16 PM
you can't really do things democratically mid-battle

I agree, but you can do things democratically pre-battle (while waiting for port to combat a la DAOC or in the instance count-down, like WoW battlegrounds).  Player voting for a commander should be based off of information about prospective raid-leaders given to the players prior to the battle (not that you are saying that this isn't possible, I'm just following up on your thought).  Information should be based upon win/lose ratio in the role of squad/raid leader.  I think the rank structure should remain relatively shallow, so you only need acouple dozen wins as a squad leader to have the same rank as someone who was grinding day after day.

I like the sound of the BF1942 (with waypoints and battle/squad leaders), that is exactly what I was thinking in my post above.

I think DAOC's realm points succeeded when allowing a person to become a siege-meister (where a player would choose to learn to make siege weapons, and take realm abilities that would allow him to carry a full ram).  This concept could be extended to concepts like battle-master (the aforementioned leader role), spotter (an ability to mark an enemy so that he appears on the minimap for the raid group), etc.  This is in contrast to the abilities that directly enhanced a characters ability to deal/take damage (which I think were more harmful to new players being able to be effective in a battle).

Where the democracy should come in is when there is a tie and the rest of the battlegroup needs to choose a commander (pre-battle).  Win/loss stats should be shown for all those of the highest rank that have chosen to lead for that engagement.

As mentioned previously, tracking a person's success at folllowing orders seems very complicated to code (if the entire battle is a win, but no one follow the raid leaders commands/waypoints, what does that mean?  ... most likely that the raid leader was a nob, but possibly that no one bothered to accept an order).  Seems easier to simply reward the player for completing an accepted objective - which bakes in an assumption that a player/squad leader will only accept objectives that he thinks make sense and are achievable.

That last part is important.  This isn't a war simulation, it's a game.  Players aren't going to perform tasks (for long) that provide no benefit to themselves (especially if other players are being given tasks that do provide benefit).  One of the most potent/important roles in DAOC was the spotting/intelligence gathering role that the stealth classes played... with decreasing regularity as time passed.  Game design should make effort to reward battlefield roles that do not involve dealing/healing damage (completion of objectives via enemy position spotting is given as an example, regardless of whether a stealth class is to be included in the game or not).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Shapechanger on January 02, 2007, 10:48:01 PM
Scott/Lum, hey please say hello to your wife for me!  I used to game with her on Percival as Davina, when she was Averra.  She was always the kindest woman, and she would occasionally pimp me out on Pendragon with great gear!  Miss her  :oops:


PS - hope you don't mind me coming over here from Warhammer Alliance, (Some (http://www.warhammeralliance.com/forums/showthread.php?t=5553) of my threads!) (http://www.warhammeralliance.com/forums/showthread.php?t=5380).  We are rabid fans over there.  And it is difficult because like noted, open forums get all kinds of posters.
It can be extremely frustrating at times, and lately we have had a lot more destructive trolls than usual and it makes trying to have a productive discussion very difficult.  Sometimes I wish I could mod posters myself, but I know I'd be a terrible mod because I just can't stand destructive posters.  They don't have to agree, but they have to be polite and add to the quality of the thread, not reduce it.


I've been following Warhammer Online intently since the news came out last fall, and I've learned a lot.  Mark has been up front and honest with us since the start.  I really think that by and large Mythic is on the ball with this one.  There are some things that worry me, like doing the beta old-fashioned spreadsheet style, but by and large I think that among the pros and cons of what Mythic is doing they are doing a VERY commendable job.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: schild on January 02, 2007, 11:03:42 PM
You're like a baby deer.

It's so cute.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Lum on January 02, 2007, 11:06:42 PM
My wife is much nicer in MMOs than I am. It's really irritating when she gets on one of my characters and I log in later to find people being nice to me.

I'm not joking.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Yoru on January 03, 2007, 12:21:56 AM
stuff

Fixed your links. BBcode is not HTML. You don't put the URLs in double-quotes, just plain.

Like so:

Code:
[url=http://www.google.com]Google[/url]


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 03, 2007, 12:26:45 AM
My wife is much nicer in MMOs than I am. It's really irritating when she gets on one of my characters and I log in later to find people being nice to me.

I'm not joking.


This is a wife thing.  My Guild can always tell who's actually playing what character at any given point.  When I logged in with her Priest, I was spotted almost instantly.  Of course, saying 'Heal yourself, you stupid fucks' was probably a clue.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 03, 2007, 02:42:33 AM
I'd like WAR to try some new ideas and not to just blindly accept design choices from the past even when they work well.

Using communication a simple example.

DAoC & WoW don't let the opposing sides talk to each other, that's an excellent solution to the pvp trash talking problem and I would fully expect it to be used in WAR.  However totally removing communication between the sides seems a bit extreme just to stop Fred insulting Bob's mother.  SB and EVE (I believe) don't limit communication but that's not really going to happen in a mainstream game like WAR.  I think a clever solution was UO, the defeated player in UO could still speak as a ghost but everything he said came out as OoooOO OoOoo, it's funny because you can't get offended by it but you can still imagine it's pretty offensive.  Playing Call of Duty 2 online, the sides can talk freely but in addition there are key bindings for side specific voice activated insults. 

I'd like to see a combination of preset voice and text taunts in WAR, I also like the idea of preset racial graffiti that can be placed on walls, statues etc as the zones will be changing hands often (I seem to remember reading something about defacing statues already).  I'd expect the funniest, insulting taunts and frequency you can use them to be rewards earned in the game as you progress.

If they have a more extreme form of pvp server in addition to the normal pvp servers, I'd like open communication between the sides but maybe after a death anything you say in the zone channel gets converted to gibberish for 10 minutes.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 03:06:39 AM
The biggest downside if you let realm enemies talk, is that they then want to group, once they group they want to guild, and pretty soon the whole opposing realm thing goes to pot.

Graffiti and taunts are cool. Though most people would probably be surprised how many people considered emoting at the other team to be some kind of horrendous insult in daoc.

Some of the comments made suggest it might be possible in WAR to be a pve zone with members of an opposing realm, and not be able to attack each other. I don't know if that's was ever true or is still the case - but if it is, then it becomes really important not to let cross-realm communication happen; in RvR the teams are arbitary and selected by game mechanics, so the mechanics need to reinforce and maintain that separation so that communities form along the same lines(unlike in guild v guild where the teams are self selected and built out of whatever barriers the community creates). If the rule is always 'dwarfs can hit orcs wherever they see each other' then it's less important I guess.

All in all I'm still a fan of the 'interact with enemy players as if they were npcs' approach in rvr...



"Hrose says something in a language you don't understand"



...and maybe even on the forums.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 03, 2007, 03:17:50 AM

 However totally removing communication between the sides seems a bit extreme just to stop Fred insulting Bob's mother. 


Yes, it would be if that was what it was solely about.  However, in WoW not letting the opposition communicate to you beyond certain stock emotes is absolutely vital and, imo, really well done.  To the extent that I get bothered when I see some Alliance retard screaming 'I LOVE U' in /y during a battleground.

Attention seeking cockholsters.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 03, 2007, 03:18:48 AM
Eldaec, sorry if I wasn't clear, I fully expect the two sides will not be able to communicate.  I mentioned open communication as an option for a more extreme form of pvp server ruleset, I shouldn't have mentioned it as getting the normal type of server right for the majority of the players is more important.  Normal players can't handle trash talking, it's a big turn off for new players off as well.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on January 03, 2007, 03:20:45 AM
Whoever came up with the idea of segregating player communication is a retard and an asshole. Seems like a decision grounded in paying too much attention to extreme examples, and not practical, everyday game experience.

There are a lot of cool things to be had from open communication: Shadowbane had a whole political metagame because of it (and I'm guessing Eve as well). Spin, negotiation, peacemaking, scheming, new friendships -- all were possible merely because of communication. My server in SB had it's very own Iraqi Information Minister because of it. We even had our Jesse Jackson mediators too. This made the game more rich. It didn't make it worse.

If there was a larger conflict in context (a guild vs guild war), sure, there'd be trashtalk during battles....But usually it was harmless (in a French Guys in Monty Python and the Holy Grail sort of way). Nothing worth babysitting players over for sure.

As for gankers, I can count the number of times on my hand when players were really rude. Hell, most of the time, it was really friendly. If I ganked someone, they might send me tells laughing or congratulating me about it -- and vice versa.

On the flipside, I've dealt with plenty of trashtalk, rudeness, and idiocy from people of my own faction in WoW. One of the reasons I played a Druid was so I could have some leverage over them.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 03, 2007, 03:29:19 AM
Stray,  I don't see it happening on normal servers, it puts new people off, annoys normal players and causes a support nightmare with people turning the swearing filter off and then reporting swearing, also it's easy to defeat a swear filter.

I fully agree open communication makes a game more real and interesting for me as well but I accept I'm in the minority so I'll just hope for a ruleset that more suits me.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 03, 2007, 03:36:43 AM
Making a game more real is not something we should be striving for.  Especially in a PvP game.  Especially in a PvP game that has an average player age of about 16 with an average IQ that's lower.

Forums can support everything that the game won't.  It works for WoW.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 03, 2007, 04:00:47 AM
I LOVE U

It's a different playstyle Ironwood, SB and EVE prove there is a market for it, even if it's not mainstream.  I'm not suggesting anyone forces it onto you, do you object to emotes in WoW as well?  Can you link me some stats to prove the average WoW player is younger than the average SB/EVE player?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on January 03, 2007, 04:02:40 AM
Making a game more real is not something we should be striving for.  Especially in a PvP game.  Especially in a PvP game that has an average player age of about 16 with an average IQ that's lower.

Forums can support everything that the game won't.  It works for WoW.

"Especially in a PvP game"? It's not like giant tentacles come out of your screen when an enemy player types a message to you. It might contribute to something more "real", but it isn't that real. Communication is harmless. Sometimes even benevolent. Often a source of great of humor. Interacting with and effecting people in this persistent sort of way is the sort of thing that should seperate these games from impersonal pick me up FPS matches. And they need more of it, not less.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: stray on January 03, 2007, 04:14:18 AM
Btw, I'm not typing any of this because I expect WAR developers to listen, let alone comply. It's a general gripe. I'm just tired of the extreme sanitatized direction MMO's have been going in general.

No communication between enemies. No world effects from pvp. The proliferation of dumbed down, bearly tweakable, barely flexible class systems (as if classes weren't bad enough). Very few tools for character personalization. Instancing like a motherfucker. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 03, 2007, 04:30:40 AM
No, I agree entirely with you, Arthur and half the 'cool shit' I've heard from EVE just wouldn't have been possible without completely open communication with much opportunity for backstabbing and deciet.  I'm sorta coming from the WoW into WAR perspective.  I don't have any stats yet, but I would imagine that the EVE players are a lot more mature than the average NightElf Hunter.

And as to what I meant Stray - I'm talking about the fact that a PvP game, by definition, promotes conflict, which in turn promotes, er, different attitudes to how one addresses the enemy.

Sure, you say that it's Not as Bad As Getting Knifed - But I've had to deal with some pretty fucking stupid whispers from my teammates (Don't ask a Rogue 'y u not heal ?') and the last thing I'd want is to fend off the same fucking stupid whispers from a fixed Group whom I've just beaten into the concrete of embarrasment.

I'm too old to deal with these assholes.  I could manage it in UO, but a lot of water's been passed since then.


However, I agree with you on World Effects on PvP.  I'm solely talking about communication between factions and my own personal view.  (In fact, looking over your last sentence, I agree with everything EXCEPT the communication thing.  Odd.)



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 03, 2007, 04:32:35 AM

 Communication is harmless.


Oh, and you're NOT RIGHT.  Just so you know.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on January 03, 2007, 05:11:15 AM
While the completely no communication thing can be irritating in WoW it's also had the benefit of making both sides HATE each other. Setting aside whether the player base is borderline retarded or not I'd say that the lack of communication has way more to do with referring to the other side as scum and getting worked up than pallies/shamans.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 05:15:46 AM
Quote
Spin, negotiation, peacemaking, scheming, new friendships

The thing is, these things aren't part of the premise in a fixed sides game.

Guild v Guild is a very cool pvp structure, and supports all this really well.

Realm v Realm is different, my guy can't switch sides and 'teh community' will consider anyone secretly communicating cross-realm as cheating; not least because we can't kick an Orc out of the Orc realm in the same way we can kick a spy mule out of a guild.

Also as I said above, Realm v Realm mechanics need to actively create a realm community, because it doesn't come for free. RvR has to build a community to suit the sides. GvG sets up sides to suit the community.

Quote
it's also had the benefit of making both sides HATE each other

Absolutely - strange as it may sound - dehumanising the other team in RvR is a benefit.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 03, 2007, 06:17:04 AM
We seem to have got sidetracked on the communication issue and yes it's my fault for mentioning it, lets ignore niche ruleset servers.  How about we all agree that WAR servers are going to have the standard DAoC system of you can't speak to the enemy, considering I think Mythic have already said that.

On the subject of emotes, preset Mythic approved voice & text taunts, Graffiti and defacing/destroying buildings/statues, what does everyone think?  Are emotes a good thing or a bad thing, are there any other options?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 03, 2007, 06:37:42 AM
@Hrose: I think this we need to recognize just who's interested in this sort of immersion though. Eve and DAoC RvR were not mass hits, not played nearly to the degree WoW BGs are. I agree BG execution was questionable in many ways, but it does achieve something almost no other stats-based MMO had previously: open PvP up to people who just want to muck around with it.

The more immersive, the more relevant, the more world-impacting you make it, the less people will want to be a part of it.

I agree in concept with permeable boundaries. I think CoH pulled that off well, one of a number of things I think others should be emulating but don't need to because CoH wasn't a market hit. But deleveling to me always struck me as funny. We spend all our time moving forward the left-behinds would either want to be left alone or find some way to catch up. I'd rather see more of what Nebu talked about with DAoC where high levels can powerlevel lowbies in 16 hours. That happened in Shadowbane all the time and worked.

Now, of course I'd much rather not ever need to do that anyway, drop levels and soft cap altogether, going pure Planetside. But since I don't see that happening, we work with what we've got :)

Quote from: Arthur Parker
It's a different playstyle Ironwood, SB and EVE prove there is a market for it, even if it's not mainstream
But that's sort of the point. It's not mainstream at a time when we're discussing a game that hopes to be. I appreciate the political machinations that went on in SB (and SWG too, those were good times, paid off spies, counteragents, etc). But the average gamer is not here for that level of immersion. It just takes too much damned work to keep up, and it ends up becoming the playground of the higher levels of the player pyramid at the expense of incorporating newbies and casual players. It works well for those that like it, but it won't be part of the success of a million+ subscription game without a collective sociological shift in Western players.

There's a reason why the games that just keep growing the market-successful side of the genre are doing so with more contrived and fascist rulesets. That leaves the indie titles the freedom to give the harder-core immersion-seekers what they want. But it's also because those indie titles are not, by nature, trying to fight for the same shelf-space as WoW and FFXI. They don't need to because the buying habits of their target player are just different.

Quote from: Stray
Communication is harmless.
I think you've played WoW Battlegrounds. Tell me what you think would happen if the realms could talk to each other. Communication can be harmless: until it interacts directly with the core game mechanic.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 03, 2007, 06:52:00 AM
Quote from: Arthur Parker
It's a different playstyle Ironwood, SB and EVE prove there is a market for it, even if it's not mainstream
But that's sort of the point. It's not mainstream at a time when we're discussing a game that hopes to be. I appreciate the political machinations that went on in SB (and SWG too, those were good times, paid off spies, counteragents, etc). But the average gamer is not here for that level of immersion. It just takes too much damned work to keep up, and it ends up becoming the playground of the higher levels of the player pyramid at the expense of incorporating newbies and casual players. It works well for those that like it, but it won't be part of the success of a million+ subscription game without a collective sociological shift in Western players.

Darniaq, which part of me saying I was talking about open communication in reference purely to a niche WAR ruleset server did you not understand? 

I backtracked twice from the comment and said sorry twice for doing it, it's obviously very confusing to believe you can have a game with more than one type of server.  It clearly requires super multitasking powers to attempt to talk about both types of server on the same page.

No wonder some people are so against communication, it's quite clear there's a real inability to read out there.  Try reading what I'm writing instead of what you think I'm writing, I know my English isn't great but, Christ on a bike.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 03, 2007, 07:00:35 AM
I believe that in a game such as the one WAR tries to be, open communication wouldn't be beneficial. I've had quite a diffrent experience than Stray, I don't think I've ever been congratulated for killing someone in PvP where open communication was possible, people tend to take it quite personal when you beat them down. In a game such as Shadowbane though, where you had a political side of things, it was required and golden.

When it comes to emotes, well, you can pretty damn sure that the taunting ones are going to get used pretty extensively in PvP areas. Is that a good or bad thing though? I don't know, personally I don't find it that intresting in WoW when you see the other guy spamming the spit emote at you after you've gotten killed.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 07:19:55 AM
The more immersive, the more relevant, the more world-impacting you make it, the less people will want to be a part of it.

This confuses cause and correlation.

SB and EVE don't fail to be mainstream because people are afraid of world impacting pvp.

WoW-type people avoid them because they feel they cannot compete with catasses and would regularly get one shotted and have no opportunity to fight back, and they believe that to have fun in these games you have to compete with catasses because getting one shotted with no means to fight back is not fun. They also believe that in these games the world will change around them too quickly and they can get involved in non-consensual pvp without a way to avoid it. But perhaps most importantly they also believe that it is impossible to have fun in these games without a strong guild, and that it is not possible to get into a strong guild without being a catass.



Since WAR is intended to be PvP focused, it is necessary to design WAR so that people don't believe the above about it. Whether the game allows world altering events is a separate issue, and more about retention of players than attraction of players.

I'd argue that in the long run world altering events are more important in keeping the casuals on board than keeping the hardcore.

If PvP is meaningless sandboxed battles with no ongoing impact then the hardcore will be happy enough just to compete on the individual scoreboard.

But for casuals to get a significant win you need realm level objectives they can contribute to (since they are unlikely to make an individual splash); and you need realm level objectives to encourage the hardcore to have a reason to interact with the casual.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 03, 2007, 07:23:42 AM
Can I re-derail the thread toward the other part we were discussing? The PvP personal progression/rewards and the balance between direct kills and and objective-based PvP.

I still believe that one of the reasons of DAoC decline is because of its strong bias toward gank groups/8vs8 at the expense of the good, old keep warfare and conquest.

The PvP progression is an interesting topic because it brings up many different issues and because while Mythic has revealed a lot of how Warhammer works (classes, skills, tiers, zones organization, campaign progression, the three battlefronts and so on..) they still haven't said anything at all about the PvP progression. If the PvP progression is alternative to PvE exp as they said in various occasions, this still doesn't tell us what progression we'll have at the "endgame" when you are done exping your skills.

Maybe they have something new in the works, maybe they'll reuse DAoC's realm ranks kind of progression/power-ups. Or even WoW gear-based progression.

What would you suggest instead for a PvP progression? How to build a system that doesn't create gaps between the players and too much unbalance between veteran players and those who begin later on? And how you keep it interesting enough so that the players consider it a strong personal motivation?

The other part is about the balance between direct kills and objectives. In the idea I wrote earlier on this thread I proposed a bounty system where players gain bounty points from direct kills. But before these points can be used toward whatever is the PvP progression, the players need to complete objectives. So an objective works like a trigger that convert "x" bounty points in your pool into "real" PvP progression.

This is supposed to have two main effects:
- You never lose progress as your bounty points pool never shrinks.
- The system allows a game designer to balance the direct kills/objective-based PvP ratio by setting how many bounty points you can convert after each objective completed

This allows to create a "mix" of direct kills and objectives completed. If your bounty pool grows and grows then you are encouraged to go for whatever the objective is (conquering a keep/tower, control a zone, win a scenario ...), so that you can convert those points into an "use".

Instead what you would propose to encourage realm/team work and objective-based PvP without making the players avoid each other just to cap objectives (WoW), or avoid the objectives to go for purposeless direct kills (DAoC)?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 03, 2007, 07:39:07 AM
@Hrose: I think this we need to recognize just who's interested in this sort of immersion though. Eve and DAoC RvR were not mass hits, not played nearly to the degree WoW BGs are.
I think it's false.

More players in DAoC and Eve engage in PvP than those in WoW. In percentage (players engaged in PvP/PVE ratio). Or maybe you are saying that WoW has more players because of its shitty PvP?

The reasons why WoW is successful are NOT because of its endgame, either PvE raids or PvP. Those are the worst part and I believe there is a general consenus about this point. The success of the game is because of what there is before.

WoW didn't reach the mass market because of raids or battlegrounds. If you think so then we have OPPOSITE points of view and I doubt we can have a discussion or agree on anything.

And, honestly, Shadowbane wasn't successful because technically shit. WoW has proven (and I always believed) that the quality of execution and polish is much more important than interesting ideas. Give Shadowbane the same amount of money, quality, presentation and polish without changing its basic scheme and I believe it would have been a major hit.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 03, 2007, 07:42:48 AM

More players in DAoC and Eve engage in PvP than those in WoW. In percentage (players engaged in PvP/PVE ratio).


Even after that last patch ?  Are you sure ??


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 03, 2007, 07:45:12 AM
By the way. Why HALF the servers are PvP in WoW?

The BGs are exactly the same on PvP servers as they are in PvE.

My point is: there is a strong DEMAND for what I call "world PvP" or whatever you imagine as a more immersive, deep PvP system. Blizzard wasn't able to give a satisfactory answer to that demand and if I was responsible of Warhammer that's exactly where I would try to outclass them.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 03, 2007, 07:50:02 AM
Even after that last patch ?  Are you sure ??
No, that's the power of the carrot. NOT the preference of the players.

This is the same old debate about 5-man instances and raids. People don't like raids more than smaller instances, but it's the game design that determines what players do. Give the players TRULY alternate and parallel advancements between PvP, 5-man instances, normal questing and PvE raids and then we'll see what the players like more.

Give to WoW's "world PvP" more powerful rewards than those achieved through BGs and YOU CAN BE SURE that the BGs would be deserted in less than a day.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on January 03, 2007, 08:02:06 AM
WoW-type people avoid them because they feel they cannot compete with catasses and would regularly get one shotted and have no opportunity to fight back, and they believe that to have fun in these games you have to compete with catasses because getting one shotted with no means to fight back is not fun. They also believe that in these games the world will change around them too quickly and they can get involved in non-consensual pvp without a way to avoid it. But perhaps most importantly they also believe that it is impossible to have fun in these games without a strong guild, and that it is not possible to get into a strong guild without being a catass.

The problems that arrise here are more from the DIKU model and the box limitations that designers have built around that model.  The stratification of both gear, content, and of course then your player set is one of the main pain points I have with the current MMORG model.  Item stratification in WOW has even rolled higher up the divide between casual and the cattass.  The fact that WAR already is stratifying the zones has me worried, but without looking beyond the DIKU HP model, I am not sure where they can take it.  I do understand that the nuggets of character advancement is the main reason for keeping the DIKU, that and I am guessing it is much easier to tailor content to a box set of possibles than to leave it open, but I don't like it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 08:02:28 AM
I still believe that one of the reasons of DAoC decline is because of its strong bias toward gank groups/8vs8 at the expense of the good, old keep warfare and conquest.


DAoC increasing 8v8 focus makes sense *because* it is in decline. The hardcore are the people left playing.

The wrong lesson to take from this is that 8v8 is a good place to focus.

Because the masses liked the keep sieges, the elite liked ganking the masses in open field.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 03, 2007, 08:05:00 AM
Even after that last patch ?  Are you sure ??
No, that's the power of the carrot. NOT the preference of the players.

This is the same old debate about 5-man instances and raids. People don't like raids more than smaller instances, but it's the game design that determines what players do. Give the players TRULY alternate and parallel advancements between PvP, 5-man instances, normal questing and PvE raids and then we'll see what the players like more.

Give to WoW's "world PvP" more powerful rewards than those achieved through BGs and YOU CAN BE SURE that the BGs would be deserted in less than a day.

Believe it or not, that was actually my point.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 08:07:46 AM

More players in DAoC and Eve engage in PvP than those in WoW. In percentage (players engaged in PvP/PVE ratio).


Even after that last patch ?  Are you sure ??

In DAoC he's probably right - easily more than 90% of the people who got past the grind must have engaged in RvR. The only people I ever came across in DAoC who never went RvR were those who joined the game after level 50 became essential on the frontier and never made it to that level.

EvE is harder to judge - empire (safe) space seemed plenty busy during my brief time in game.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 03, 2007, 09:00:59 AM
Christ I gotta hit this thread more. Would reduce the lengthy posts :)

Quote from: Arthur Parker
Darniaq, which part of me saying I was talking about open communication in reference purely to a niche WAR ruleset server did you not understand?
The part about reading the "niche WAR ruleset" :) My turn with the "sorry".

As an aside, I'm personally not a fan of varied-ruleset servers for the same reason I don't like "PvP class abilities" vs "Normal class abilities". I prefer an experience developers work towards solutions that can be applied to whoever comes because anything less segregates players more than they already are. What's the point of a "massive" game if you're only ever delivering a MUD/FPS scale experience?

Quote from: HRose
This is supposed to have two main effects:
- You never lose progress as your bounty points pool never shrinks.
- The system allows a game designer to balance the direct kills/objective-based PvP ratio by setting how many bounty points you can convert after each objective completed
The current WoW Honor Points system with a quest-based engine attached. Sounds good to me.

Quote from: eldaec
SB and EVE don't fail to be mainstream because people are afraid of world impacting pvp.

WoW-type people avoid them because they feel they cannot compete with catasses and would regularly get one shotted and have no opportunity to fight back, and they believe that to have fun in these games you have to compete with catasses because getting one shotted with no means to fight back is not fun
I feel those are related. When asked, a gamer may say they want world-impacting relevance. But games with strict linearity in that work against this openness. I try to imagine SB done perfectly or Eve with a less arcane UI and still don't see the average gamer sticking around because the motivations and results of being in these experiences are based almost "too much" on other players. The most successful games have been the ones that are basically RPGs with PvP as a toy, a fun side activity or one built around the same core grind motivation just against smarter AI.

I don't necessarily think that's right for a genre that needs to be unique to go on. It's anathema to emergent behavior, one of the bedrocks of the whole thing. But I also don't know how to solve the issue because I don't even know the right question to ask. Is it sociological? Or is it simply because execution to date has sucked for the masses? And if it's the latter, how do we convince deep-pockets to fund better execution of not-yet-proven concepts? And in wanting better execution, what do we improve? The UI? The ability for players to have more control and the ability to change who controls what more?

I think we have to answer the fundamental question first before diving into execution though. Anyone can make a world-impacting deep relevant PvP experience. To me that means the issue is really how do we make one the mass market wants to play?

Quote from: HRose
More players in DAoC and Eve engage in PvP than those in WoW. In percentage (players engaged in PvP/PVE ratio). Or maybe you are saying that WoW has more players because of its shitty PvP?
I high percentage of a few players does not a mass hit make. WoW isn't huge because of Raids or BGs. It's actually not huge for any one feature. It's the delivery in aggregate, the options people have before and at 60. My point earlier was the dichotomy between Raids and BGs as two endgame options (beyond alt'ing and Faction farming, itself which could require grouping anyway). BGs are an endgame activity with almost no barrier of entry. Raids require much more from any gamer that did the 1-60 run though.

You've always wanted relevant world PvP from the days before BGs. But ask yourself this: why did Blizzard choose to go the BG route, and continue to make shallow their more recent attempts at relevant world PvP? Do you think they're shy or dumb? Or do you think they may be answering what the players want (no, not what the players "ask for" but rather what Blizzard thinks they want?)

There's a huge difference between low/no-barrier BGs and the world-PvP that preceded it and PvP servers vs not? Sh*t, I can even ask that: you say "why are only 1/2 the WoW servers PvP+"? Name any game of modicum success where that's ever been the case. All that preceded maybe had a few servers with that ruleset, and yet WoW launched that way. That wasn't stab-in-the-dark thinking.

I do not believe the nichiness of world PvP is because of executional issues of the past, as outlined above. I think it has to do with the kind of players this genre is attracting in its bid to grow larger.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 03, 2007, 09:20:28 AM
I do not believe the nichiness of world PvP is because of executional issues of the past, as outlined above. I think it has to do with the kind of players this genre is attracting in its bid to grow larger.

I think this nails it on the head.  The market continues to cater to the PvE gamer.  Hell, even the implementation of WoW's PvP and rewards scream of PvE.  WoW players farm eachother for gear instead of monsters.  The largest majority of the market doesn't want a PvP-centric game.  They want a PvE game that can be bastardized to a point where they can dabble in a reasonably fun PvP experience.  Until the MMOG market matures to a point where people bore with fighting AI, well-crafted PvP games will remain a niche market... and I'm ok with that. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 09:42:43 AM
I try to imagine SB done perfectly or Eve with a less arcane UI and still don't see the average gamer sticking around because the motivations and results of being in these experiences are based almost "too much" on other players.

I argue it's the combat mechanics and GvG (as opposed to RvR) intended nature of these games rather than just the UI or quality of execution.


SB or EVE done right (arguably EVE *is* EVE done right) wouldn't have mass appeal.

They are intentionally aimed at those who want to politic between warring guilds, those who aren't worried about the barrier to entry getting into those guilds, and those who are comfortable with extreme rewards and losses

In the context of this thread, they are aimed at Stray.


RvR is a different path. It's aimed at people who want the game to be basically about PvP but want rules of engagement to be clearer, want easier paths into the game, and want to know who is on their side up front. It's aimed at players new to pvp, it's aimed at people who care less about min/maxing their character build than about trying to get decent numbers of people to operate as a team, and it works for people who aren't going to be able to commit the effort necessary to stay current in a GvG game.

And taking that path it's perfectly possible to have 'safe' world altering events. A front line that pushes back and forth, but only within the frontier is such an event, daoc relics are an event, access to cross realm dungeons could be an event, occasionally sacking the opposing capital city and forcing that realm to rebuild certain resources is a workable event, taking control of resource generation points to help your crafters is a workable event. Of course you want to keep looking for ways to push beyond that, but there are plenty of options for affecting the world in limited ways that don't threaten to pull the rug from under newbies, or make the game completely unfun for the losers.

I do accept that considering what happens to the losers is much more important in RvR than in GvG, because RvR losers can't easily switch sides, and winning realms can't shut their doors to new members.



Writing this makes me think of the difference between limit poker and no-limit poker. Followers of each game will of course snipe at each other from time to time, but there is plenty of space for both models. And plenty of space for WoW-lovers to play whist in the corner.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 10:02:19 AM
One more point on this subject.

WAR, from everything that has been posted, is aiming more niche than WoW, but less niche than EVE.

So it has to pick something to focus on that is more edgy than what WoW has.



Warhammer : Age of Reckoning

'The game with more variations on Alterac than WoW'



...doesn't feel like a sensible way to differentiate WAR.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 03, 2007, 12:56:33 PM
Quote from: Nebu
The largest majority of the market doesn't want a PvP-centric game.
Actually, I've been thinking it's more a question of how immersive that PvP is. They seem to like PvP as sport, which is really what WoW's BGs are. What I am not sure about is whether there is a large enough market for the immersive PvP stuff, the PvP-that-matters kind of experience as offered by Eve and SB (and if done right or even just well enough: TR, AoC and PotBS).

But this assumes Western markets. Eastern markets seem to enjoy immersive PvP.

Quote from: eldaec
And taking that path (RvR with clear rules) it's perfectly possible to have 'safe' world altering events
Yes, I agree. It's where I think WoW could take their BGs. Of course, right now they don't appear to be doing this, focusing instead on more world-PvP and that Arena system to keep those who hit 70 first busy for awhile.

This is the beauty of instantiating content. You can continue to offer both PUGs and premades ways to have some momentary fun with the same system that lets dedicated Guild vs Guild battles go at it. Nothing except tokens and honor points leave Battlegrounds in WoW, but there's no reason that always needs to be. If you had Guilds declaring war on each other, real permanent guild advantages could come out, usable for Guild-related activities. Yea, that's for hardcore players. Yea, that's not going to be a huge amount of a 2mil+ subscription base. But it does allow for more steps on the Player Pyramid to feel like they are well integrated into the larger world. The best server societies have everyone from the single-minded soloer grinding faction to guild leaders to alliance leaders. That's where you get the most vibrant economies from too.

So use the tools you're building anyway to offer a broader array of activities.

I agree with your line about WAR and WoW Alterac Valley. This is their point of difference, the way they can siphon players from current WoW. You play BGs long enough in WoW and the grind from 60-70 with that back-to-the-ubers Arena system waiting for you, a return to the casual-PvP that is PUG BGs starts to look enticing again.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 03, 2007, 01:02:23 PM
Not to split hairs, but PvP-centric and a game with PvP in it aren't the same.  People want PvP sprinkled in their PvE game.  They want to go in and out of PvP in small doses... which isn't PvP-centric.  To be successful as a PvP game, it should be designed with PvP in mind as the primary combat mechanism... this is very much not WoW, a PvE game with some PvP added.  Even done extremely well, a PvP-centric game will never be more than niche in the Western world. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: DataGod on January 03, 2007, 01:21:52 PM
I disagree, a PVP centric game might only be a ninche but it'll be a 1.5m+ subscriber ninche.

I think people must realize that you can actually LEVEL a character in WHO through PVP. And thats a mighty appealing proposition for a lot of players who tolerate the PVE grind to access end game PVP.

Its all about incentives really. Look at the BG activity in the time between the PVP changes and before release of TBC in WOW.

In my experiance raiding activity is almost completely DEAD. Why? Better gear to be had faster and via less enhuastive means than getting 40 players together for a 5 hour BWL run every 2 days. And people are gearing for a 60-70 grind.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Shapechanger on January 03, 2007, 01:24:50 PM
What's really odd to me is I seem to be hearing an echo of the discussions that before release DAoC had in relation to EQ.
It was pretty frequent to hear that not enough people were interested in RvR.  And it seems to be a more acceptable position now, yet still some wonder how much of the market is really interested in RvR centric?

I'm not sure, who can be sure?  But I do believe that the fans who are interested in an RvR game can be fantastically loyal over the product.  And I'm sure this is probably true of any genre.  Yet look at the difference between a wow fanboy and an eve fanboy.  Despite the 1/20th playerbase, eve still rocked the mmorpg vote recently because the fanbase is incredibly dedicated.

Seems to me that RvR engages you emotionally to a much greater degree than PvE does.  And what creates an emotional response encourages a strong connection.  I've always been a fan of somewhat slower PvP, more akin to guildwars, because these types of battles in my opinion allow the player to develop and feel vested emotions during each conflict.  There should be hope, desperation, excitement, and states of adrenaline - a whole range of emotions each present in their own turn.  How long does that take?  Battles that have you mashing buttons up against the wall to win or live do not allow the time for these emotions to come to fruition and connect as deeply to the player to the experience.

Truly, how big of a player base does a title need to be successful?  Not to be #1, but to be successful?  It needs a very loyal but modest population.  EVE is a great example, for their ~3 million cost.  For WAR, it'll have to be greater.  It seems to me that the game has enough hybridization of quests tooled into the RvR experience to permit some crossover, here.

Also, I'd like to mention - that currently there are quite a few PvE titles on the market and not much in the way of RvR.  People are tired of PvE grinds, wow really did it to death.  Good RvR is ripe and people are clamoring.

So long as the Mythic team can give people what they will enjoy with skillful enough moderation of things that need to be present that people won't particularly enjoy, and otherwise staying out of their own way in terms of management gone wrong - I see this being quite a successful title.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 03, 2007, 01:27:15 PM
I think people must realize that you can actually LEVEL a character in WHO through PVP. And thats a mighty appealing proposition for a lot of players who tolerate the PVE grind to access end game PVP.

But you're missing a key point here... to level through PvP only, you're depending on other players for your advancement.  This becomes obvious in DAoC. While the rate of xp gain per kill is great in PvP, it still pales in comparison to the rate that you can advance in PvE, especially as a solo player in a zergy world.  While a few players will choose to level through PvP only, I think that most will still opt to take the fastest path to the endgame possible, which is PvE.  It's easy to regulate, you don't depend on others, it's safe (making frequent afk's easy), and readily optimized.

Most people are achievers whether they wish to admit it or not... it's what attracts them to mmog's in the first place.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 01:35:47 PM
The other thing people are missing is that Mythic aren't the first development house to claim (prior to launch) that you can level through PvP in a Dikumud.

And there is no way anyone is levelling through pvp once the servers mature.

Quote from: Sanya
The specific answer to your question is that Tier 1 players cannot win a one on one fight with a Tier 4 player. A pack of Tier 1 players will be able to cause harm to a Tier 4. We have not yet set an exact level of intended damage (and it will vary hugely depending on the player and the circumstances), so I cannot give you a specific answer.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 03, 2007, 01:37:54 PM
Quote from: Sanya
The specific answer to your question is that Tier 1 players cannot win a one on one fight with a Tier 4 player. A pack of Tier 1 players will be able to cause harm to a Tier 4. We have not yet set an exact level of intended damage (and it will vary hugely depending on the player and the circumstances), so I cannot give you a specific answer.

This is a huge mistake if the game releases with this mechanic.  Even with realm ranks in DAoC it's not impossible to beat someone of higher rank in a 1v1.  It's unlikely, but there's still a chance.  I've beaten several rr7+ toons at very low rr.  It makes those wins so much sweeter.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 03, 2007, 01:41:31 PM
Well that's game over.
Is lateral advancement such alien concept?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on January 03, 2007, 01:42:13 PM
Warhammer : Age of Reckoning

'The game with more variations on Alterac than WoW'



...doesn't feel like a sensible way to differentiate WAR.

And Darniaq point about BG's feeling more like sport PvP (which honestly I am down with, but would like way more options), the next layer of discussion would be what changes would need to happen to change the (from DAOC to WOW) the 3-12 second battle span for most characters in the pvp arena before death.  Is it possible to have a sheild wall when a player has the option of raining death from range with spells?  The rock, scissors, paper gambit has to be thrown to the side and moved more into a realm of chess or go, but is that possible?  I would like to have RvR fights last 4-8 minutes of intense fighting before looking for a shrine or if I survived bandaging my wounds, but I don't know how that really fits into a casual space when getting to the fight that lasts 4 to 8 minutes might take 30 minutes of perparation and 15 minutes of movement to the actual feild of battle and then multiple combats of 4 - 8 minutes before finally reaching the goal.

Would limiting the most impacting damage from spell, sword, or arrow (gun) to 10% of the highest attainable health in the game.  Can a game be buiilt with wounds instead of hit points? (which might be a niche change and not something pallatable to the masses).

Thoughts?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 03, 2007, 01:43:49 PM
Quote from: Sanya
The specific answer to your question is that Tier 1 players cannot win a one on one fight with a Tier 4 player. A pack of Tier 1 players will be able to cause harm to a Tier 4. We have not yet set an exact level of intended damage (and it will vary hugely depending on the player and the circumstances), so I cannot give you a specific answer.

This is a huge mistake if the game releases with this mechanic.  Even with realm ranks in DAoC it's not impossible to beat someone of higher rank in a 1v1.  It's unlikely, but there's still a chance.  I've beaten several rr7+ toons at very low rr.  It makes those wins so much sweeter.

I really do hope they listen what I proposed in that case. Instead of trying to invent a balance between the tiers they should just allow characters to "delevel" to the cap of the zone where they go and ALWAYS play on equal footing.

By the way, in Warhammer speech "tiers" = "levels", not PvP ranks. What she is saying is that a level 40 character won't be able to kill a level 50 one in 1vs1.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Fargull on January 03, 2007, 01:45:04 PM
Well that's game over.
Is lateral advancement such alien concept?

Warhammer the Roleplaying Game was all about lateral advancement, with some limited but finite core advancement.  The game was much more streamlined to allow a newb and veteran to adventure together.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 03, 2007, 01:48:15 PM
By the way, in Warhammer speech "tiers" = "levels", not PvP ranks. What she is saying is that a level 40 character won't be able to kill a level 50 one in 1vs1.

Thanks for the clarification.  That helps a little.  

Fargull,

I posted a concern in two areas: 1) eliminating cc that renders a character unable to respond (i.e. stuns) and 2) decreasing the rate of damage per second to make battles more strategic.  I have some hope for Mythic in that current improvements to their game have lenghtened fights considerably... but only between skilled players.  If I run into a novice player, I can usually mow them down quickly, but against more veteran players it's not uncommon for fights (even group vs group) to last 3-5 minutes.  If players are in equal numbers and of similar ability it should be less common to insta die in situations... at least based on Mythic's current PvP model.  


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 03, 2007, 01:53:39 PM
I think played one session of that, I wasn't impessed just min/max jobs just too powerful.  I thought they weren't following the RPG.

My basic point is that with that it'll be just another grind to teir 4 to RvR, you could RvR at T1 but who wants to be roadkill?



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 03, 2007, 01:55:15 PM
I think played one session of that, I wasn't impessed just min/max jobs just too powerful.  I thought they weren't following the RPG.

My basic point is that with that it'll be just another grind to teir 4 to RvR, you could RvR at T1 but who wants to be roadkill?

If they have BG's for the different tiers a lot of that could be easily avoided.  I would assume that's the plan?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 03, 2007, 02:02:46 PM
I thought what she was saying was that they haven't decided how much damage a bunch of level 10's can do to a level 40, but whatever it is, the level 40 is going to have a major advantage.

Anyway, as we are discussing pvp in general, the number of WoW servers in each region are broken down as follows :- (PVP & RPPVP are grouped as PVP, PVE & RP are grouped as PVE)

US Servers
PVP 98
PVE 88

EU English Servers
PVP 63
PVE 34

EU German Servers
PVP 40
PVE 34

EU French Servers
PVP 18
PVE 14

EU Spanish Servers
PVP 5
PVE 3

Percentage of servers that are PVP

US 52.7%
EU English 64.9%
EU German 54.1%
EU French 56.25%
EU Spanish 62.5%

Totals for US + EU
224 PVP Servers
173 PVE Servers
Percentage of PVP Servers 56.4%

Not included Asia for obvious reasons, this is in response to the 50% PVP comments that people were making.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 03, 2007, 02:05:41 PM
As an aside, I'm personally not a fan of varied-ruleset servers for the same reason I don't like "PvP class abilities" vs "Normal class abilities". I prefer an experience developers work towards solutions that can be applied to whoever comes because anything less segregates players more than they already are.
Yeah, agreed. I'm also against varied ruleset, But PvP class skills and normal class skills are like alternate paths of advancement that I believe aren't detrimental.

In DAoC there are levels and realm ranks. In WoW levels and gear.


Quote
Quote from: HRose
This is supposed to have two main effects:
- You never lose progress as your bounty points pool never shrinks.
- The system allows a game designer to balance the direct kills/objective-based PvP ratio by setting how many bounty points you can convert after each objective completed
The current WoW Honor Points system with a quest-based engine attached. Sounds good to me.
Yeah, an interesting way to define it.

Quote
You've always wanted relevant world PvP from the days before BGs. But ask yourself this: why did Blizzard choose to go the BG route, and continue to make shallow their more recent attempts at relevant world PvP? Do you think they're shy or dumb?
Yes, I do believe they have a bad PvP designer (Kalgan).

The clusterfuck that was the old honor system (also largely anticipated to suck) is a rather undeniable demonstration. They have done many mistakes along the way about PvP. Not always corrected them later on.

Quote
There's a huge difference between low/no-barrier BGs and the world-PvP that preceded it and PvP servers vs not? Sh*t, I can even ask that: you say "why are only 1/2 the WoW servers PvP+"? Name any game of modicum success where that's ever been the case. All that preceded maybe had a few servers with that ruleset, and yet WoW launched that way. That wasn't stab-in-the-dark thinking.
Because in WoW open PvP is actually well done and designed (and we discussed this many times even on Grimwell). Graveyards, forgivable penalties, (initial) lack of incentive to gank, good communication (asking for help through the zone-chat), the contested/friendly zone organization and so on.

Also, the way you present things changes the perception. If the PvP servers are just 1 every 10 normal then people think of them as if they are minor rulesets. While WoW launched with equal number of PvP and PvE servers, giving the perception that they were evenly supported and considered.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 03, 2007, 02:06:53 PM
I'd love to see the servers on The9 side (China). Anyone have numbers?

Quote from: Tazelbain
My basic point is that with that it'll be just another grind to teir 4 to RvR, you could RvR at T1 but who wants to be roadkill?
I agree. I swear the quote from Sanya above is exactly something I read previously in DAoC, like back in beta. It basically introduces, yet again, level caps and soft caps and all the things that forced Mythic to rethink their combat formula back in the day to mitigate the effect level itself had on certain things. On the one hand their approach would justify the momentary de-level thing Hrose wants. On the other though, history shows that an arduous grind just puts players in a dominating position over those with less time or patience. Unless the leveling grind is short, or they really bracket players by level ranges like they do in WoW WSG or have been doing for years in DAoC, I see trouble ahead.

I gotta imagine they learned from DAoC enough to understand this though, so remain hopeful.

Quote from: Nebu
Not to split hairs, but PvP-centric and a game with PvP in it aren't the same. People want PvP sprinkled in their PvE game
You said it clearer than I did, but that's basically what I was trying to say :)

Quote from: DataGod
I think people must realize that you can actually LEVEL a character in WHO through PVP.
An important point, but I thought you can do this in WoW too? I've been 60 for a year and a half though. It's been a long time since I gained any XP at all, so can't tell.

And while I understand the concerns people had with how DAoC did it, the WoW BG model is a more appropriate example of this, particularly either Warsong Gulch (10 v 10 Capture the Flag) and Arathi Basin (15 v 15 Capture/Hold). Those matches are very quick, high turnover, lots of kill opportunities, fast advancement. In those cases, if it is true one could gain XP from players, then that would likely be as viable as mob grinding. Without quest-resolution XP bonuses, Questing/PvE would probably still be faster. But there's already repeatable quests in Alterac Valley (40 v 40 fairly-typical PvE raid), so not much stopping them from doing so in the other two.

Quote from: Shapechanger
Yet look at the difference between a wow fanboy and an eve fanboy. Despite the 1/20th playerbase, eve still rocked the mmorpg vote recently because the fanbase is incredibly dedicated.
You can ply lots of time money and attention from a dedicated base or continually try to grow that base. Eve does one and WoW has done the other. They're both viable business models as long as your infrastructure is appropriately scaled to match. Then it's a business question. CCP has huge successes with numbers that forced SOE to justify scrapping a chunk of SWG.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 02:08:20 PM
In daoc equal player-skill/organisation battles last at least minutes.

Equal player-skill/organisation keep sieges can last hours.

I wouldn't worry about the speed of competitive play if they simply follow daoc.

The trick will be finding a way to give disorganised or low player-skill groups (who in daoc get rolled over in 20 seconds tops) a way to learn from the experience.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 03, 2007, 02:12:41 PM
That is exactly the problem. Mass market casual MMOGs don't come prebuilt with their own dedicated guilds and a desire to play on schedule. Either the game scales to them or segregates them into their own content (like, if there were enough premade BG groups, I'd rather see the matchmaking service of WoW ensure that premades only go against premades and PUGs only go against PUGs).

Quote from: Hrose
Because in WoW open PvP is actually well done and designed (and we discussed this many times even on Grimwell). Graveyards, forgivable penalties, (initial) lack of incentive to gank, good communication (asking for help through the zone-chat), the contested/friendly zone organization and so on.
Ah, but see? It's the "initial" part of the quote that is the biggest issue. No matter the early days, the game is defined by the level cap and who's where along the way. Every game is great while players are figuring it out. But when arbitrary advantage is given to players who figure it out first or fastest, bad things happen. As we've seen.

I've agreed with you in the past about the old honor point system. But I actually think the new one works pretty well, specifically because at this point most PvP is defined by BGs. For the current Western market, I feel it's as appropriate as exists right now. That's not to say a new game couldn't expose a previously un-tapped market in the West, as some say WoW did itself. But it's a harder sell to venture capitalists or publishers because they value things a lot on precedent.

Quote
Also, the way you present things changes the perception. If the PvP servers are just 1 every 10 normal then people think of them as if they are minor rulesets. While WoW launched with equal number of PvP and PvE servers, giving the perception that they were evenly supported and considered.
Absolutely. But my point was that Blizzard thought that would win them players, and they were right. Now, they didn't win those players permanently (or they wouldn't have needed to keep redesigning and tinkering as they have). But it's important to note that they thought half of their guaranteed-to-be-huge game was going to want so much PvP.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 03, 2007, 02:14:14 PM
SB or EVE done right (arguably EVE *is* EVE done right) wouldn't have mass appeal.
Yeah, sure.

Eve is NOT done right from the perspective of mass appeal. But NOT because of its PvP structure and depth.

Eve isn't popular because it's contort, counterintuitive, impersonal, filled with UI noise, heavily spreadsheet based, slow, point&click, the opposite of visceral and direct, hard to get into and you can continue the list.

And it surely lacks the polish of WoW.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 03, 2007, 02:20:15 PM
Seems to me that RvR engages you emotionally to a much greater degree than PvE does.  And what creates an emotional response encourages a strong connection.
This from something I wrote recently:
Quote
in WoW there's a lot of activity at the endgame in the raiding guilds, but the way this content was developed "segmented" the community a lot. There can be from ten to twenty raiding guilds or more, each with its own little world and ecosystem. These guilds rarely communicate between each other and, in a general sense, there's no real community or identity on a server. There isn't anything that you achieve as a whole or truly communal objectives. So the perspective of "success" or the maximum achievement is always personal and within the bounds of each guild. Outside a guild people simply ignore each other. They are phantoms. There's nothing that really connect the players in a "world". And the more you move toward the endgame the more your playtime will be focused on instanced content. The more your "footprint" loses consistence. More and more vaporous.

DAoC from this perspective was really different and *felt* different. You started as a phantom and slowly became tangible. That's the reason why my memories from that game will remain stronger. The idea of the three realms at war is a very strong one and what everyone was expecting from WoW's PvP and was deluded when instead we found just gameplay modes ripped straight from first person shooters with very little involvement and motivation. DAoC felt different because it gave truly communal objectives that were shared between all players. There was a community because we shared the world and we played always together in the same zones. The "war" was a context shared by everyone and where everyone could participate. Your own story, or the few hours you had available during an evening to play, weren't just a personal experience that is relevant solely to you and your guildmates. Instead the RvR zones were a real battlefield, and every other player was playing a part in your game. Participation.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 03, 2007, 02:25:16 PM
SB or EVE done right (arguably EVE *is* EVE done right) wouldn't have mass appeal.
Yeah, sure.

Eve is NOT done right from the perspective of mass appeal. But NOT because of its PvP structure and depth.

Eve isn't popular because it's contort, counterintuitive, impersonal, filled with UI noise, heavily spreadsheet based, slow, point&click, the opposite of visceral and direct, hard to get into and you can continue the list.

And it surely lacks the polish of WoW.

EVE is done right from the perspective of EVE.

It set out to capture a specific market, on a specific budget and did exactly that more successfully than any of it's competition.

EVE done right is not a mass market product.

And I maybe I played it later than some here, but I don't really know what is supposed to be wrong with its UI.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Johny Cee on January 03, 2007, 03:36:56 PM
On closed communication:

1.  The benefits to closed communication are more than just sanitizing the trash-talking, although that effect is plenty.  I've never understood,  as a society,  why we find some forms of trash-talking acceptable and part of everyday life and other kinds socially unacceptable/bannable. 

2.  There are huge benefits to realm cohesiveness and acceptance when you turn off the communications:  it helps to unite everyone on your side when you turn off the potential for betrayal.

In DAoC,  even the PvE nerds or massively time-starved would rush out to defend the relics (first few years, at least) if a relic raid was announced.  Even the leet groups would volunteer to go out and ninja a couple keeps to get relic guards back online.

3.  Lack of communication (and different character models) helps to depersonalize the whole conflict, as well.  This makes the PvP more acceptable to your empathic types,  who don't normally go in for competitive gameplay,  but are sold on united faction/realm goals.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 03, 2007, 03:37:47 PM
The UI is fine. For Eve :) But the overall user experience is something players adapt to based on their interest in the concept of Eve. It's not particularly welcoming to newbies who'd rather understand the game a bit more quickly.

And I'm not really talking just about the layout of icons and text. It's more holistic than that. Driving a ship is unintuitive. Managing the equipment and knowing what's better/worse isn't. How to get money isn't. How to grow your character isn't. That's fine, for a socioeconomic sim, but is one of the many things holding it back from wider appeal.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: LK on January 03, 2007, 03:41:20 PM
Quote from: DataGod
I think people must realize that you can actually LEVEL a character in WHO through PVP.
An important point, but I thought you can do this in WoW too? I've been 60 for a year and a half though. It's been a long time since I gained any XP at all, so can't tell.

Registered just to be able to answer this question!

You used to be able to turn in Battleground tokens for experience, but they've since been removed, so you can't level up via PvP.  There are actually a group of players that appreciate being unable to level your characters while PvPing.  I have a friend who keeps a character specifically at Lv. 29 and runs battlegrounds at that level, because to him and the people he plays with, the game feels much more balanced in the area.  Hence why certain blues at that level can sell for a good amount of gold.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on January 03, 2007, 04:26:38 PM
That "balance" all depends on your class of choice.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Falconeer on January 03, 2007, 04:47:55 PM
You can level up on PvP in EQ2. Enemies, as in "Players from the opposing alignment" are treated almost exactly as mobs. They have a /con color to you... they drop some money and a treasure chest with one random (non rare) item from their backpack when they are killed, and most important of it all, they give XP.
Actually, you can say a lot of bad things about EQ2 PvP (zone-hopping being the worst of it all), but they really came up with a good and solid "meaningless" open ground PvP.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Shapechanger on January 03, 2007, 05:10:44 PM
Quote from: DataGod
I think people must realize that you can actually LEVEL a character in WHO through PVP.
An important point, but I thought you can do this in WoW too? I've been 60 for a year and a half though. It's been a long time since I gained any XP at all, so can't tell.

Registered just to be able to answer this question!

You used to be able to turn in Battleground tokens for experience, but they've since been removed, so you can't level up via PvP.  There are actually a group of players that appreciate being unable to level your characters while PvPing.  I have a friend who keeps a character specifically at Lv. 29 and runs battlegrounds at that level, because to him and the people he plays with, the game feels much more balanced in the area.  Hence why certain blues at that level can sell for a good amount of gold.


You know, that blows ass.  Because those BG twinks didn't have to turn in tokens for exp if they didn't want to - what the hell are they going to do with faction anyways?

It was nice to level up by PvP.  It took ages, but it was the only way I would level.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Typhon on January 03, 2007, 06:07:07 PM
Something I've been asking myself lately that I haven't been able to answer is this: are the battlegrounds (wow, in this context) fun because they have predefined objectives and win/loss criteria (which limits the amount of time required by a particular battleground), or are they fun because they focus players into one area?

DAOC battlegrounds had no predefined objective or win/loss criteria, but they were a hell of a lot of fun (with enough population).  The fact that there were no predefined win/loss/re-queue didn't seem to detract from that, but giving the battles some point might have made them more entertaining.

I'm thinking of a design where the success criteria for a whole zone (one of many in a server-wide land war who's ultimate goal is to sack the enemy capital) is to pour enough people into the zone to overcome the main castle(s) zone defenses (PC + NPC).  The trick is that the both the defending/attacking sides can only resupply with troops if passages to the zone remain open.  The passages are contested via keeps/urban/maze/open field battle, which spawn randomly as instances (which force GvG battles).  The attacking/defending forces must therefore split their forces into groups targeting a number of keeps, and the main force which will target the non-instanced zone castle(s).  This allows a war of attrition to occur in the non-instanced zone (if passages aren't kept open), while allowing for more balanced GvG action within the instances, hopefully providing a decent chance for a nice mix of each type of combat for everyone.

Not sure any of that made sense to anyone but myself.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 03, 2007, 06:30:07 PM
First of to comment on WoW PvP server ratio, I bet you that the VAST majority of their playerbase didn't even know what PvP meant when they picked a server. If it instead would've said "On this server players from the other team can gank you when you're questing" on one kind, and "On this server you decide yourself if you want to be able to get ganked", I can promise you that most people would've picked the later alternative. If there was something you saw people bitch about when I played, it was how they got killed when minding their own business.

Quote
The other part is about the balance between direct kills and objectives. In the idea I wrote earlier on this thread I proposed a bounty system where players gain bounty points from direct kills. But before these points can be used toward whatever is the PvP progression, the players need to complete objectives. So an objective works like a trigger that convert "x" bounty points in your pool into "real" PvP progression.

I think that would just be a nuisance. I'm guessing you're meaning PvP objectives, such as capturing a tower or whatever. How do you balance that vs the amount of bounty points people get? Lets say I'm really good at killing other players, that's what I like to do. So now I have a truckload of bounty points to convert, but there's not enough objectives to complete. If it's some kind of repetitive task which can be performed how many times you want, like lets say "clear out the rats from our ammo depot", then I don't think people who wants to PvP really are intrested in that. If it's a PvP task you'd have problems supplying meaningful objectives to complete.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 03, 2007, 08:57:41 PM
Something I've been asking myself lately that I haven't been able to answer is this: are the battlegrounds (wow, in this context) fun because they have predefined objectives and win/loss criteria (which limits the amount of time required by a particular battleground), or are they fun because they focus players into one area?
I think it's the former. There's a clear win condition to bring the whole event to resolution (even if Alliance on my battlegroup seem to ignore that in Arathi and Warsong and instead go for the straight grind). That's why I consider it sport.

Quote from: Shapechanger
Because those BG twinks didn't have to turn in tokens for exp if they didn't want to - what the hell are they going to do with faction anyways?
You used to need Faction to unlock the tiers of purchaseable goods. It's a shame they tossed the ability to gain XP from turn-ins (thanks Lorekeeper, and welcome!) along with the need to unlock tiers. But I imagine they don't think people will be wasting much time in the current BGs come 1/16. Heck, even I plan to ditch the whole thing altogether until I hit 70, hoping by then they'll have more than 3 gimped BGs and the Arena thing for the harder core set.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Cheddar on January 03, 2007, 09:02:17 PM
There is a HUGE contingent who WANT PvP to equal no XP game.  For them its the fun of playing amongst friends and whatnot against others that is fun, on an equal setting.  Its a meta game in and of itself.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 03, 2007, 09:09:47 PM
There's a contingent, yes. But are they that big in MMORPGs? I don't know that I'd agree.

The diku-inspired games are about advancement of some kind, some way of strengthening one's relationship with the game world. Even the sport of BGs is more than just people dinking around for a few minutes. That can attract a player. It's the longterm reward that keeps them though, both in compelling them to return to a repeatable activity, and to see them through the rough spots (like constant losses).

This is why I think BGs have more in common with PvE Raid mentality than any analagous experience to be found in an FPS or RTS game. The instantiation of a PvP match doesn't bother people. The lack of real long lasting world impact doesn't bother most gamers either. But if you took out the persistent reward they could achieve, then forget it being popular. Sure, a niche would stick with it, but probably not enough of a percentage of players to justify continuing development dollars towards. All the work Blizzard has done with BGs and PvP and honor rewards is based on their belief that this stuff matters to lots and lots of players.

Right now nobody's BGing for XP. But they ARE BGing for honor points for gear and/or Faction (not sure there's any use for Faction currently). And we'll likely see this activity take a nosedive come the expac launch, while people check out more "world" PvP and grind up to 70 and the new different system awating them there.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 03, 2007, 09:12:41 PM
There is a HUGE contingent who WANT PvP to equal no XP game.  For them its the fun of playing amongst friends and whatnot against others that is fun, on an equal setting.  Its a meta game in and of itself.

These already exist.  They're called FPS.

I think Darniaq summarized the rest. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: LK on January 04, 2007, 02:32:00 AM
Something I've been asking myself lately that I haven't been able to answer is this: are the battlegrounds (wow, in this context) fun because they have predefined objectives and win/loss criteria (which limits the amount of time required by a particular battleground), or are they fun because they focus players into one area?
I think it's the former. There's a clear win condition to bring the whole event to resolution (even if Alliance on my battlegroup seem to ignore that in Arathi and Warsong and instead go for the straight grind). That's why I consider it sport.

I think it's a little bit of the latter too.  The fact that players can quickly join these battlegrounds and join a mini-game world with ease (especially with the introduction of Cross-Server Battlegrounds) has strong appeal.  It's different from going out and looking for your objective while questing.  PvP can learn a lot from Multiplayer FPS setup: I love my games a lot more when I can find a room I want to be in and can keep playing in it without sitting in the lobby or queues.

Quote from: Shapechanger
Because those BG twinks didn't have to turn in tokens for exp if they didn't want to - what the hell are they going to do with faction anyways?
You used to need Faction to unlock the tiers of purchaseable goods. It's a shame they tossed the ability to gain XP from turn-ins (thanks Lorekeeper, and welcome!) along with the need to unlock tiers. But I imagine they don't think people will be wasting much time in the current BGs come 1/16. Heck, even I plan to ditch the whole thing altogether until I hit 70, hoping by then they'll have more than 3 gimped BGs and the Arena thing for the harder core set.

If I remember correctly from the Closed Beta, the tiers are still in place.  You still gain faction and can use Honor Points to buy battleground specific equipment.  I've been running the PVE side of the game more than the PvP though (PvP is a frustrating experience sometimes for a Rogue), so that may not be entirely accurate, but I know the faction is kept in somehow.

Awww.... Lorekeep. ;_;


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Kinan on January 04, 2007, 03:04:05 AM
Applicability of FPS matches approach to inherently RPG game is rather discussable. While its in no doubt provides a casual player with quick straight-to-action possibility, without connection to a role playing world it gets old fast. You can compare it with mini-games inclusion in offline RPG - they can be fun, but repeating them over and over becomes so annoying you can even abandon the game all together if you cant skip them. Of course you can always have a part of playerbase that like minigame more than the host RPG, and buy the game just for the minigame possibilities, but who would do that if you have those minigames available as separate, more developed titles?!

So you cant leave them out of context completely, and then you pull strings between capture-the-flag-10-min-action and become-champion-to-destroy-evil rpg incentive. WoW made the strings rather vague and for a lot of people BGs getting annoying during quite short time. W.A.R., as I understood, aiming to make the strings so strong, that the rpg part wouldn't even function properly without CTF GvG-type instances.

Will it work? No idea. :)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 04, 2007, 05:03:26 AM
Quote
There is a HUGE contingent who WANT PvP to equal no XP game.  For them its the fun of playing amongst friends and whatnot against others that is fun, on an equal setting.  Its a meta game in and of itself.

Yes, but you are talking about is pvp-as-a-fun-diversion *within* a community rather than RvR - which is competitive pvp between communities.

In the context of an RvR game, in-realm duelling for no risk is an easy way to implement this type of PvP as a side game (in particular group duelling would be a welcome feature). It's also the sort of feature that allows guilds to build community within a realm by running duelling contests in pve zones.

One on one duelling tournaments were common on my daoc server, and the amount of data they spewed out of a very controlled environment always spawned endless but relatively constructive discussions about character builds.

Anyway - the point I'm making is that you can get this without the need for complex arena systems so long as someone takes a few days out to implement a decent /duel command.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Cheddar on January 04, 2007, 07:13:50 AM
Right now nobody's BGing for XP. But they ARE BGing for honor points for gear and/or Faction (not sure there's any use for Faction currently). And we'll likely see this activity take a nosedive come the expac launch, while people check out more "world" PvP and grind up to 70 and the new different system awating them there.

Having played with a group of BG'rs who loved to BG, I have first hand experience into the seedy underbelly.  For them the Achievement was from designing kick ass templates and teams,  and generally steamrolling the opposition as many times as possible.  They had multiple alts (not enough buddies in vent for AB?  Grab your 19 twink and hit up WSG!), strategies, and lots of fun. 

They could do this at levels where they felt the playing field was level.  For me it was the most fun I had with WoW, especially the 39 level BG's. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 04, 2007, 09:07:30 AM
As much as it pains me to say, most of the BG warriors in DAoC play there because they aren't competitive in the endgame.  I guess it's a self-sorting way of ensuring people get the level of competition that suits them. 

The toughest part about PvP is balance between fun a competition.  Sadly to many, the fun is in winning... not in the gaming experience itself.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 04, 2007, 09:13:52 AM
You used to be able to turn in Battleground tokens for experience, but they've since been removed, so you can't level up via PvP.  There are actually a group of players that appreciate being unable to level your characters while PvPing.  I have a friend who keeps a character specifically at Lv. 29 and runs battlegrounds at that level, because to him and the people he plays with, the game feels much more balanced in the area.  Hence why certain blues at that level can sell for a good amount of gold.
Yes, but then why we don't really SUPPORT those choices and make them part of the game?

Why not players delevel characters dynamically to the max cap of the zone and PLAY WHEREVER THE HELL THEY DESIRE?

In DAoC, after a long time, they added slash commands (because DAoC is still one of those games who still relies heavily on those prehistoric slash commands) to stop gaining xp and rps, but they still don't allow to delevel your character and go play in lower level BGs.

There's another thread on this forum where people wrote than only a FEW BGs are active. This means that the BGs in DAoC are playable only in the case the level of your character matches the level of the BG that has some players in it. If instead characters could delevel and move freely between every BG you could have the possibility to move in the zone that has some activity and have some fun. Instead of being locked out.

If your character is at level 29 but the level 29 BG is empty, you could delevel to 20 and enter that BG, that maybe has lots of players playing.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 04, 2007, 09:25:35 AM
Something I've been asking myself lately that I haven't been able to answer is this: are the battlegrounds (wow, in this context) fun because they have predefined objectives and win/loss criteria (which limits the amount of time required by a particular battleground), or are they fun because they focus players into one area?

DAOC battlegrounds had no predefined objective or win/loss criteria, but they were a hell of a lot of fun (with enough population).  The fact that there were no predefined win/loss/re-queue didn't seem to detract from that, but giving the battles some point might have made them more entertaining.
The basic difference between DAoC and WoW is that in DAoC the BGs are persistent. So you have to face a situation, go conquer the central keep and things like that. The persistence is a fundamental element to make PvP involving and motivating, it also creates a lot more the realm identity and community. You have to organize and FIGHT if you want to win. You cannot just exit and requeue. The victory depends on YOU, not on the luck of a matchmaking system.

Instead what works in WoW is the polish and attention that went into making the BGs. Mythic just builds a zone, adds a keep in the center and lets the players fight. Blizzard instead built a whole lot of little things and interesting points. They designed *content*, added tons of quests, variations and so on.

Simply put, WoW's BGs are executed 100 times better than DAoC's ones. But DAoC has a PvP structure that is much better than WoW PvP premises.

About the rest I always said that PvP = convergence and PvE = divergence

You couldn't care less if in PvE your group is alone in a zone. Hell, it's even better. But in PvP it's detrimental if the game has 100 zones where you can go fight (in fact Mythic NEVER understood that they should have REDUCED the RvR space).

My idea for WoW "world" PvP was to use "hotspots" working like magnets. You gain honor points from killing other players only at a radius from the hotspot. The more you fight closer to the hotspot the more points you get.

Why I think this could work? Because it just brings players to move toward a certain point and gravitate around it. Which means: convergence.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 04, 2007, 09:28:44 AM
As much as it pains me to say, most of the BG warriors in DAoC play there because they aren't competitive in the endgame.  I guess it's a self-sorting way of ensuring people get the level of competition that suits them. 

The toughest part about PvP is balance between fun a competition.  Sadly to many, the fun is in winning... not in the gaming experience itself.
Not everyone has the same goals as you.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: LK on January 04, 2007, 09:40:16 AM
You used to be able to turn in Battleground tokens for experience, but they've since been removed, so you can't level up via PvP.  There are actually a group of players that appreciate being unable to level your characters while PvPing.  I have a friend who keeps a character specifically at Lv. 29 and runs battlegrounds at that level, because to him and the people he plays with, the game feels much more balanced in the area.  Hence why certain blues at that level can sell for a good amount of gold.
Yes, but then why we don't really SUPPORT those choices and make them part of the game?

Why not players delevel characters dynamically to the max cap of the zone and PLAY WHEREVER THE HELL THEY DESIRE?

In DAoC, after a long time, they added slash commands (because DAoC is still one of those games who still relies heavily on those prehistoric slash commands) to stop gaining xp and rps, but they still don't allow to delevel your character and go play in lower level BGs.

There's another thread on this forum where people wrote than only a FEW BGs are active. This means that the BGs in DAoC are playable only in the case the level of your character matches the level of the BG that has some players in it. If instead characters could delevel and move freely between every BG you could have the possibility to move in the zone that has some activity and have some fun. Instead of being locked out.

If your character is at level 29 but the level 29 BG is empty, you could delevel to 20 and enter that BG, that maybe has lots of players playing.

Probably because it's a lot of work both programatically and design wise to figure the best way to delevel a character, try to figure out how to get the equipment formulas to work with all the possible variations (A Lv. 20 with Tier 1!), redoing spells and combat formulas (which in WoW isn't feasible for all classes.  Sure, you could deny access to higher ranks of spells, but Rogues for instance do not have multiple ranks of their abilities), then making sure the character can come out of this temporary status change in one piece without completely fricking up the character data.  Then there's if this type of functionality even works with the base of your game engine, which unless it's a part of your core design, I will assume in most cases that it's not, and that really weird things will happen if you temporarily de-level a character.

I understand what you want to see: levels separate people, let's all play together at the same level.  But the fact is an RPG is about character progression.  The more you play, the more powerful your character becomes (in most cases).  I know you want someone who's played the game for a month to be able to play with their buddy who just started using the same characters, but an entirely separate system would need to be designed and implemented separate from the leveling mechanic to get that to occur, and you might as well be playing a different game at that point.

Instead of all of this talk about de-leveling, consider something like this: When you enter a battleground, you no longer are playing the character you've raised.  Everyone is the same level, has the access to the same set of abilities, and the same set of equipment.  Now you're playing pretty much any multiplayer online first person shooter except with a different game type.  But the character you've raised is such a central part of the MMORPG experience that accounting for all the scenarios may not be worth the time and effort balanced versus content production and satisfying the masses.

Ideally what you want needs to be integrated from the start, but the leveling progression is already a tough thing to get right.  City of Heroes had that sidekick system, right?  How did that work out?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: LK on January 04, 2007, 09:45:28 AM
The basic difference between DAoC and WoW is that in DAoC the BGs are persistent.

And trust me, persistance is a dirty word in instanced battlegrounds.  The original Alterac Valley was supposed to be a persistant environment, but many design problems arose that eventually lead to the scrapping of the idea.  To be fair to both sides who are competing, you need a good reset condition, and nothing serves this better than to end the battleground after a victory condition has been achieved by one side.

If you have a PvP world where one side has completely conquered the other sides territory or had a huge population advantage that influenced the outcome of the match, who would play the losing side?  This is why systems like Chromehounds and Planetside don't work out so well.  What incentive is there to start a game where you are already at a disadvantage? I think most people would go looking for another game to play.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 04, 2007, 09:47:50 AM
> But the fact is an RPG is about character progression.
The sooner we can put a bullet through the head of this idea the better.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 04, 2007, 09:52:46 AM
Not everyone has the same goals as you.

I would think that they do have the same goals as I do in any game: to have fun.  Granted, everyone's idea of fun differs. 

Was this supposed to be a jab?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 04, 2007, 09:55:04 AM
Probably because it's a lot of work both programatically and design wise to figure the best way to delevel a character, try to figure out how to get the equipment formulas to work with all the possible variations (A Lv. 20 with Tier 1!), redoing spells and combat formulas (which in WoW isn't feasible for all classes.  Sure, you could deny access to higher ranks of spells, but Rogues for instance do not have multiple ranks of their abilities), then making sure the character can come out of this temporary status change in one piece without completely fricking up the character data.
In fact we are discussing in this thread hypothetically for Warhammer. When you build a new game you can plan things to achieve what was hard previously.

About spells: not much work. Spells and skills are already "leveled", you just strip what is above the cap. Instead it's important to design a flexible UI where you can save "templates" and not being forced to rebuild your skill bars every time your character is deleveled. But it's a problem entirely solvable.

About gear: in my idea there was a "recruiting office" for a reason. A sword is a sword, it doesn't scale. But every time you go to a recruiting office to delevel your character you can access a "deposit" where you can go drop your current gear and grab the appropriate pieces for that zone. And if your deposit is currently empty, then the clerks of the office would hand you a basic PvP outfit for your class so that you don't have to go in naked.

Actually in my idea there would be separate advancement paths in every zone. So that you can then go to the recruiting office and they would give you special PvP sets (the "trophies" I explained earlier on the thread).

Quote
Instead of all of this talk about de-leveling, consider something like this: When you enter a battleground, you no longer are playing the character you've raised.  Everyone is the same level, has the access to the same set of abilities, and the same set of equipment.
Then play an FPS, or Dark Messiah.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: LK on January 04, 2007, 09:55:54 AM
> But the fact is an RPG is about character progression.
The sooner we can put a bullet through the head of this idea the better.

An RPG without the stereotypical gameplay that's come to be associated with it would be an adventure game, right?

Character progression can mean more than leveling.  It can mean the emotional development of the character as you progress through the story.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: AlteredOne on January 04, 2007, 10:10:38 AM
The basic difference between DAoC and WoW is that in DAoC the BGs are persistent.

And trust me, persistance is a dirty word in instanced battlegrounds...To be fair to both sides who are competing, you need a good reset condition, and nothing serves this better than to end the battleground after a victory condition has been achieved by one side.

For a more persistent version, I would love to see an alternative model where dominance in RvR/battlegrounds leads to SimCity-style "disasters" which challenge the dominant team.  Suddenly a dragon swoops down to pick members of the dominant side, or an earthquake knocks huge holes in your keep walls...  This would be particularly interesting in a PvP "world" game, where it is possible to invade enemy realms.  The right balance would be achieved by making it extremely difficult (scaling up to impossible) to take and *hold* an enemy homeland.  Hence it would be fun to attempt, but ultimately could not be sustained for various "logistical" reasons.  And of course, you need safeguards to ensure that certain areas are immune from pillaging, as it's never a good idea to have enemy realms slaughtering newbie players in the starting areas.  The challenge is making PvP both accessible and rewarding, without making it an elitist pursuit dominated by catasses.  Not having seen the new WoW "world PvP," it's hard for me to say whether they are hitting the right balance.

FYI the persistence of DAOC BGs causes some serious problems, as one side tends to take and hold all of the landmarks.  At its worst, the undermanned realms are trapped in their portal keep, farmed by the dominant "zerg" waiting for anybody to emerge.  This is why most DAOC BG lovers either roll stealthers who can avoid those situations, or have alt characters in multiple battlegrounds so that they can find one with a good fight.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 04, 2007, 10:31:02 AM
FYI the persistence of DAOC BGs causes some serious problems, as one side tends to take and hold all of the landmarks.  At its worst, the undermanned realms are trapped in their portal keep, farmed by the dominant "zerg" waiting for anybody to emerge.  This is why most DAOC BG lovers either roll stealthers who can avoid those situations, or have alt characters in multiple battlegrounds so that they can find one with a good fight.
I had an idea for these kinds of situations where you could access some underground tunnels and reemerge in various points of the map.

But is this really a problem? I always liked these situations because they usually don't last for too long and you can still fight and have fun both in attack or defense.

What sucks is that you never gain any points in these situations because everyone results "recently ressurrected". Solve that problem and I doubt the players would complain about battles close to the home keeps. They are fun and they don't last too long because you can force easily who attacks to eventually retreat.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 04, 2007, 10:59:37 AM
As much as it pains me to say, most of the BG warriors in DAoC play there because they aren't competitive in the endgame.  I guess it's a self-sorting way of ensuring people get the level of competition that suits them. 

This is true, but if all those people could skip the grind, then they would be competitive in endgame rvr, because endgame rvr would be populated by people like them. Much as it was in the early years of daoc.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 04, 2007, 11:02:36 AM
> But the fact is an RPG is about character progression.
The sooner we can put a bullet through the head of this idea the better.

An RPG without the stereotypical gameplay that's come to be associated with it would be an adventure game, right?

No - an adventure game would be a story based game.


RPGs are about playing a character - and usually developng a character. Not always through a ladder of abilities each one strictly better than the last.

However, Dikumuds *are* about linear & vertical character progression. And WAR is a Dikumud first and foremost.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 04, 2007, 11:49:30 AM
This is true, but if all those people could skip the grind, then they would be competitive in endgame rvr, because endgame rvr would be populated by people like them. Much as it was in the early years of daoc.

I don't buy this argument at all.  It took longer back then to reach level 20 and enter the frontiers than it does to get to 50 and outfitted now. The "grind" today is almost non-existent, especially for established players... which comprise 99.9% of the current playerbase.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 04, 2007, 12:07:09 PM
Not everyone has the same goals as you.

I would think that they do have the same goals as I do in any game: to have fun.  Granted, everyone's idea of fun differs. 

Was this supposed to be a jab?
No. Was your statement a jab?  Sounds like you said people who prefer the BG are just settling for the BG because they couldn't hack it in RvR.  By goal I meant strategy to have fun.

To have fun in PvP, my goal is:
a) ruin someones day.
b) punish someone.
c) gain recognition from my peers.
d) test myself against my peers.
e) get my team to overcome our enemies.
f) participate in varied combat against people.

The list is ordered is order from what I least identify to what I most identity with. I am sure their are other reasons also.  I sure other could article the desire for PvP politics and world building.  Maybe we can make a chart for PvP motivations.  Since I play more value on (f) I like the battlegrounds because you place more value on (e) you would prefer RvR.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 04, 2007, 12:14:30 PM
No. Was your statement a jab?  Sounds like you said people who prefer the BG are just settling for the BG because they couldn't hack it in RvR. 

My statement was not a jab, it was a statement based on observations over the past 4 years or so that the BG's have existed.  People that are successful in endgame PvP rarely play in the BG's.  Sure, they do it on occasion but it's certainly not the norm.  If you play in the bg's for an extended period of time you'll see exactly what I mean.  The level of ability among BG players is recognizably lower than in the endgame.  Especially among the solo or 8v8 circles.  This is what makes the BG's more fun for the masses.  The level of competition is softer so it's easier to be successful (meaning many have more fun).

Personally, my fun in the game comes from fighting the best players on the server.  Even if I lose every fight, I enjoy the challenge and often learn a good deal about strategies to help me be successful in future encounters.  I like fighting the "elite" players without being one myself... it makes the wins so much more enjoyable. The gear that I pvp in is FAR from the best and my suit is no where near perfect yet I'm still very competitive.  That's what I appreciate about DAoC: Your play and ability to react to situations matters as much or more than your gear in the endgame.  Especially on the Classic servers.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 04, 2007, 12:56:49 PM
It's not wrong to separate endgame RvR skill from BG skill. Again it's back to sports analogy. BGs are sport. RvR are those seeking more immersion. WoW really doesn't have the latter. DAoC does but doesn't have a zillion players either. A good game can be designed to attract both. Maybe WAR will.

Quote from: Hrose
Why not players delevel characters dynamically to the max cap of the zone and PLAY WHEREVER THE HELL THEY DESIRE?
Because along the way you arguably de-compel the advancement of other characters. Why bother hitting level 60 if the most fun you have is at 39? Without that compulsion to keep pushing forward, people are just having "fun". And fun does not retain unto itself without the compulsion to keep moving forward, because people can go off and have amply fun for free.

Quote
My idea for WoW "world" PvP was to use "hotspots" working like magnets. You gain honor points from killing other players only at a radius from the hotspot. The more you fight closer to the hotspot the more points you get.
How do you balance the sides though? Unless you disregard faction in these areas, it's a numbers game, and includes such ugliness as those out of battle adding to it, people exploiting zone limits, etc. I would like to see a real attempt at relevant world PvP, but we only need to remember back to the days before BGs, and the "world PvP" that exists today to see the problems. It's the very essence of why BGs are instantiated in the first place (among other things, like the polished-content thing you noted).

WoW isn't about compartmentalizing PvP and PvE. It's about compartmentalizing activities altogether, by compelling people into or away from areas. But there are some things that need absolute boundaries or you end up with a few players being able to ruin the game for a lot. This is why instantiation has become a solution for the genre, both PvE and PvP. You cannot guarantee that the people you want in an encounter are the people who show up. So you have to incorporate ways for that group to get what they want while not being affected by those who just want to grief and exploit.

Quote from: AlteredOne
For a more persistent version, I would love to see an alternative model where dominance in RvR/battlegrounds leads to SimCity-style "disasters" which challenge the dominant team
Yes. You can do this right so that the dominating player can get perks from winning the RvR/BG while suffering the penalty of such dominance elsewhere. It doesn't need to be world cracking or anything.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 04, 2007, 01:00:29 PM
See different goal.  I will play less optimal builds for fun.  I go off and attack things I shouldn't to entertain myself.  I am have had a fair amount of success competing with the best before but it wasn't much fun.

>If you play in the bg's for an extended period of time you'll see exactly what I mean.
I think we have covered all the reasons why that ain't going to happen even if I am interested in how the new frontiers layout works.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: AlteredOne on January 04, 2007, 01:22:05 PM
My statement was not a jab, it was a statement based on observations over the past 4 years or so that the BG's have existed.  People that are successful in endgame PvP rarely play in the BG's.  Sure, they do it on occasion but it's certainly not the norm.

When "success" in endgame PvP equates to massive time commitments, lots of decent players look elsewhere.  I cancelled because it's hard to find solo fights in real RvR, with an infant I don't have the time to run with a regular 8v8 group (going afk mid-fight for a screaming baby gets groups pissed off), and the old-school zerg siege fights are harder to find (although I hated them anyway).  Personally I had an RR7 and a few RR5s, but I preferred BG play.  Especially the BG stealthers tended to be twinked and smart, good competition.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 04, 2007, 01:29:40 PM
When "success" in endgame PvP equates to massive time commitments, lots of decent players look elsewhere.  I cancelled because it's hard to find solo fights in real RvR, with an infant I don't have the time to run with a regular 8v8 group (going afk mid-fight for a screaming baby gets groups pissed off), and the old-school zerg siege fights are harder to find (although I hated them anyway).  Personally I had an RR7 and a few RR5s, but I preferred BG play.  Especially the BG stealthers tended to be twinked and smart, good competition.

It sounds like we played a different game.  I don't commit much time if any... far less than people playing WoW that I know.  I enjoy as much or as little PvP as I like and I'm competitive with almost no cost up front.  The game is so different than it was in the past that the barrier to entry is lower than about any mmog available.  I agree that there are some good players in the BG's, they just don't present the same challenge.  Beating a well-played rr8 stealther at rr3 is a greater challenge than anything I've ever found in the BG's.  Doing it with mediocre (dare I say cheap) gear is even more fun. 

Seems like we play for similar reasons with similar playstyles... it's interesting that we see things so differently. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Shapechanger on January 04, 2007, 01:33:41 PM
Quote
Something I've been asking myself lately that I haven't been able to answer is this: are the battlegrounds (wow, in this context) fun because they have predefined objectives and win/loss criteria (which limits the amount of time required by a particular battleground), or are they fun because they focus players into one area?

For me this answer differed from the other replies.

I didn't play it for either reason, perhaps because I came from DAoC and preferred that playstyle.  I played the BGs because I play to PvP, not to PvE.  And a long tread through PvE just to fairly PvP is tortorous to me.

As such, I would play in the BG.  With a BG character, when you are done with gear, you are done.  No new gear comes out every few months to invalidate what you did.  You get your set, and you go play.  Because WoW BGs had such a horrific twink problem, you'd carry a normal set of gear and weapon and items, and a twink set.

I liked that better because I didn't have to keep racing with the Jones' over gear, creating more and more PvE debt against my PvP time.

Developers never give 2 holy shits about the low level game.  When you play the low level game, you find a lot of more mature older players who also have families and schedules to be responsible for - and as such they know their limits and participate in an area where it works for their schedule.  The low level game where when a character is done it is done for a long time to come.... and the only Jones' you have to keep up with is having a good time.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Daeven on January 04, 2007, 01:34:12 PM
> But the fact is an RPG is about character progression.
The sooner we can put a bullet through the head of this idea the better.

Yes please. In the original Traveler RPG? Character advancement stopped after character creation. "Doing stuff" was more important that "advancement mechanics".

And for bonus points you could fall out of an airlock and die during character creation.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 04, 2007, 01:46:38 PM
Developers never give 2 holy shits about the low level game. 

They do in CoX.

With the result that it is the only game I'm aware of that maintains a healthy amount of level 1-10s playing to have fun, rather than just to power through to higher levels.


The low level game can be fun and can keep your vets interacting with the newbies. But you need to keep adding just as much new shiny to levels 1-10 as to 40-50, I suspect adding new classes every few patches helps a bit too (though CoX classes are more like DAoC spec lines). Whether someone can make that work in a PvP game would be interesting to see.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: AlteredOne on January 04, 2007, 01:49:08 PM
Seems like we play for similar reasons with similar playstyles... it's interesting that we see things so differently. 

Probably just a personality thing.  I really couldn't stand playing a stealther past the BGs, hard to explain why.  For big-boy RvR I preferred tanks, but eventually I reached a point where I couldn't get decent pickup groups on a tank (whereas my SI-era hero got RR7 way back in 2003), and as I'm sure you know the zerg siege game is horrible for tanks.  Looking back on it, I probably should have just bit the bullet and made a 50 infilltrator, especially since my wife's legendary alchemist would have kept me nicely stocked.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 04, 2007, 02:45:10 PM
I only saw this today.

Linky (http://www.mmognation.com/2006/12/14/warhammer-online-telephonically-speaking/)

Quote from: MMOG Nation
The fine folks at Kohnke Communications set up a teleconference to pass on some information about Warhammer Online. It was … an experience. On the Kohnke end, things were run by the ever-friendly Eddiemae Jukes. EA-Mythic offered up Senior Producer Jeff Hickman and Design Manager Paul Barnett to answer the questions submitted in advance by the press folks.

They’ve worked together before, and it was very obvious. Jeff referred to himself as the ‘fun’, while Paul is the ‘fact’. That was … pretty much the way of things, though I wouldn’t call Jeff’s presentation boring. Between the two of them, they talked extensively about the Realm vs. Realm combat, and got into a little bit of what makes Warhammer very much *not* World of Warcraft.


I’m not sure that the differences between the two games are a slam dunk at this point, but I walked away from the call with a distinct increase in respect for the title. Which, of course, is exactly what the purpose of the call was. I’m going to admit to ignorance on my part with some of the game’s nuances, prior to the call. Halfway through I hopped online and found that some of the details they were handing out were easly accessible on their website. So. Shame on me.

They began by talking about their ‘Public quest’ system. Instead of going to NPCs for quests, you are given quests automatically by entering an area of the world. ‘As you come into the public quest area, you are given the quest, everyone gets the quest, everyone participates at the same time’. I like this idea, insomuch as it removes some of the book-keeping involved in what is (supposed to be) an entertaining experience.

Their stress when talking about quests was on the violent, epic nature of the world. Paul Barnett put it like so: “What am I going to do in most games? ‘Get killed by an eight-year old finger ninja.’” Instead, you go and do ongoing quests that captures the spirit of the game right from the starter village. They were very high-level here, and despite their example of ‘a giant coming to smash up the town’ (which sounds entertaining) I’m not sure I buy ‘epic from the get-go’. I’ve yet to play a fantasy MMOG that didn’t have me killing rats at the start of things. Here’s hoping though, right?

“What did you learn from DAoC that you’re bringing to WAR?” Their off-the-cuff funny answer was ‘everything’. Specifically, and obviously, realm vs. realm combat in DAoC is the basis for that functionality in Warhammer. Jeff refers to DAoC in the past tense. It ‘was’ very successful. Mr. Hickmans sounds like he’s moved past Camelot. RvR in Warhammer, meanwhile, will have ‘four levels of RvR’, with many places and ways to participate. They touch on this more later, and this really does seem like it will be a defining feature for the game.

They briefly discuss Guild management. Most games they (rightly) claim, have pretty crappy guild support. Again, they’re basing everything on what they’ve learned from Dark Age. DAoC really does get this right, so I can’t see that they’re blowing smoke here.

They touch on the game’s diversity of character classes. They have ‘about 44 classes in DAoC’. This, they say, was very hard to maintain, but very rewarding. They’re bringing that to WAR, with 24 classes. Each class has a defining mechanic, and each race has its own unique classes. Mmmm… That’s a lot of classes. I never understood DAoC’s obsession with lots of classes, actually, but if they say it’s rewarding I guess that’s their bailiwick. To my mind, it seems likely to introduce confusion amongst the playerbase.

“How are you addressing the MMOG Grind?” Paul took this one, and went off on a (very British) rant about how ‘naf’ is the usual newbie experience a MMOG offers. Their goal: Make it fun from the beginning. If you have to get ten pelts, just kill ten wolves. More impressively, they claim that the war (RvR) is everywhere, even in the starting village. Players who are interested in PvP won’t have to wait to get to it; the war will come to them. Paul claims that players can experience Warhammer on many levels, and goes on to cite all four Bartle types (thought not by name) as having things to do in the game. It was a very entertaining rant, but avoiding the grind is very hard to get right.

“What’s compelling for a casual player?” The game is meant to be accessible for both PVE and RvR. Playing only once a week will still be fun, as you’ve got ‘fast action’. While I could see this being true about RvR stuff (especially after later comments), how is this game’s PvE going to be fundamentally different enough to offer the super-casual player a rewarding 2 hour experience?

Paul takes a moment to talk about the tone of the world, which he describes as very very dark. “Not spitting babies on sticks and rolling them in salt, or blowing out the torch dark.” This is a dark, grim world, with dark humor, in a perilous time. He apparently bangs his hands on the table and shouts ‘Darker Darker Darker’ to inspire the troops. It’s interesting to hear him talk like this. As far as I know, there’s no word of what rating they’re aiming for, but unless they’re going to be joining Conan in the ‘Rated M’ category I can’t imagine they’ll be able to fully follow through with some of the ‘darkness’ they describe here.

“How deep is the character system?” 6 races. Most of the races have two sexes. (Greenskins are orcs and gobbos.) As characters get more powerful, they start to look distinctly different (dwarven beards get longer). Even if a player has no equipment on, you’ll be able to tell the difference between a 1st and a max-level character. You can further customize your character during gameplay, by acquiring trophies. They’ll be discrete items you can actually place on your character somewhere. Trophies will be acquired from quests, from events, etc. There’s a screenshot on the website that seems to show a dead cat hanging from a player’s belt. This is one area I simply can’t find anything to complain about. Extra character customization is something you can never put ‘too much’ into, I think. Paul broke in and said “The goal is to be able to line up 10 different orcs, all of the same level and of the same class, and to have each and every one of them look different.”

“Character Class + Race = Different?” Every race has different classes associated with it, and even though some classes might seem similar, their hope is that they’ll be different ‘enough’. IE: Once you’ve played through the game with the Orcish tank, you can turn around and play the Dark Elf equivalent without saying ‘gaah this is exactly the same.’ Another admirable goal … but really, how many different ‘ways’ are there of soaking up damage?

At this point they went into the different ‘levels’ of RvR combat. I have to admit, I find their ideas compelling.

Skirmish RvR = Each zone has an RvR area, as well as PvE areas. You’re flagged just by entering the area. Your goal is to kill the other guys. Real basic, nothing fancy.

Battlefields = Objectives within Skirmish areas that are focal points for combat. A tower on a hill, can be claimed for the realm.

Scenarios = Story points within skirmish areas. Instanced. “Evenly matched point-based combat.” Enter the lobby, get matched up with others from your realm to fight the other side. This sounds exactly like what WoW calls battlegrounds, but they were quick to stress there is no CTF or other gameplay types: you’re killing the other side and taking their territory.

All three of these plays into the overall campaign (the ‘fourth level’ of RvR). The different nations and races face off against each other over their commonly held borders. While everyone can fight the opponents of both sides, some fights will have an extra ’something’ to them. They’re working on making racial conflicts somewhat like football rivalries. Minnesota vs. Wisconsin == Dwarves vs. Orcs, for example. By participating in Battlefields and Scenarios, you can ‘own’ zones, and ‘push the enemy back’ from their territorial lands. If your side works hard enough, you can capture the capitol city. You can even ransack the city, kill the citizens, and capture the king. The king can be taken back to your capital city, where players can buy rotten tomatoes to throw at him.

They went on to say that, if one side is good enough, this state could be kept up for quite a while. Just the same, the capitols themselves will be very hard to keep for a long time. The goal is to make the losing side suffer, but not to make their gameplay experience miserable. There are lots of ways in which capitols fight back (guerilla missions?), and holding one for an extended period of time will be quite a feat.

I never had the chance to fully get into the RvR offered by Dark Age of Camelot, but all of this sounds quite exciting. Even if half of the things they’re promising make it into the final game, it would be very different than most of the other massive titles I’ve played. I’m showing my lack of experience here; DAoC was just not that big a deal for me. I’m skeptical and all (of course), but still … sacking capital cities? It makes me want to drink the kool-aid.

“What rewards will RvR offer?” - According to Jeff, it’s not possible to split out RvR rewards from their compatriots on the PvE side. Everything you can get from fighting mobs is obtainable by killing other players. You can earn XP, level up, and even get loot. The items are looted off of dead players, but aren’t ‘from’ the dead players. Players will apparently have their own loot tables. This is completely awesome, and is something I’m eager to test out. I’ve had more than my fill of whomping rats, thanks. If I could have played Arathi Basin for quest xp, I would have been in that queue from logon to logoff.

The idea of griefing comes up, and their response is succinct: “As long as there is still skill involved in taking on another player, you can fight. If there is no challenge in killing a player, or too much, you can’t do it.” A level 40 character in a level 10 zone just wouldn’t be flagged; he doesn’t belong there.

They talk a bit about the size of the game, and state at launch they’ll have 33 zones, 6 capitol cities, 3 PvE dungeons, one big RvR dungeon (what’s that going to be like?), and ‘bazillions of scenarios’. They’ve obviously put a lot of effort into the scenario part of the game. They certainly seem popular in WoW, so no reason to think they won’t work in WAR.

Things are kind of wrapping up and Paul goes off on a tangent about “Playing the game how you want to play it.” IE: Killing members of a guild take their banners, putting the banners on your walls as trophies. Kill people, take their heads, putting them on your guild banner and wave it around. He was a big fan of the “I’m better than you” moments in gaming.

My overall impression: Impressed. I really wish I’d had the chance to play around with the game at GenCon this year. My summer was ‘naf’ to borrow a term, and I never had the chance to set up a PR appointment before hand. My bad, and now it looks like I really missed out on the chance of seeing something different. I still agree with the folks who say that WAR *looks* like WoW, but it definitely seems to have sufficiently different elements so as to set it apart from it is popular predecessor.

If nothing else, the idea of leveling up through the game via PvP (but having the option of not doing so) is the best thing since … Shadowbane.  Good game or not, here’s hoping the conflicts between the greenskins and the dwarves have a bit more staying power.

Thanks to Jeff, Paul, and Eddiemae for the interesting hour. I definitely learned a thing or two, and I’ve finally got a fantasy MMOG to add to my list of games I’m looking forward to. Good show.

I quoted the whole thing because a lot of the quotes were new, to me anyway.  It's long but worth a read if you are interested in WAR.

This is the bit I liked best and it's the first time I have seen it confirmed "The items are looted off of dead players, but aren’t ‘from’ the dead players. Players will apparently have their own loot tables".  I just hope the loot tables are actually based off the level, race and class of the defeated player.  It would also be nice to have the loot tables partly based on the items that the defeated player is carrying, a sort of cloned carried item might drop, but they would need to consider how to tackle the obvious exploits that type of system would introduce.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 04, 2007, 02:52:01 PM
Thanks for the post.  Having played DAoC since beta, this is one title I've been waiting for.  The text above reads well... I'm just too jaded to believe it will play as well as it reads.  I hope they prove me wrong, but it's going to take some convincing.

I like the trophy ideas.  I like the fact that you'll be able to differentiate people by appearance.  I like that players too high for an area won't be flagged (though I worry about the blue healer phenomenon etc.).  Giving players bragging rights that don't imbalance play is a great direction. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Trippy on January 04, 2007, 03:00:41 PM
Developers never give 2 holy shits about the low level game. 
They do in CoX.

With the result that it is the only game I'm aware of that maintains a healthy amount of level 1-10s playing to have fun, rather than just to power through to higher levels.
That's cause in those games there's not a lot to do once you hit 50 that's different from what you were doing 1 - 49 and no meaningful form of character advancement other than perhaps collecting HOs (no, badge collecting doesn't count unless it's an accolade).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 04, 2007, 03:07:37 PM
Quote
Skirmish RvR = Each zone has an RvR area, as well as PvE areas. You’re flagged just by entering the area. Your goal is to kill the other guys. Real basic, nothing fancy.

This continues to worry me.

It implies there are areas where a dwarf can stand next to an Orc and they can't kill each other. And if they they can stand in the same PvE zones they can probably talk/trade.

They *might* mean that the structure is....

Dwarf PvE   /  RvR /   Orc PvE

With '/' being a barrier which is impassable by the opposing race (possibly movable through some RvR mechanic).  Which would make it all ok again.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 04, 2007, 03:11:34 PM
This is the first time, I think, they stated how the 4 level of PvP fit together.  They are going to protect newbs the same way WoW PvP servers do.  Interesting how they are going make you go out to PvP areas to enter Scenarios, I suppose thats to get slackers like me to Skirmish and do public quests while I wait.

That article is worth it's own thread.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 04, 2007, 05:11:25 PM
But you need to keep adding just as much new shiny to levels 1-10 as to 40-50
I'm a strong supporter of this and it's also why I'm for "sandbox" games that move away from a strictly linear progression. Too many designers forget that the game should be considered as a whole and being worked on every part. Not just the last, newer bit.

Quote
They began by talking about their ‘Public quest’ system. Instead of going to NPCs for quests, you are given quests automatically by entering an area of the world. ‘As you come into the public quest area, you are given the quest, everyone gets the quest, everyone participates at the same time’. I like this idea, insomuch as it removes some of the book-keeping involved in what is (supposed to be) an entertaining experience.
This is something already in DAoC. So it's really nothing amazing or interesting, as what matters is how these quests actually work and how they connect to the structure of the game.

It may as well suck greatly, think for example if these public quests are nothing more than massive grinds that yield almost zero benefits. Knowing Mythic and similar features added to DAoC this may as well become a system completely ignored by the players. So, if relevant or not, depends on how they do it.

They are just saying that when you enter "Alterac Valley" then the quest to go kill the other faction general opens up in your quest log (or control the mine, or save your generals, or pick up armor scraps). I don't see this as a relevant innovation.

Quote
“What did you learn from DAoC that you’re bringing to WAR?”
Well, I'll let them speak for themselves: "Scenarios offer different game play, ranging from Deathmatch to Capture the Flag to Assault."

That's what they seem to have learnt from DAoC.

Quote
Paul takes a moment to talk about the tone of the world, which he describes as very very dark. “Not spitting babies on sticks and rolling them in salt, or blowing out the torch dark.” This is a dark, grim world, with dark humor, in a perilous time. He apparently bangs his hands on the table and shouts ‘Darker Darker Darker’ to inspire the troops. It’s interesting to hear him talk like this. As far as I know, there’s no word of what rating they’re aiming for, but unless they’re going to be joining Conan in the ‘Rated M’ category I can’t imagine they’ll be able to fully follow through with some of the ‘darkness’ they describe here.
In particular after they released the first screenshots and it was obvious that they were aiming for WoW lightweight mood instead of the mean face of the Warhammer world.

I have to say their graphic style improved a lot, and one thing I don't have any problem to say is that Mythic has some of the VERY BEST artists out there. I also like a lot the more realistic loot of the armor. More metal, iron, leather, wood, skulls, sharp stuff. Realistic stuff, not the exaggerated, plastic-like style of the gear in WoW.

Quote
Scenarios = Story points within skirmish areas. Instanced. “Evenly matched point-based combat.” Enter the lobby, get matched up with others from your realm to fight the other side. This sounds exactly like what WoW calls battlegrounds, but they were quick to stress there is no CTF or other gameplay types: you’re killing the other side and taking their territory.
See the quote above: "Scenarios offer different game play, ranging from Deathmatch to Capture the Flag to Assault."

It is taken from an interview that is two weeks old at max.

But really, and in particular to Artur Parker, this says NOTHING new. The whole thing is just a patchwork of things that they revealed long ago mixed with a bunch of claims not backed up by actual explanations about how they intend to accomplish some of those goals.

By the way, I also think the 33 zones are not "real". I wrote about this months ago on my site but the suspect is that they count the starting zones twice. For example you start in the dwarf zone and at the other side there's the greenskin/orcs zone. They count this zone as two (one for dwarfs, one for greenskins).

So, in theory, for the single character:
- tier 1: 3 zones
- tier 2: 3 zones
- tier 3: 3 zones
- tier 4: campaign (divided into 9 contested zones and 6 capitals)

Basically for each tier there's one PvP zone. With the possibility to travel to the other battlefront (so three zones in total).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 04, 2007, 05:16:47 PM
This is the first time, I think, they stated how the 4 level of PvP fit together.
Nope (http://www.cesspit.net/drupal/node/1349), and we discussed this even on this forum in a thread opened by Arthur Parker ;)

It was way back just after the E3. There have been no real news since then.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 04, 2007, 08:04:55 PM
Ya, I have seen that picture, but I wasn't sure what the circles where.  It looked to me like it was campaign and the circles were scenarios.

I find it humorous that they would use "skirmish" as a euphemism for random PKing.
Quote
They talk a bit about the size of the game, and state at launch they’ll have 33 zones, 6 capitol cities, 3 PvE dungeons, one big RvR dungeon (what’s that going to be like?), and ‘bazillions of scenarios’. They’ve obviously put a lot of effort into the scenario part of the game. They certainly seem popular in WoW, so no reason to think they won’t work in WAR.
‘bazillions of scenarios’ has me wondering how they are going to handle lobbies.  What if there isn't anyone in the opposing lobby because they are in a lobby of a different scenerio. Both fight NPCs?  Not a fan lobbies, but if you don't have to wait too long it is okay. At least with a bunch of scenerios, hopefully there will be variety.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 05, 2007, 12:44:05 AM
But really, and in particular to Artur Parker, this says NOTHING new. The whole thing is just a patchwork of things that they revealed long ago mixed with a bunch of claims not backed up by actual explanations about how they intend to accomplish some of those goals.

This is the first place I have read that players will have their own loot tables.  It's been said before that you can gain items in pvp but the system they intend to use might have been purely via pvp quests rewards.  So the idea that you can enter a pvp area, kill someone and loot their corpse to generate a reward item is new.

This is the 2nd item in the past few months you have commented on something I have quoted and linked to and said "there's nothing new!", maybe that's fine in your language but it's starting to piss me off.  If you don't find it interesting, skip it and stop saying "that's not new!" you said it before and it's annoying, I'm not trying to entertain you.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 05, 2007, 02:01:12 AM
Quote
By the way, I also think the 33 zones are not "real". I wrote about this months ago on my site but the suspect is that they count the starting zones twice. For example you start in the dwarf zone and at the other side there's the greenskin/orcs zone. They count this zone as two (one for dwarfs, one for greenskins).

Given that the only thing that really defines a zone these days is the shiny and the name, it's as real as any other definition.

If the first area is made up of three areas delineated as clearly as Forest Sauvage and the PvE zone next to it, then I'd happy to think of them as zones.


Another question the whole zone and race structure asks is 'how do you do expansions?'

You do not want to add more pvp zones, because spreading the population breaks pvp. But building such a strong rvr focus and then saying 'oh it's a pve expansion' seems odd - plus the inevitable new races need a battlefront.

Adding new races is also hard, because with classes tied explictly to a single race, you need 4  new classes for each new race (maybe you can get away with 2 or 3 and copy 1 or 2 from another race?), and you'll need to add a race to both sides.

So to do the obvious first expansion 'add a new area, and a new race for each side' in the most straightforward way would require 2 races, 8 classes, a 33% increase in PvP landmass, and the equivalent of 11 new zones of PvE content, just to fit in Skaven/Bretonnia or Wood Elf/Chaos Dwarf.

The races themselves and the pve content aren't a problem, but you can't go on adding PvP landmass indefinitely, and adding 8 classes a year is...  very brave.

Maybe they'll just add new races to existing battlefronts (Wood elf joins high elf, chaos dwarf joins chaos) - then you can maybe add a one or two new classes available to both races on that front.


Or maybe they'll realise that 2 is wrong number of realms and add tomb kings as a third - Hah! I wish.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 05, 2007, 02:16:35 AM
Another question the whole zone and race structure asks is 'how do you do expansions?'

You do not want to add more pvp zones, because spreading the population breaks pvp. But building such a strong rvr focus and then saying 'oh it's a pve expansion' seems odd - plus the inevitable new races need a battlefront.

Adding new races is also hard, because with classes tied explictly to a single race, you need 4  new classes for each new race (maybe you can get away with 2 or 3 and copy 1 or 2 from another race?), and you'll need to add a race to both sides.

So to do the obvious first expansion 'add a new area, and a new race for each side' in the most straightforward way would require 2 races, 8 classes, a 33% increase in PvP landmass, and the equivalent of 11 new zones of PvE content, just to fit in Skaven/Bretonnia or Wood Elf/Chaos Dwarf.

The races themselves and the pve content aren't a problem, but you can't go on adding PvP landmass indefinitely, and adding 8 classes a year is...  very brave.

Maybe they'll just add new races to existing battlefronts (Wood elf joins high elf, chaos dwarf joins chaos) - then you can maybe add a one or two new classes available to both races on that front.

If you check Daeven's comments about Skaven it's about zone control changing hands and warpstone, his comments are immediately before Mark Jacobs decided to reply here for the first time.  It's about a year from release and we know Skaven will be one of the first two new races added, so I'd guess Mark is thinking along the same lines and maybe starting to sketch in details to his expansion plans, it would probably be better to add the next two races without adding another battlefront of 11 zones for the population spread reasons alone.  Skaven live under every major city so it makes sense to add them to existing zones if there are advantages in doing that.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 05, 2007, 04:49:55 AM
This is the 2nd item in the past few months you have commented on something I have quoted and linked to and said "there's nothing new!", maybe that's fine in your language but it's starting to piss me off.  If you don't find it interesting, skip it and stop saying "that's not new!" you said it before and it's annoying, I'm not trying to entertain you.
It wasn't an offense. Whether things are new or not is a fact, whether I find them interesting or not is subjective. I just said that those things weren't new.

Then you can continue posting what you want. They aren't new to me but they may be as well to other people.

About the number of zones. I'm not saying they are lying. It's just that I try to describe how things should work from the player's perspective, in particular for PvP.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 05, 2007, 05:13:37 AM
It wasn't an offense. Whether things are new or not is a fact, whether I find them interesting or not is subjective. I just said that those things weren't new.

If you can't link to a post on f13 confirming that items in WAR can be gained in pvp via loot tables based on defeated players then that information is "new".  That's a fact.

Then you can continue posting what you want. They aren't new to me but they may be as well to other people.

If you accept that the information might be of interest to someone, then there's no reason for you stating "that's not new!" every time I quote a WAR article is there?  Just accept the fact that not everyone else in the world creates a website just to stalk Mythic.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 05, 2007, 05:31:59 AM
It implies there are areas where a dwarf can stand next to an Orc and they can't kill each other. And if they they can stand in the same PvE zones they can probably talk/trade.
It depends on the zone design. If you funnel players like WoW does through world geometry, it won't be so obvious.

I like Zonk. He's experienced but not jaded, still able to maintain objectivity but with /. behind him able to get people talking too.

Quote from: Zonk
I never understood DAoC’s obsession with lots of classes, actually, but if they say it’s rewarding I guess that’s their bailiwick.
I never did either, same with SWG, same with AoC, same with EQ2 (both in the archetype days and in the post Pub 19 world). I understand players find open templates confusing, but I can't see 24+ classes being any less confusing either. There just aren't that many abilities required in these games, and therefore they're driving a system replete with specialists. Unless they duplicate abilities across a lot of classes, people are rightly going to feel fairly focused. The cornerstone of the play experience is what your character can do. Players know their characters well. If they see ahead of them an arduous grind just so they can try some other specialty, and then see they'd need to do that at least 15+ times to get the breadth of the game, they're just not going to.

What continues to drive my interest in WAR though is this: "Everything you can get from fighting mobs is obtainable by killing other players. You can earn XP, level up, and even get loot". That plus the three different types of PvP outlined previously do indicate something pretty different, sort of WoW PvP++. Just as long as I can find a class I like either in beta or I guess right at launch.

Quote from: eldaec
With the result that it is the only game I'm aware of that maintains a healthy amount of level 1-10s playing to have fun, rather than just to power through to higher levels.
It's been awhile since I played CoV, much less CoH, so I imagine you'll know this better than I, so I have a question:

How much of that "fun" is because the bulk of new and interesting abilities one gain from templates come before 14? Or is it more dependent upon the fact that the advancement-to-time ratio is much MUCH better in the lowbie levels? Or, is it because of the emergent experiences like costume parties, given that they could have shipped an entire SKU on the character-builder screen alone?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 05, 2007, 06:03:46 AM
Quote
How much of that "fun" is because the bulk of new and interesting abilities one gain from templates come before 14? Or is it more dependent upon the fact that the advancement-to-time ratio is much MUCH better in the lowbie levels? Or, is it because of the emergent experiences like costume parties, given that they could have shipped an entire SKU on the character-builder screen alone?

People in CoH really do play the 1-10 thing - it's not just costume parties.

Adding a single power in CoH can often substantially change the way a character is played - you don't just get strictly better versions as you level up, you get altogether new powers (generally more swingy and dramatic powers balanced by higher costs, but not just strictly better replacement powers).

So saying the bulk of new stuff comes before 14 would probably be a somewhat unfair oversimplification. The experience of adding a new power and building it into your playstyle is what makes CoH/V fun, and while you do get new powers all the way up to 50, the rate they arrive at gets slower and slower as you go on. Eventually the additional effort to add the next power outweighs how swingy and dramatic they can be at higher levels, and just starting up again with powers from another set becomes more attractive.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: LK on January 05, 2007, 07:08:58 AM
All this talk about City of Heroes has gotten me to give it a shot.  Last time I played was Beta.  I hope it's improved!


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 05, 2007, 08:04:52 AM
All this talk about City of Heroes has gotten me to give it a shot.  Last time I played was Beta.  I hope it's improved!
It has. Have fun!

Quote from: eldaec
People in CoH really do play the 1-10 thing - it's not just costume parties.

...

So saying the bulk of new stuff comes before 14 would probably be a somewhat unfair oversimplification. The experience of adding a new power and building it into your playstyle is what makes CoH/V fun, and while you do get new powers all the way up to 50, the rate they arrive at gets slower and slower as you go on. Eventually the additional effort to add the next power outweighs how swingy and dramatic they can be at higher levels, and just starting up again with powers from another set becomes more attractive
But I see an inherent contradiction there. Maybe I'm just reading you wrong. But you seemed to imply earlier that the 1-10 thing is so fun, that's a lot of what people do. To me, that reads two ways:

1) It is fun. I totally agree. I must have rolled 20 or so characters and played them to 8 or 10. That's good for attraction.
2) The fun wears off thereafter, due to content, grind, no endgame, whatever. That's not good for retention.

It's kinda like those average level curves. I can't find them, but basically at one point I put together a post (somewhere, maybe Grimwell, maybe blog) that showed the general level curves of WoW and EQ2. As expected in a diku, the number of listed characters at level 1 was higher than the level cap, gently slopping between 1 and whatever. But whereas EQ2 showed a slight spike at the cap, indicating there were more people at the then-50 level cap than at level 49, the WoW chart showed a huge spike. The reason is apparent to anyone who's played both for any amount of time: it's much easier to level to the cap in WoW.

What retains players better? An arduous leveling up that steadily decreases both the pace the breadth of rewards through the cap, or an easy one that does the same thing. I say "leveling up" instead of "grind" because both games focus on quests as advancement, so really is "quest grind". More percentage of subscribers have quit well before the cap in EQ2 than those who hit the cap in WoW.

So back to CoH: are people playing through all that content from 1 to 50 and then the Hero classes? Or are they by and large focusing on the 1-10 game because that's the most fun? And, has this contributed to the reason why CoH did nothing but decline in subs from launch, sorta at odds with how the genre had worked to that point (and in some cases since)?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 05, 2007, 08:20:21 AM
Quote from: Zonk
I never understood DAoC’s obsession with lots of classes, actually, but if they say it’s rewarding I guess that’s their bailiwick.
I never did either, same with SWG, same with AoC, same with EQ2 (both in the archetype days and in the post Pub 19 world). I understand players find open templates confusing, but I can't see 24+ classes being any less confusing either. There just aren't that many abilities required in these games, and therefore they're driving a system replete with specialists. Unless they duplicate abilities across a lot of classes, people are rightly going to feel fairly focused. The cornerstone of the play experience is what your character can do. Players know their characters well. If they see ahead of them an arduous grind just so they can try some other specialty, and then see they'd need to do that at least 15+ times to get the breadth of the game, they're just not going to.

A large number of classes seems great from a marketing standpoint but a nightmare from a gameplay view, I'll explain. One of the biggest things a large number of classes gives is the illusion of replay value.  I say "illusion" because players will eventually come to realize that the new classes really don't add anything new to the game, they mostly (with the exception f brand new classes introduced in expansions) are just a reissue of other classes with a new jumble of abilities.  I like the large number of classes in DAoC from a replay standpoint in that their difference are just subtle enough to change the pvp experience without really being game-breaking. 

From the design perspective, it's near impossible to balance this many classes leaving a portion of the playerbase feeling disenfranchised.  Interestingly, this isn't always a bad thing... players that take the time to play a different class may find that they dislike it and opt to try yet another class.  This brings replay value (read subscription retention) to the more devoted members of the playerbase. 

The last interesting observation is that over the last 5+ years, the playerbase seems to prefer fewer classes but don't quite realize it.  Most of the balance issues brought forth by team leads and the players are issues that make Class X more like Class Y.  I guess it's just intuitively obvious that if classes have the same or similar enough abilities, they will be balanced with regard to eachother.  While players like having different names and realms for their class, I think they would be ok with them having nearly identical power sets as long as they looked differently enough. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 05, 2007, 08:26:43 AM
>adding 8 classes a year is...  very brave.
If Guild Wars didn't exist, I'd agree.  I know you are going to say GW isn't RvR.  Not being RvR, affects what you balance for, not how much. If you don't keep throwing new skills, new strategies it'll get stale.  Plus it creates replayablity.  Every race is going to have a tank class.  Are they really going to be distinct? I bet you dollar to donuts GW Warriors will have more variety that all tank classes in WAR combined.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 05, 2007, 08:42:16 AM
Quote
So back to CoH: are people playing through all that content from 1 to 50 and then the Hero classes? Or are they by and large focusing on the 1-10 game because that's the most fun? And, has this contributed to the reason why CoH did nothing but decline in subs from launch, sorta at odds with how the genre had worked to that point (and in some cases since)?

Are people playing through all that content 1-50? No. They're getting as far as they feel like, then starting again - you notice the player base focus switches from 'having fun' to 'pure bloody mindedness' around level 30.

Are they by and large focusing on the 1-10 game because that's the most fun? Well, 1-30 really, and imo, they focus there because getting new powers is fun, and that happens less at higher levels. An individual level 40 mission considered on its own is more fun than a level 15 mission (more interesting bad guys, more interesting team mates, more interesting powers available), but a level 40 mission doesn't contribute as much to the thing that is the *most* fun - getting a new power.

Has this contributed to the reason why CoH did nothing but decline in subs from launch? Maybe. But if so, that leads to the horrific conclusion that you really do need endless progression to keep a game sticky.

Quote from: Nebu
A large number of classes seems great from a marketing standpoint but a nightmare from a gameplay view, I'll explain. One of the biggest things a large number of classes gives is the illusion of replay value.  I say "illusion" because players will eventually come to realize that the new classes really don't add anything new to the game

Personally, I like the flavour of many classes. This isn't based on a dry analysis of mechanics - I just like having a group list with 8 different classes, and I like that the mechanic variation from an Armsman to a Reaver to a Mercenary makes battles subtlely different. I also like that the idea that a large number of classes gives you room to give everyone two jobs (which makes groups easier to build).

I also don't like the idea that if I am a cleric, the heathen midgardians could possibly also be clerics. Because my realm is clearly the 'good' realm with 'good' professions, and obviously anyone in a different realm is a perverted infidel - and so not an honourable cleric.

That said, I'm probably even more sold on the CoH/V approach for this. Few classes, many many spec lines.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 05, 2007, 08:56:24 AM
That said, I'm probably even more sold on the CoH/V approach for this. Few classes, many many spec lines.

Giving each spec line a unique class name does help everyone feel more like a "special snowflake" though.  Never underestimate the value of that!


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 05, 2007, 09:55:05 AM
Too many classes is bad. For many reasons, from design to balance to the fact that so many get confused by lots of options they end up collectively defining a far narrower set for everyone to focus on anyway. We saw this in EQ1, EQ2, DAoC, UO templates and SWG. It'll happen in AoC and VG too. Players focus, forcing devs to forcing, leaving others behind, minimizing their relevance, redirecting players to focus where others are. I call it a waste of resources. 10 classes max. Anything else is gray area with diminishing relevance.

Quote from: eldaec
Has this contributed to the reason why CoH did nothing but decline in subs from launch? Maybe. But if so, that leads to the horrific conclusion that you really do need endless progression to keep a game sticky.
That's exactly what I'm seeing. And I'd be very interested in anyone who could prove otherwise. But "endless progression" isn't just about new items and quests. That is proven by your points about post-30 CoH. It's not just that there are new things to get. It's whether they are worth getting.

WoW character customization for some classes continues to change all the way to 60 and beyond. It really compels people to keep going because a level 60 character is very VERY different from a level 10. The Talents system is a minigame unto itself. Add that to gear and faction rewards, crafting, and then PvP rewards and raid stuff if you do that, and there's as many ways to change your existing character as there are new characters to role. That's not really hyperbole either. The only people who may suffer from "yep, same old same old" are those restricted to only one, maybe two, types of activities. Faction farming is faction farming regardless of template for example. But that PLUS everything else PLUS ample character recustomization, it's all good.

Then there's the social component. I don't know anyone who singlemindedly plays these games to simply maintain what they've got (and no, logging in to UO/SWG to refresh a house is not "playing", that's just disinterested hording). Most have SOME goal in mind, whether it's to grow their SL furry business or to gain new gear in WoW or to finally get a YT-1300 in SWG: JTL. All very different mechanics, but all driven by the same desire.

So, I DO absolutely think "endless progression" is a key component of retention. I just think it has to be managed carefully. New zones and new Kill X/Collect Y quests alone won't cut it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 05, 2007, 10:45:03 AM
If CoX stoped at 30, I'd have stayed longer.  Soul crushingly slow advancement is worse than no advancement.

Anyway lots of distinct classes., please.  I know Mythic has had trouble before, but I chalk that up to having two masters (PvP and PvE).  Say screw you to PvE, balance for PvP, buff/nerf npcs so they put up a good fight.  Guild Wars  has shown there are a wealth of untaped classes (sets of skills that provide a distinct play style) to choose from.  Hell GW has invented more than 24 new classes on their own.  I am sure that if they put they mind to it Mythic can do the same.  Balance is always going to be a problem. I'd rather it be a interesting problem of balancing earthquake warriors with corpsebombing necros than adjusting damage mitigation tables of plate tanks with scale tanks.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Daeven on January 05, 2007, 11:52:40 AM
If CoX stoped at 30, I'd have stayed longer.  Soul crushingly slow advancement is worse than no advancement.

I really enjoyed CoH/X. The fact that new powers would completely change gameplay was fantastic. (Hurricane is still my favorite game power bar none). Unfortunately, the core game play of 'do more missions' just got tedious. And yes, 'advancement' eventually became just plain tedious. This was the Matrix's fatal flaw as well. do the same stuff, over and over and over and nothing ever happening. Especially for someone who only have a few hours a week to play one of these. Instances that take 4+ hours to complete? You're kidding, right?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 05, 2007, 12:00:38 PM
Quote from: tazelbain
Hell GW has invent more than 24 new classes since it.

There's a world of difference between being a player that controls a few, dozens or scores of classes in a multi-1000 point 40k game and a single player playing a single one of those classes for the entirety of their time in an online world. I'm no expert at 40k, but it seems to me that each "class" has three, maybe four abilities. Now imagine yourself going from 1 to whatever with only four ever abilities to which to look forward.

Unless you're talking about "classes" invented for other GW stuff? I don't know anything at all about that, so would like to learn.

But my point is really that it's not about the number of classes as much as it is justifying it to a person and having the dev team to support. Look at any game with 16+ classes. NONE ever keep consistent balance (impossible anyway, even with 8, so not important). More importantly though it is impossible to ensure each class gets equal attention from the devs, no matter the team size nor money. The dev process does not work the way players play. There is no "Mage Dev" or "Priest Dev". And players always play more and harder than devs will.

So you end up with things like SWG Smuggler or any four of the least played classes in DAoC, or Beastlords from EQ1 for a time. They don't get the attention because people already voted them off the island of relevance in whatever activity is being discussed. So they get no attention so no play so no attention. It's a huge waste.

I'd rather have 8-10 classes with broad abilities, specializing in some things. I really do think this is something else WoW got right. But CoX did to, in a more advanced way by allowing people to pick and choose. Hard to learn at first but hella easy to pick up latter.

I really do wish CoX was better than it was. They just go so many cool ideas just enough right. If they wrapped that in a compelling IP and had $75mil to test for years and get the content in, I really believe that'd be the ftm acronym.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 05, 2007, 04:43:37 PM
wrong GW.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Threash on January 05, 2007, 04:59:18 PM
Shadowbane had tons of classes and they were all pretty well balanced.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 05, 2007, 05:07:57 PM
wrong GW.
Bah. Thanks for fixing your post too :)

And I agree GW's class combination system is compelling. But then, that's only 20 levels and either full-on raiding for rare skills or PvP in BG-like environments right?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 05, 2007, 05:32:41 PM
Not sure what the number of levels has to do with skill variety.
As far RvR and BG, GW still revolves around killing people.  RvR/BG that wouldn't change that.  You'd have add stuff for seiges and probably have to ton down large area spells.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Shapechanger on January 05, 2007, 06:15:09 PM
I've always described Warhammer as having 4 classes, and six versions of each class.

There is basically 1 Melee Offense, Melee Defense, Ranged Offense, and Ranged Defense per race.

Each Melee Offense would differ from the next races Melee Offense, yet at heart they are the same class.

So for instance, for Ranged Defense, what I would typically call the 'healer', you'll have the Dwarfen Rune Priest, the Goblin Shaman, etc...  each will approach the role differently but with unique twists.


This should make the skill breadth per class much greater, and yet allow some diversity in each role based upon race chosen. 

Most importantly, it makes it much easier to balance RvR when it is based upon a 4 class template.

Furthermore, it does not use a cheap and boring way out by making only a handful of classes wherein each faction faces off against the same classes.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 05, 2007, 07:13:40 PM
> I've always described Warhammer as having...
What? Do you do this for a living?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Trouble on January 05, 2007, 07:25:49 PM
PvP causes the biggest balance complaints ever. Trying to do "different but equal" is a very difficult road to travel. See WoW Shaman vs. Paladin.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Shapechanger on January 06, 2007, 02:25:30 AM
tazelbain: lol  8-)

Hey I was following Warhammer back when Climax was working on this game.  Fall before last when Mythic announced they were taking it over, I jumped for joy.  I've put *a lot* of time and effort into WAR community posts and ideas.


'Different but equal' IS difficult.  As Mark Jacobs once said (loosely) "the pvp will never be completley balanced, it's a continual work in progress". 
Just the same, 4 classes with 3 subsets per VS 4 classes with 3 subsets per is a lot more difficult than Blizzards 9 same VS 9 same, that has to be the pansiest way out on PvP balance I've ever seen.  So you got your PvP class balance by using identical classes on each side, here is a cookie. 
But it's also a lot easier than DAoCs 14 classes VS 14 classes VS 14 classes, that's just insane taking something like that on.  Especially with stealth metagame mixed in.

I think the 4 class base with the different type for each race can work reasonably well depending on how the beta is approached... (IE, no concentrated PvP beta like Guildwars Alpha will result in many PvP exploits as outside players create custom PvP groups to spec, because they were not found in a natural levelling process beta that does not allow either the time or impetus to level competitive premade groups.

But see my beta test thread about that... it more or less suggests a special closed PvP beta akin to Guildwars Alpha - wherein select testers with mandatory all call attendence twice a week log in and can custom-create characters of any class level gear spells etc and then build competitive 'pre-set' pvp groups accordind to plan or design and compete against each other for rankings...
The idea here is that a standard beta is a 'watch how you level and exploit bugs' experience.  The devs get no F'in clue though out of this how during live people are going to design their premade PvP groups - that is in-house testings job.

the problem with relying upon inhouse to do all this is inhouse is vying for promotions, working with friends, etc.  They are not going to recommend trashing or scrapping ideas they know someone is championing because office politics interfere.  Plus, a company is LUCKY if they have 30 of these guys.
You pull in 500 outside testers into a special closed PvP only beta test and wham you have 500 sombitches willing to go the mile to find out whatever they can to get a higher all call ranking than the other team.

Ultimatley, that is how ANet did the Guildwars Alpha and it produced a very clean PvP slate without much in the way of premade expoits after release.  Was a good plan.  Maybe I'll make a thread here.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 06, 2007, 10:03:15 PM
There is a big difference between 4 classes with 6 skins each and 4 archtypes with 6 classes each.

My main point is Mythic shoudn't wuss out of creating lots of classes with lots of variety because balance is hard.  If Mythic is really serious about PvP, they need cowboy up.  A PvP game needs lots of distinct classes/skills so the combat puzzle isn't solveable.  This is the core mechinics.  No matter what they do with Campaigns, Scenerios, and Battlefields if this part isn't deep, nothing else can be.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 07, 2007, 03:25:38 AM
If Mythic is really serious about PvP, they need cowboy up.  A PvP game needs lots of distinct classes/skills so the combat puzzle isn't solveable. 

I definitely agree with the sentiment of this.

People who insist that to keep PvP balanced the only way to do it is to have almost no character variety within archetypes are both wrong and unambitious.

Espeicially in a dikumud where character development is the thing you do most.


I'm not completely sure that classes are always the only or best way to provide that variety though.

And I still think they are awfully brave if they add the implied 4 classes with every new race.

Quote
I've always described Warhammer as having 4 classes, and six versions of each class.

There is basically 1 Melee Offense, Melee Defense, Ranged Offense, and Ranged Defense per race.

Each Melee Offense would differ from the next races Melee Offense, yet at heart they are the same class.
.....
But it's also a lot easier than DAoCs 14 classes VS 14 classes VS 14 classes, that's just insane taking something like that on.

Reading the bumpf on what we have so far, the difference between Zealot, Priest, Shaman, and Rune-guy look at least as big as the difference between Healer, Cleric, and  Druid in daoc. Actually they look bigger; they all have a healing role and like daoc they all seem to have 'another' job (damage/tank/buff/debuff etc), but the unlike daoc healing roles appear to differ in ways that will be extremely relevant (similar to EQ2 healers, who, depending on class specialise in direct heal, HoT, ward, or proc-heal - which one is better depends on your situation, and you get big benefits from having one of each on your raid).

Once the game is well understood, nobody building a character to be effective is going to be picking shaman just because 'they're all the same and I want to be a goblin'.

I suspect the decision making process will be exactly like a daoc-alb choosing between the 4 or 5 different tank classes they can pick from.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Typhon on January 07, 2007, 07:57:35 AM
If Mythic is really serious about PvP, they need cowboy up.  A PvP game needs lots of distinct classes/skills so the combat puzzle isn't solveable. 

I definitely agree with the sentiment of this.

Completely disagree for two reasons:

1) The time and energy it takes to balance more classes just doesn't add enough to the game to warrant the expenditure of effort.  I'd rather see them work on siege warfare, housing, collision detection, crafting, randomized loot, player character customization or anything else then go through year after year of balance discussion and tweaking.  I'd also rather see either no hybrids, or all hybrids.

2) No developer can balance player perception.  Your lowest common denominator player cannot accomplish the necessary level of thought to come to the "different, but balanced" conclusion when that player is losing in a given scenario to another class type.  Listening to players is important.  Deliberately adding noise to what your player base is trying to tell you makes little sense.

In my opinion this is another case where WoW has broken down accepted thought, in this case the thinking is that "more classes = better".  Better to have fewer classes, but allow a bit more customization/differentiation within the class itself.  As long as one configuration within a class is nominally powerful, the class can be considered "balanced".

However, I think WoW should act as a cautionary tale in regard to giving the same class different abilities depending upon race.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 07, 2007, 08:35:33 AM
Class balance is always a tricky issue. I don't think you should strive for perfect balance, since that never can be achieved for several reasons. I think you should focus on making sure all classes has their uses. It's not terribly important that class x does slightly more dmg than class y under the special circumstances z. Another key is making the classes varied, that way there will always be situations where class x is better than class y, even if class y is considered overall more powerful. I've said it before, but I think the main reason for why a lot of people have problems sticking to WoW is that it lacks depth, and the reason for that is that they've chickened out in all matters like these. More classes = more combinations = more varied gameplay.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 07, 2007, 10:09:29 AM
More classes just means more classes for players to not play as much as others.

What is it about more classes that really has some convinced this is a selling point? Imagine WoW classes in the WAR type PvP environments. Would people not play because there were only 9 classes? No. Because it's not just about the classes, but how you customize them along the way. A Shadow Priest and a Holy Priest are fundamentally different experiences, for example. Calling them both "Priest" doesn't begin to tell the story. WoW arguably has at least 18 classes (if you consider deep-speccing in two of the three talents in any tree because the third is usually considered a support tree). Happy?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 07, 2007, 11:58:16 AM
More classes just means more classes for players to not play as much as others.

What is it about more classes that really has some convinced this is a selling point? Imagine WoW classes in the WAR type PvP environments. Would people not play because there were only 9 classes? No. Because it's not just about the classes, but how you customize them along the way. A Shadow Priest and a Holy Priest are fundamentally different experiences, for example. Calling them both "Priest" doesn't begin to tell the story. WoW arguably has at least 18 classes (if you consider deep-speccing in two of the three talents in any tree because the third is usually considered a support tree). Happy?

Well that's nothing spectacular at all. You can apply the same logic to pretty much any MMO to date. So because there's for example 3 diffrent lines to specc into in DAoC there's number of classes * 3 in DAoC as well? And in Shadowbane you could pick runes that altered your stats ( same as 99% of talents in WoW ) and brought you new skills, so by that logic there's number of runes * number of classes * number of races ( since race also greatly affect your build, in contrast to WoW where it doesn't )? No matter how you twist and turn WoW is pretty bland when it comes to character customization.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 07, 2007, 12:05:16 PM
I'm not talking about raw customization. I'm talking about what players want. My point is that the number of classes are less important than the ways in which they can be customized. This is because, again, the more classes you have, the more will fall below the threshold of supportability.

Maybe when I see a team capable of delivering 20+ unique and compelling classes that don't result in 6 of them being boring as hell to play and 4 others being ok but not getting enough attention, then I'll change my mind. I just feel it's hard enough to get right 10 of them that it's only asking for trouble to try for double that. It's not about people or dollars. It's about how much you can stretch the matrix to integrate them. And it's about the ability to manage all of the variations calculations fast enough to make it not a turn-taking game for the players.

It's a lot easier to make 1,000 classes when they only do three or four things in an offline game. Realtime is different though, as you know. Either it hasn't happened yet, or I'm not aware of it. I invite insights into games that got it right across the board.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 07, 2007, 02:09:06 PM
What is it about more classes that really has some convinced this is a selling point?

When talking about classes specifically as opposed to character development options in general, the difference is flavour.

It's easy to draw people into the possibilities that a character has when you describe the options in class terms.

Classes have no inherent game mechanic advantage over adding more spec lines or ability choices (and they do have some disadvantages), but they are probably the easiest way to carry flavour.


Quote
It's a lot easier to make 1,000 classes when they only do three or four things in an offline game. Realtime is different though, as you know. Either it hasn't happened yet, or I'm not aware of it. I invite insights into games that got it right across the board.

The example I keep coming back to when discussing what MMOGs are doing wrong is M:tG, which manages to add several hundred new spells a year, without destroying balance.

I'd also refer you to CoX again - which adds several power sets each year - and power sets are approximately equivalent to a daoc class. Admittedly the game doesn't have the same PvP focus, but it certainly provides far more variation in play than other Dikumuds, and is far more flexible about group makeup as well.

Finally Guild Wars, allowing people to pick any primary and secondary job, and dripping new skills into all of them, gives everyone a big 'character development space' to search through for new synergies and new solutions to the metagame.

If other players are going to be the bulk of the 'content' then you need that large character-development-space, and it needs to keep expanding one way or another, simply to ensure that there is always a new and developing challenge available for players. Classes are only one tool to do that - and they probably aren't even the best tool, since a class decision is usually irreversible, but more classes will always expand the character development space, and therefore will always contribute.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 07, 2007, 04:27:36 PM
I agree on the flavor vs Class thing. So far, most flavor is defined by that base class. A Mage is a damage caster. WHAT he specifically casts to do it and how good he is at it is where the flavor comes in.

And I appreciate the analogies, but I think there are some specifics to consider:

  • M:TG: Each new set of spells generally comes with the forced obsolescence of previous ones. So it's not new spells added to a total system. It's new ones added to an ever evolving one. This could work in an MMO I suppose, and sorta does with new introductions forcing the nerfages and fotms. But that seems sorta accidental rather than planned.
  • CoX is a good example, except the lack of big focus on PvP makes it hard to relate to WAR. I do like the archetypes and powersets thing they have going, always have.
  • GW is probably the best example. However, their control system is the gate on how many spells can be brought to a battle. This is the fundamental difference between the crazy class(es) customization of GW and everything else. In EQ through WoW, you can bring everything you know everywhere you go (for the most part). In GW, you can have a zillion spells and be all big and bad, but only 8 of them are following you into battle. To me this actually makes GW akin to M:TG in many ways.

Having said all that, I really prefer open template systems. Yea, I know, balance nightmare and such. But I like not being hammered into a choice immediately after installing the game.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Chenghiz on January 07, 2007, 11:17:45 PM
Your M:tG analogy is thought-provoking, but WotC also bans a fair number (relatively) of those cards each year, don't they?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 08, 2007, 02:04:04 AM
Quote from: Darniaq
M:TG: Each new set of spells generally comes with the forced obsolescence of previous ones.

Yes, though the two most played formats keep spells playable for 2 years and for 5-8 years respectively (three year's worth of cards get rotated out all at once every third year). The 5-8 year format is generally considered the most varied and least solvable. And since 5-8 years is probably as long as a MMOG will last - I don't think the obsolescence mechanic is necessarily essential.

One more thing M:tG has that I do think it is essential for developers to accept is a flat power level over time - patches and expansions have to bring new abilities - not just strictly better versions of existing abilities. Devs have to keep thinking up new and interesting combat mechanics - they can't just rely on mudflation to make new spells abilities and gear desirable.

Turning off mudflation altogether is a critical part of keeping a large character-development-space. In current mmogs mudflation is what causes spells/ability/gear to be removed from the list of possible character options; it happens far too quickly and much faster than the m:tg rotation mechanic.

The choice of mmog developers to always make new abilities and gear strictly better than old abilities and gear is really what makes so many classes hard to manage, and is what makes players feel they have to conform to the obvious character design choices. Mudflation reduces the character-development-space, and makes it easily solvable.

The power of M:tG spells does shift over time to reflect the themes and concepts that the developers wish to push - but printing a spell that is strictly better than any other spell in existence is a rare event, and causes an almighty fuss.

Your M:tG analogy is thought-provoking, but WotC also bans a fair number (relatively) of those cards each year, don't they?

They haven't banned anything for a couple of years - they used to end up banning around half a dozen in a block of 600ish. Certainly fewer than 1%. The bans would be balance nerfs if wotc could remotely alter the text on everything they've already printed.

You do get a few more bans in alternate formats - if alternate formats have a parallel in MMOGspace it would be alternate ruleset servers.

Quote from: Darniaq
GW is probably the best example. However, their control system is the gate on how many spells can be brought to a battle.

My understanding was that WAR are also doing this.

In the end a real time game also always has a natural limit on how many spells one player can usefully manage ofc.

Quote from: Darniaq
n EQ through WoW, you can bring everything you know everywhere you go

I may remember it wrong - but didn't EQ also limit you to 8 spells memorised at once?

Swapping in and out would take several seconds.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 08, 2007, 06:11:55 AM
Quote from: endie
Yes, though the two most played formats keep spells playable for 2 years and for 5-8 years respectively (three year's worth of cards get rotated out all at once every third year). The 5-8 year format is generally considered the most varied and least solvable. And since 5-8 years is probably as long as a MMOG will last - I don't think the obsolescence mechanic is necessarily essential.
Interesting. Had no idea it was that long.

I do entirely agree patches and expansions need bring new abilities, to keep interest going. Change management rather than strict reliance on linearity. I suspect this'll happen more often going forward. We started seeing before WoW that the retention period for these games was declining. It was like four to five months before WoW hit if I recall. That's down for the year or so of EQ1 and UO. The old formula wasn't working as well in the descendant games because players saw the exact same cycle of growth over and over. Play to get better at playing and then do it all again with an expansion.

After you've played your seventh diku, are you that interested in playing until the end the 8th? Or will you pick from the zillions out based on where everyone else goes? And as such, are you going where they're going because the game is easier to win?

Replicating the scope and success of WoW is not an option for most developers, so they'll be looking for new ways to retain. Episodic content, more customization of abilities, and probably what you're talking about. For the future, they almost have no choice but to think along these lines.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Endie on January 08, 2007, 06:18:44 AM
Quote from: endie
Stuff...
Interesting. Had no idea it was that long...

That was eldaec, not me.  I bear towards all CCGs the religious, zealous grudge of a PnP RPGer who lived through the shrinking AD&D/Vampire groups of the M:tG craze.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 08, 2007, 06:57:18 AM
Doh! Sorry Eldaec :)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 08, 2007, 09:21:56 AM
One good argument against Guild Wars system is the complexity can be daunting to a new player.  You need experience to know what combos work.  So I'd like the class to be a default path.  A new player can follow the path to have a solid character. Additional specs lines  give additional skill options to choose and you can swap these out to suite yourself (I will use 2-handers today to try to score big crits) or to suite the metagame(People use tons of AOE yesterday, I'll load my AOE resist shout.)  A maxed out character has more options not necessarily more raw power.  This puts a soft-cap on mudflution of skills.  When passing out new skills, it won't automatically add power characters unless it is better version of a skill they were already using.  The perfect example is CC in Old School DAoC.  As soon it was discovered that CC was dominate, everybody would stocked up on anti-CC skills.  People would start droping CC, for skills that people didn't have anti's for.  Then people would swap out the CC anti for the anti for the new flavor of the month.  This dynamic would shift back and forth.  Basically, a huge flaw becomes a dynamic element in the metagame.  The key elements are a) there are no one trick ponies, b) there are effective counters to any abilty, c) people can shift skills in their class inexpensively.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 08, 2007, 10:11:19 AM
The perfect example is CC in Old School DAoC.  As soon it was discovered that CC was dominate, everybody would stocked up on anti-CC skills.  People would start droping CC, for skills that people didn't have anti's for.  Then people would swap out the CC anti for the anti for the new flavor of the month.  This dynamic would shift back and forth.  Basically, a huge flaw becomes a dynamic element in the metagame.  The key elements are a) there are no one trick ponies, b) there are effective counters to any abilty, c) people can shift skills in their class inexpensively.

Nice analogy.  I'm still debating the one-trick pony issue as I'm one of the minority of players that enjoys being a specialist.  The problem is that specialists are more reliant on others, which is a fair trade off if the rewards for grouping are significantly better than for being solo.  DAoC is a game rich with specialists yet there is still some (not much, but some) variability in group builds.  This aids in replay value.  The only downside I see in character versatility in a pvp game is that having a lot of class utility can seem overwhelming to those not well-versed in mmog gameplay.  I guess it's better to have utility and learn to use it all than to be stuck with one thing to do and nothing else to look forward to.  Though the latter would encourage rerolls.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 08, 2007, 11:05:18 AM
Specialist classes don't need to be one trick ponies.  If your specialty is in damage dealing, you just need multiple method to acheive the goal.  But I don't specialty because it leads to the specialty being required.  No one wants to level up and find out they are fryars. Everyone should be able to be a battle-turner under right conditions.  And being able to set those conditions up for yourself and deny them for your enemy adds skill to the game.
 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: CassandraR on January 08, 2007, 11:55:04 AM
I yearn for a good generalist class. Tankmages are always great fun. One thing I believe strongly is every class should have good self-healing so no one is reliant on another person for that vital ability. Or no one has healing and its made less important. I really hate playing characters without self-heals but dislike being shoe-horned into a group healer position when I do it.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 08, 2007, 11:58:28 AM
The problem with generalist classes is that players are seldom willing to accept trade-offs.  Hybrid classes invariably end up overpowered or underpowered rather than balanced.  This is especially the case when you have both PvE and PvP balance to consider. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 08, 2007, 12:04:01 PM
I yearn for a good generalist class. Tankmages are always great fun. One thing I believe strongly is every class should have good self-healing so no one is reliant on another person for that vital ability. Or no one has healing and its made less important. I really hate playing characters without self-heals but dislike being shoe-horned into a group healer position when I do it.

I'm exactly the same way.  I fucked around thinking about being a rogue or warrior in my latest return to WoW, but in the end I went shaman.  Yes I know everyone makes a shaman.  What can I say, it seems to 0wnz0r so far.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: CassandraR on January 08, 2007, 12:16:33 PM
I know the feeling there. I played a Paladin up to 60 but I would of much rather played a Shaman if I had known how it all worked at the beginning. If Warrior-Priests are anything like WoW Paladins then... Grr.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: dornam on January 08, 2007, 12:40:07 PM
Classes carry flavor and classes prevent beginners from gimping themselves too much.

We all know how it turned out in UO, where basically everyone had the same few skills because they were the best.

No classes would mean that most chars would be alike, the skill fotm, and that ultimately tactical variance on the battlefield would be lost.

Same with WoW-Shaman-style classes. A capable meleer with ok ranged damage, buffs and heals - of course everyone wants to play a Shaman. Now nerf the Shaman just a bit and people will whine that he is UP'ed - broad ranged hybrids are hell to balance and therefore not really fun.

Archetypes/classes are fine as long as they are not too narrowly designed.

As for healing, every class having a heal is fine if it is an out of combat heal/regeneration. Noone likes too much downtime sitting and regging when all meters are long full but the health meter.

However every class having capable combat heals is a bit too much. Healing is a powerful skill, just like ranged/melee damage, cc or buffs. So there should be classes that are much better in it than other classes or else tactical variety and the advantage for playing in a well rounded group are lost, and that leads to monotone kill and suicide solo farm runs.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: CassandraR on January 08, 2007, 12:57:35 PM
Shaman not fun? That makes my head hurt right there. WoW shaman is the very model for the type of class I find fun. Balance is not a major issue and I believe there should be no specialists. Specialization is for ants not rpg characters. Giving every class an iconic feel and flavor is great but all of them should have at the very minimum three different roles where they can potentially outshine everyone else.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WayAbvPar on January 08, 2007, 01:14:54 PM
Quote
No classes would mean that most chars would be alike, the skill fotm, and that ultimately tactical variance on the battlefield would be lost.

Wholeheartedly disagree. If you make your skill system both broad enough and deep enough, there will be far more variance than cookie cutter classes. A broad skill system also allows players to play different roles without having to start new chraracters or play alts.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 08, 2007, 01:52:00 PM
A skills structure allows players to constantly chase fotm templating in order to keep up with the current overpowered template.

But that's specifically in a PvP setting. You can't be competitive and all la-di-da about poking around different templates, not if there's real winnings to be had and people really getting htem.

In a PvE setting, it would be as your describe. I still long for the days I can be my 7xGM Mage/Bard hybrid. That rules for PvE (paralyze field, charm one dragon onto the other, help the winner, grab the next one, rinse, repeat, gate to Moonglow bank to deposit).


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 08, 2007, 02:38:57 PM
Skill-based systems for the win.  I've met exactly one character in UO over the last year who had the exact same template as me.  One.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Rasix on January 08, 2007, 02:54:10 PM
I yearn for a good generalist class. Tankmages are always great fun. One thing I believe strongly is every class should have good self-healing so no one is reliant on another person for that vital ability. Or no one has healing and its made less important. I really hate playing characters without self-heals but dislike being shoe-horned into a group healer position when I do it.

Heh, that's been my recent sentiment as of late. For any game I play nowadays, a character I make must be able to deal out melee pain and be able to save their ass when needed through healing.  Tankmaging is OK (I had a decent elemental shaman setup + gear) but I like the primary means of damage to be up close and personal.

Examples of this:

Feral Attendant in AC2 (can't heal others, but could steal health with ease)
Prelate got close in Shadowbane (was more of a tank mage)
Enhancement Shaman in WoW (now perfect with dual wielding)
Feral Druid in WoW

In the last 3 examples, people wanted me primarily to be the heal bitch in PVE.  I'm still leveling the druid, and anytime I get a request to join a group, I just tell them I'm feral specced and am wearing feral gear.  I rarely get a response back.  With the shaman, my raiding guild would not allow me to transition into a DPS role even for trash mobs.

People still have problems with flexible classes that can pull off multiple roles.  If you've got a healing button, most everyone wants you using it 95% of the time.  Forget that if one of healers goes down mid fight, the rogue/warrior/warlock/etc are never going to be able to fill that role, but the feral druid isn't in the raid currently, because.. they're useless! (Please don't take this as a raiding/raid guild gripe, I really don't care about stuff currently)

Quote
Skill-based systems for the win.  I've met exactly one character in UO over the last year who had the exact same template as me.  One.

You have become better at resisting the urge to make snarky comments.  59.5% (+0.1%)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Sairon on January 08, 2007, 04:13:43 PM
People still have problems with flexible classes that can pull off multiple roles.  If you've got a healing button, most everyone wants you using it 95% of the time.  Forget that if one of healers goes down mid fight, the rogue/warrior/warlock/etc are never going to be able to fill that role, but the feral druid isn't in the raid currently, because.. they're useless! (Please don't take this as a raiding/raid guild gripe, I really don't care about stuff currently)

I'm well aware of this problem, to some extent it's the devs fault because the group experience is always more or less tailored for a specific group setup. It's also partly the fault of the players.

I played a shaman in WoW which was elemental specced, that meant that I could do mana free low DPS, high mana expensive DPS and heal on top of that. Most people who played with a similar specc at that time usually exclusively nuked, because that's what the specc is primarily made for. However, the specc was really the best in group PvE when you switch between the 3 roles. If you're running so low on mana that you know that you can't heal if stuff goes bad, you melee. If you're at full mana and the healer is keeping up, you nuke. If the healer can't keep up, you switch to healing. On top of this you have the usual totem stomping to keep up with. It's a very useful guy to have in a team since often you want a back up healer, but you usually don't want to sacrifice to much dmg. But it was often hard to get team because the specc came with a bad reputation.

In high end raiding though, WoW by design has shut out a lot of speccs. A raiding guild will always try to optimize their setup to the fullest. What they should do imo is granting a melee dmg boosting debuff furthest at the bottom of the melee trees, make the bonus low, the cooldown as long as the duration and make it stackable. So if it's lets say 3% melee dmg a raid would obviously want at least one, but at one point it be more beneficial to have pure melee DPS classes such as rogues or warriors.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nebu on January 08, 2007, 04:16:34 PM
Skill-based systems for the win.  I've met exactly one character in UO over the last year who had the exact same template as me.  One.

Ah, what template did the third person have?

 :rimshot:

(sorry, I had to!)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 08, 2007, 05:04:53 PM
Given the number of once-vaunted games which now boast fewer paying subscriptions than UO, your taunts bounce off my fanboy armor of invulnerability.  Go find all the people who ever enjoyed the 'exciting dynamic world' of Shadowbane, pile them on top of everyone actually paying money for the 'amazing user-created cyberscape' of Second Life, and then have them all kiss my ancient pixelated samurai elf ninja ass.  Buahahahahahah.

/fanboy off

Anyway, what the hell were we talking about?  Classes versus skills, right?  What the hell is so great about classes, except that they're easier for lazy developers to balance?  Enough of this "A mage can never pick up an axe, ever, no matter what!" bullshit.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Venkman on January 08, 2007, 05:08:46 PM
It's the players. Most seem to like a clearly defined goal and growth strategy. Classes do that. Skills do not. The best way in my miind is to use a skills based system, but make strong recommendations to players throughout. If they seem to like swining a sword, be sure to inform them CLEARLY that taking Arms Lore is going to help.

Skills based systems get a bad rap because they are confusing. But people make the mistake of thinking skills based systems are fundamentally confusing. They're not. They just need better and more clear instructions to the player.

Nobody wants to take a chance with that though because they are also considered hard to balance. And yes, what is a Class except a series of unique skills? You're still balancing skills. Classes just make sure they are only ever used by people who made choices at the start of the game.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Johny Cee on January 08, 2007, 07:46:36 PM
Your M:tG analogy is thought-provoking, but WotC also bans a fair number (relatively) of those cards each year, don't they?

The last bans in Standard (main Constructed format, on a 2ish year rotation) were related to Ravager Affinity in Mirrodin.  That was about 3 years ago now.  Before that,  don't think there had been a Standard ban in quite a while.

There are regular bans in "alternate" formats for MODO (Tribal, Prismatic, etc) because the formats are new,  and have specific rules that clash with regular Constructed.

Extended sees semi-regular bannings of a card or two (out of the 5-8 years legal in that format,  so thousands of cards) just because of bad interactions.  Wizards is a big fan of combating something overpowered by printing/reprinting a hoser card,  that hamstrings the overpowered combination.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Cheddar on January 08, 2007, 10:32:01 PM
Classes vs Skill based arguments are weak.  Except for power gamers I have yet to find any skill based person who follows a strict template.  Besides the fact that is is easier to keep your character while changing.  As a matter of fact, that should take more thought into retention. 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: WindupAtheist on January 09, 2007, 01:31:14 AM
Why are you pink?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 09, 2007, 01:34:29 AM
To make the boys blink.  Or summat.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Endie on January 09, 2007, 01:44:26 AM
Why are you pink?

Yeah, I was wondering why he was pink and schild was blue.  I'm sure that if i had the detective skills of Arthur Parker i could venture outside the warm safety of MMOG Discussion and find that those, and the postcount value of "Leet" I saw on Darniaq, are explained in some crazy-fun happening in a Snoopy's doghouse sort of party over in politics or something, but my autism won't let me.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 09, 2007, 01:54:59 AM
Or you could hang out in IRC where all is explained.  Something to do with Gay Redecorating.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 09, 2007, 02:00:08 AM
Yeah, I was wondering why he was pink and schild was blue.  I'm sure that if i had the detective skills of Arthur Parker i could venture outside the warm safety of MMOG Discussion and find that those, and the postcount value of "Leet"

Ironwood nailed it, it's a pastel revolution.  There's going to be new forums to discuss handbags and interior design.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 09, 2007, 08:19:32 AM

Completely disagree for two reasons:

1) The time and energy it takes to balance more classes just doesn't add enough to the game to warrant the expenditure of effort.  I'd rather see them work on siege warfare, housing, collision detection, crafting, randomized loot, player character customization or anything else then go through year after year of balance discussion and tweaking.  I'd also rather see either no hybrids, or all hybrids.

2) No developer can balance player perception.  Your lowest common denominator player cannot accomplish the necessary level of thought to come to the "different, but balanced" conclusion when that player is losing in a given scenario to another class type.  Listening to players is important.  Deliberately adding noise to what your player base is trying to tell you makes little sense.

In my opinion this is another case where WoW has broken down accepted thought, in this case the thinking is that "more classes = better".  Better to have fewer classes, but allow a bit more customization/differentiation within the class itself.  As long as one configuration within a class is nominally powerful, the class can be considered "balanced".

However, I think WoW should act as a cautionary tale in regard to giving the same class different abilities depending upon race.
1) It doesn't add anything, if the class doesn't add anything.  Like making a fighter class that is like the warrior class but wears an ascot and has a few statistical differences, it doesn't add much but creates a pain to balance those stats.  Now a fighter class the relies on rapid damage dealing and interrupting enemy skills with combos and a warrior class relies on area shouts to soften the enemy up and big hits to knockdown those with low strength.  These classes fight differently and add different strategic options to the game.  I don't care if you achieve this with 2 classes, 1 class and 2 specs, or no classes.

2) I agree, players are going to complain no matter what.  So that is why I say go for lots of classes with big differences.  Give them something interesting to complain about.  As a bonus in my second example of a warrior vs fighter, it be harder for player to directly compare how the classes because the they fight in a different manor.  "My logs show fighters do .1% more damage.  Nerf Fighters!" is less relevant because the effectiveness of the classes will depend on situation in the battle.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: shiznitz on January 09, 2007, 10:57:52 AM
It's the players. Most seem to like a clearly defined goal and growth strategy. Classes do that. Skills do not. The best way in my miind is to use a skills based system, but make strong recommendations to players throughout. If they seem to like swining a sword, be sure to inform them CLEARLY that taking Arms Lore is going to help.

Skills based systems get a bad rap because they are confusing. But people make the mistake of thinking skills based systems are fundamentally confusing. They're not. They just need better and more clear instructions to the player.

Nobody wants to take a chance with that though because they are also considered hard to balance. And yes, what is a Class except a series of unique skills? You're still balancing skills. Classes just make sure they are only ever used by people who made choices at the start of the game.

That is really the rub. If a game is skill-based, then all the cross-skilling effects need to be clearly communicated to the player. The devs cannot rely on outside websites to do it for them. It bothered me quite a bit that it took a player to write CoH's Hero Planner and that is a class-based game technically. If players cannot easily respec or reallocate skill points, then everyone is entitled to a detailed roadmap.

CoH comes close to meshing the two as long as one sees the archetypes as classes instead of Eng/Eng Blaster being a class by itself.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 12, 2007, 08:51:19 AM
Another question the whole zone and race structure asks is 'how do you do expansions?'

You do not want to add more pvp zones, because spreading the population breaks pvp. But building such a strong rvr focus and then saying 'oh it's a pve expansion' seems odd - plus the inevitable new races need a battlefront.

Adding new races is also hard, because with classes tied explictly to a single race, you need 4  new classes for each new race (maybe you can get away with 2 or 3 and copy 1 or 2 from another race?), and you'll need to add a race to both sides.

So to do the obvious first expansion 'add a new area, and a new race for each side' in the most straightforward way would require 2 races, 8 classes, a 33% increase in PvP landmass, and the equivalent of 11 new zones of PvE content, just to fit in Skaven/Bretonnia or Wood Elf/Chaos Dwarf.
It seems that the 4 tier area will have some sort of dynamic battlefront thing. When you add new areas, you could rotate which battlefronts are active.  Heck maybe you would want to rotate areas with just 3 lands to get people use to the idea and prevent a default area, like  Emain, from forming.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Strazos on January 12, 2007, 09:11:53 AM
I heard the Skaven, being rats under cities and shit, and going to (mostly) reuse existing zones, and come up out of the cities and stuff.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 12, 2007, 09:18:23 AM
I heard the Skaven, being rats under cities and shit, and going to (mostly) reuse existing zones, and come up out of the cities and stuff.

That would be a decent excuse not to give them new pvp zones, and just to give them another entrance to existing pvp zones (you'd still need to do the pve side ofc, but that's probably not a problem).

It would prevent them having a sackable city though.

Also, you'd need to think of a suitable counterpart for the other realm that doesn't need it's own battlefront.



Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 12, 2007, 09:33:40 AM
I don't like that at all.  I want my own Skaven lands to fight for. Is there another underground race to fight against? 

What would be really neat is if it was Skaven vs some topside race and the lands were organized vertically rather than horizontally with the whole thing taking place in one massive city and the sewers underneath.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: MournelitheCalix on January 12, 2007, 10:59:29 AM
Oh for fuck's sake. NEWS FLASH: COMPANY SELLS SOMETHING, PEOPLE BUY IT!

It's not incumbent upon him to tell us he's bullshitting but on the consumer to figure out what's hype and what's not. I remember that whole debacle and didn't bat an eye. If he wants to come here and use these forums as a gigantic billboard with 90% bullshit and 10% facts, more power to him; I'll sort out which stuff is fact and make my own conclusions. Seriously... taking advantage of the MMOG community for his nefarious ends. Horseshit. Caveat emptor.

Wow, and here I thought I was in the forum of the "usefully cynnical commentary."  Since I appear to be in the forum of the usefully cynnical and the one sheep, well...

Mr. Sheep I have a bridge I would like to sell you....its a good bridge honestly.
Dont' worry about the asking price just tell me how much is in your  savings account,
I am certain we can find common ground.
 


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Righ on January 12, 2007, 11:53:39 AM
<nothing original>

Try harder before your next post.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Ironwood on January 12, 2007, 11:57:05 AM

Cynnical



Spellcheck.  It's right there.  ____________
                                                             |
                                                             V


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 12, 2007, 12:02:55 PM
<nothing original>

Try harder before your next post.

And was it really necessary to reply on page 14, to something on page 4, without adding anything worthwhile?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on January 12, 2007, 01:44:13 PM
I don't even know what the fuck you were trying to say. I see words and some semblance of syntax but it's just not making the connection in my head. Are you insulting me? Agreeing with me? Offering to make me a sandwich? What is it?


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on January 12, 2007, 02:35:31 PM
With all these problems about fitting in new races without spreading the PvP to unplayable levels I just wonder why they didn't stick with the most basic idea: you create a no man's land divided into regions that belong to anyone and then let the players conquer them at their will.

Instead of the current "T" model they are using (with the two races one against the other) they would use another where the PvP contested zone is in the middle, and along the perimeter all the PvE "homelands". In this case all the races would converge in the same PvP space, while you can still expand the game and add new races without breaking anything.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Modern Angel on January 12, 2007, 02:43:12 PM
I think that just lends itself to tougher numbers balancing. At least with seperate zones you can compartmentalize the NPC spawns or whatever they're doing in smaller chunks. While I never experienced, go check the AA boards for an example of gross imbalance in numbers in a large centralized pvp zone.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 12, 2007, 05:09:48 PM
With all these problems about fitting in new races without spreading the PvP to unplayable levels I just wonder why they didn't stick with the most basic idea: you create a no man's land divided into regions that belong to anyone and then let the players conquer them at their will.

Instead of the current "T" model they are using (with the two races one against the other) they would use another where the PvP contested zone is in the middle, and along the perimeter all the PvE "homelands". In this case all the races would converge in the same PvP space, while you can still expand the game and add new races without breaking anything.

They did that it's called DAoC.  Not being able to enter the home lands in DAoC made the whole keep thing a bit pointless, plus the whole idea seems to be to have pvp and pve in the same zone, I'd guess to try and hook players through grouped pvp grinding instead of grouped pve grinding.  As someone who in the first couple of pages of this thread said there was going to be nothing new in WAR pvp, partly due to the zone design, it's interesting that you are now wondering why they didn't stick to the same formula.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 12, 2007, 05:20:12 PM
They are having pve and pvp in what they call the same 'zone' but I don't think it is the same area of their 'zones'.

ie. at any given point you are clearly in a pve or pvp area. You don't expect to run into enemy players when pveing, you don't expect to run into mobs when pvping.


They may call it all one zone, but in terms of game mechanics and from the point-of-view of a random player, I don't think the geographic pvp switch is much different to daoc rvr, or daoc battlegrounds.


Quote from: Hrose
Instead of the current "T" model they are using (with the two races one against the other) they would use another where the PvP contested zone is in the middle, and along the perimeter all the PvE "homelands". In this case all the races would converge in the same PvP space, while you can still expand the game and add new races without breaking anything.

If you do this it is almost impossible to have a meaningful front line.

I presume daoc taught them that a front line is desirable, firstly to encourage play in all the available areas, secondly to provide meaningful realm objectives in rvr that don't require massive relic-raid level planning.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Arthur_Parker on January 12, 2007, 05:30:24 PM
Yes, but I expect you will be able to see pvp battles from the pve parts of the zone.   In DAoC it was a pain to get to the pvp areas they really were separate and you had to make the decision to go.  I suspect in WAR they are going to try to nudge people towards pvp and attract them in gradualy.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Hoax on January 31, 2007, 03:29:32 PM
Necro'ing a thread I have only read the last 3 pages of?  Fuck yeah I am.  I'm going to toss a quick rundown on the Orc classes here because well I wrote it and I decided I wanted to put it somewhere.  Hopefully Eld or someone will stop by and comment or perhaps I'll just sit here theorycrafting by myself.

Or I may get around to reading the other 10 pages of this thing and see if there is anything interesting.  Honestly though, skill systems versus class systems haven't we done this to death already? 

Re: Classes using info taken from here http://warhammer.tentonhammer.com/

"Orc Tank" aka Black Orc

So here is our tank class, except that tanking is a pve construct.  IT DOES NOT EXIST IN PVP, really Mythic needs to take tank and make it a banned word from the mind of all their devs.  If you are thinking in terms of tanking you are a fucking retard who has never pvp'd and your game is a pve game.

The Black Orc  sounds like he's going to use a bunch of DAOC's positional and chain skills.  Not every class mentions them so obviously although I'm guessing most will have some.  Sounds like DAOC players will be able to relate to this class it seems right off the bat.  So the question here is how will this:
Quote
disable his primary opponent with jarring blows and unexpected attacks, and then exploit the openings that creates to reduce the enemy’s ability to fight back
be accomplished?

If the Black Orc just stun/root/snare/dot's his target ala DAOC then we've gone nowhere this is just a DAOC hvy melee class.  Yawn.  If they have learned anything from the games that have come out since DAOC they will rip a big page from A.net's book and make the status effects stack in nifty interesting ways ala GW.  If they have any pvp players on their staff they will make sure that the Black Orc has ways, preferably lots of ways, to force someone to stay in combat with him or make anyone who tries to run away or run past REALLY fucking pay for it.  Of course with positionals you really worry about bunny hopping pvp.  All sorts of issues arise in terms of what kind of pacing are we looking at.  Are we at the point where a diku combat game will be using accuracy/dmg debuffs for running/jumping/moving during attacks?  I doubt they will do it, but it seems like perhaps they should since they are still convinced that positional skill chains are where it is at.  We've all pvp'd versus rogues in WoW would you want an entire game where everyone was moving like that in melee?

So Black Orc  = DAOC rip off, we'll see how smart they have gotten.  I refuse to call it a tank because if its a tank its a pve game's class in a pvp game.  Which means off the bat that either Black Orcs or Choppas will be worthless.  You can't have a tank and a light tank in a pvp game and have both be worth playing.  Because either the tank does so little damage nobody cares about it in pvp or the light tank's added damage is so small or situational that it is rendered worthless.  Basically for the black orc and choppa to both be pvp viable they are going to have to not only test the fuck out of things, but also listen to their testers.  Good luck with that.

My analysis from that small section of paragraphs is this black orc design lends itself to a huge host of problems and we have no info atm about how they are dealing with them.

"Orc melee dps" aka Choppa

This class is where I get excited, this is a good sounding light tank design.  From the guys who brought you the Blademaster and the terrible Alb lt. tank whose name escapes me which makes it all the more surprising.  The entire morale system is a great idea imo, which will add some interesting tactical elements to pvp.  It sounds like for this class they are going the route of WoW warriors and the rage bar but trying to make it much more complex and tactical.  Which I like, WoW warriors work really well at times in pvp.  The WoW warrior's issue has always been that as a hard target they are always last to die and therefore get very little help gaining rage.  Giving rage to a light tank who might actually be a called target early in a fight instead of during mop up, is a much more sound choice pvp-wise.  I also really like that just keeping your rage will give a passive series of buffs (?) this is a better system then WoW's.  Taking a good WoW class and making it more interesting.  Good stuff.

Goblin nuker/dps-pets  --its really hard to guess what this will be like.  But it sounds interesting with language that makes me think of multiple pets, the ability to control the pet directly, pet customization etc.  This is bound to a be a dream class for pet people if they make it work.

Goblin nuker/healer "aka" Shaman

This should be interesting, the way Waagh works in WH is the more greenskins around the caster the more power they have.  But too much power can cause negative effects.  The spells should be very over the top, unpredictable and crazy.  If you have any backround in GW games, this is exciting because if they use any of the material goblin casters should be fucking hilarious.  Hopefully they dont pussy out and just give them standard dd/dot's.  If they really wanted to get away from the paradigms which I think they should in this case, the shaman wouldn't have direct heals.  more like pbaoe buffs/heals/+effects he could activate.  In that way he is support but not in the conventional lifebar watcher sort of sense.  How they will deal with the fact that many instances are for 6v6 or 12v12 should be interesting.  I guess 5 allies = fully powered shaman?  If there is no way to be around too many other orcs/goblins I'm going to be pretty dissapointed tbh.

So after reading back through the info and putting thoughts to paper, I'm more worried then excited.  But I like the overall aggressive feel of the classes I do think that is a step in the right direction for a pvp game.  They are trying a few new sounding things but mostly it seems lie they are just trying to improve on the current status quo.  Which still means they are trying to out blizzard-blizzard which sounds like a loosing proposition.  But for real, this game lives or dies on how well the pvp systems operate and what endgame pve/pvp looks like not on how innovative the classes are.  It is probably a good thing they aren't trying anything too crazy-new with their classes.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on January 31, 2007, 03:58:20 PM
Couple of points...

Regarding tanks, every race has a tank, so they'll have to find some role for them. The game does have collision detection at the moment, and the scenarios shown so far seem big on choke points, so a simple way to give tanks a role might be to give tank classes a bigger collision radius vs enemy realms than melee dps has. Daoc also gave tanks anti-escape abilities, such as a snare proc on any attack made on an enemy facing away.

On Shaman and WAAARGH power, Mythic have stated that they are not giving bonuses to single race groups, so I suspect you'll find that shaman WAAARGH comes from their own attacks and the attacks of anyone nearby they are grouped with. I suspect the reason the early documentation called out greenskins specifically was that at the time Orcs and Dwarfs were the only races that had been designed.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: tazelbain on January 31, 2007, 04:20:49 PM
Tanks can work in PvP.  Taunt is a PvE contruct.  For a PvP, you need replace taunt with an ability that causes trouble but isn't fatal like interrupts, silence or slow.  If that ability is strong enough, he's draw player-aggro just as surely as a taunt.  Black Orc seems to be going in that direction.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nonentity on January 31, 2007, 05:06:30 PM
Have the standard PvE taunt, first off. Or don't. Either way.

But I think taunt in PvP could be done in one of two ways.

One way could be to have anyone within a small radius of you force to face your direction and target you (think a Rogue's Distract from WoW). Or not even the targeting element, just have it be a point-blank Distract like ability.

My other thought would be that the warrior using taunt in PvP gains a massive +to hit, or +damage, something along those lines, until they are targeted for X amount of time.

Or you could do some combination of the first one plus the second one, but tone down the massiveness and tweak it a bit.

It could be done.

I think the second one is a little more fair on a PvP scale - you're trying to get that heal off, and instead of breaking the heal on detargeting, you would have a small window in which to finish the heal before the Black Orc tears your head off with his improved damage.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Johny Cee on January 31, 2007, 07:29:03 PM
Have the standard PvE taunt, first off. Or don't. Either way.

But I think taunt in PvP could be done in one of two ways.

One way could be to have anyone within a small radius of you force to face your direction and target you (think a Rogue's Distract from WoW). Or not even the targeting element, just have it be a point-blank Distract like ability.

My other thought would be that the warrior using taunt in PvP gains a massive +to hit, or +damage, something along those lines, until they are targeted for X amount of time.

Or you could do some combination of the first one plus the second one, but tone down the massiveness and tweak it a bit.

It could be done.

I think the second one is a little more fair on a PvP scale - you're trying to get that heal off, and instead of breaking the heal on detargeting, you would have a small window in which to finish the heal before the Black Orc tears your head off with his improved damage.

Without starting a minithread we've beaten to death, the consensus around these parts has been that being able to negatively affect how other players control/use thier characters is a no-no.  (I.E.: long duration CC, repeated stuns, polymorphs,  being able to switch their targets repeatedly, etc)

Hell, any game where you prevent the opposing player from playing is inherently unfun.  (See land destruction and heavy permission/stassis style decks in Magic)


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: pxib on January 31, 2007, 07:35:43 PM
It could be done.
I agree. Rather than having the tank do more damage though, have the tank's taunts (and attacks?) progressively lower the armor class or resistances of whomever is being taunted. The tauntee can get that resistance and armor flowing back by targeting the tank. That way it's not OMG TANKS ARE OVERPWRD and you're not FORCED to target the tank... it's just something you have to consider if you want to keep yourself alive.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Johny Cee on January 31, 2007, 07:48:28 PM
"Orc Tank" aka Black Orc

So here is our tank class, except that tanking is a pve construct.  IT DOES NOT EXIST IN PVP, really Mythic needs to take tank and make it a banned word from the mind of all their devs.  If you are thinking in terms of tanking you are a fucking retard who has never pvp'd and your game is a pve game.

The Black Orc  sounds like he's going to use a bunch of DAOC's positional and chain skills.  Not every class mentions them so obviously although I'm guessing most will have some.  Sounds like DAOC players will be able to relate to this class it seems right off the bat.  So the question here is how will this:
Quote
disable his primary opponent with jarring blows and unexpected attacks, and then exploit the openings that creates to reduce the enemy’s ability to fight back
be accomplished?

If the Black Orc just stun/root/snare/dot's his target ala DAOC then we've gone nowhere this is just a DAOC hvy melee class.  Yawn.  If they have learned anything from the games that have come out since DAOC they will rip a big page from A.net's book and make the status effects stack in nifty interesting ways ala GW.  If they have any pvp players on their staff they will make sure that the Black Orc has ways, preferably lots of ways, to force someone to stay in combat with him or make anyone who tries to run away or run past REALLY fucking pay for it.  Of course with positionals you really worry about bunny hopping pvp.  All sorts of issues arise in terms of what kind of pacing are we looking at.  Are we at the point where a diku combat game will be using accuracy/dmg debuffs for running/jumping/moving during attacks?  I doubt they will do it, but it seems like perhaps they should since they are still convinced that positional skill chains are where it is at.  We've all pvp'd versus rogues in WoW would you want an entire game where everyone was moving like that in melee?

So Black Orc  = DAOC rip off, we'll see how smart they have gotten.  I refuse to call it a tank because if its a tank its a pve game's class in a pvp game.  Which means off the bat that either Black Orcs or Choppas will be worthless.  You can't have a tank and a light tank in a pvp game and have both be worth playing.  Because either the tank does so little damage nobody cares about it in pvp or the light tank's added damage is so small or situational that it is rendered worthless.  Basically for the black orc and choppa to both be pvp viable they are going to have to not only test the fuck out of things, but also listen to their testers.  Good luck with that.

My analysis from that small section of paragraphs is this black orc design lends itself to a huge host of problems and we have no info atm about how they are dealing with them.

On the PvP and tank:

Tanks work fine in PvP.  Instead of aggro drawers/taunters, they become high defense-high survivability classes with close range dps and a selection of hinder effects (short duration stuns, snares, etc.)  Mythic has moved into a bunch of different usable abilities in DAoC that would be interesting here, like fumble debuffs and end drain (or morale drain?) that work to limit opposing toons DPS.  

Tank is just Mythic-speak for a high-survivability melee toon without any real ranged ability.

Mythic has been heavy into moving melee DPS classes into alternate ways of impairing opponents as well.  In DAoC,  there are end drains, fumble debuffs, etc. that allow one melee to inhibit without destroying an opposing players ability to play their toon.

So called light tanks can also work pretty well.  Keep damage similar to heavy,  but increase mobility and ability to pierce through defenses.  If you do go with a DPS increase,  make it conditional on some factor to limit the burst damage (maulers, vampiirs in present DAoC).

We're going to see a class in WAR that's a ripoff of either vamp or mauler...  that is, powering up by either dealing or receiving damage.

I seriously think your offbase with alot of your Black Orc/tank analysis.  Mostly, you just seem stuck on the term.  At various times,  especially because of abilities granted,  most tank gank groups/8 mans in DAoC have run with a variety of both heavy and light tanks to get access to different effects or abilities (heavy tanks usually have long stuns,  heavier frontloaded damage;  light tanks have greater mobility,  higher DPS (lower burst damage), hinder effects)

On hybrid support:

DAoC has moved to having a shitload of semi-efficient hybrid support classes.  Valkyries, Wardens, and Friars all have various insta PBAOE heals and group castable hots that are usuable in combat,  not to mention buffs/procs that transmute damage done to heals, timered resist buffs, melee or magic ablatives, etc.

If not for the fact DAoC has "pure" support that are massively more efficient then the hybrids,  they'd actually be somewhat effective.  (Specialization bad!!)
Also:

You can't make status effects stack in nifty and interesting ways if you have more then group on group.  In zerg on zerg,  those things become nightmares to play through and balance.






Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Seldaren on February 01, 2007, 09:30:17 AM
The PvP Taunt system in WAR has already been talked about, somewhat.

The Dwarf Ironbreaker has a Grudge System, where he can put a Grudge on an opposing player. That player is debuffed against everyone except the Ironbreaker who Grudge'd him.
So if the opposing player wants to do max damage, he has to attack the Ironbreaker.

If you watch the RvR vids that have been released, you'll see Greenskins with little runic symbols over their heads. That's a Grudge.

There's also a wacky instant-Grudge that is applied for killing any Ironbreaker.

Seldaren


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Nonentity on February 01, 2007, 12:10:39 PM
The PvP Taunt system in WAR has already been talked about, somewhat.

The Dwarf Ironbreaker has a Grudge System, where he can put a Grudge on an opposing player. That player is debuffed against everyone except the Ironbreaker who Grudge'd him.
So if the opposing player wants to do max damage, he has to attack the Ironbreaker.

If you watch the RvR vids that have been released, you'll see Greenskins with little runic symbols over their heads. That's a Grudge.

There's also a wacky instant-Grudge that is applied for killing any Ironbreaker.

Seldaren

Quite a first post. But an interesting system, it kind of goes along with the idea I posed above of the taunt that pxib got as well.

I think that would be the best way to do it in PvP. Don't actually force another player to target you, just make it kind of necessary to do so, unless you wanna get beat on pretty hard.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Riggswolfe on February 01, 2007, 12:22:42 PM
The PvP Taunt system in WAR has already been talked about, somewhat.

The Dwarf Ironbreaker has a Grudge System, where he can put a Grudge on an opposing player. That player is debuffed against everyone except the Ironbreaker who Grudge'd him.
So if the opposing player wants to do max damage, he has to attack the Ironbreaker.

If you watch the RvR vids that have been released, you'll see Greenskins with little runic symbols over their heads. That's a Grudge.

There's also a wacky instant-Grudge that is applied for killing any Ironbreaker.

Seldaren

I wonder if it's generic "you've been grudged, kill a drawf ironbreaker" or if you have to kill that specific one, and if so, how do you know which dwarf put the grudge on you? I could see a party of iron breakers being a nightmare because of this. Also, they shouldn't stack, make them like hunter's marks in WoW. If a new one gets put on, the old one goes away.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: HRose on February 01, 2007, 01:02:45 PM
I wonder if it's generic "you've been grudged, kill a drawf ironbreaker" or if you have to kill that specific one, and if so, how do you know which dwarf put the grudge on you? I could see a party of iron breakers being a nightmare because of this. Also, they shouldn't stack, make them like hunter's marks in WoW. If a new one gets put on, the old one goes away.
Well, if there's an icon hovering then you just turn it a different color.

And you would also need to add at least a cooldown to the effect so that different iron breakers cannot constantly trade taunts.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: Morfiend on February 01, 2007, 01:06:52 PM
We're going to see a class in WAR that's a ripoff of either vamp or mauler...  that is, powering up by either dealing or receiving damage.

Oh, you mean like their ripoff of WoWs warriors and rage.


Title: Re: War December Newsletter + Looks like it's coming to a console
Post by: eldaec on February 01, 2007, 02:06:48 PM
We're going to see a class in WAR that's a ripoff of either vamp or mauler...  that is, powering up by either dealing or receiving damage.

Oh, you mean like their ripoff of WoWs warriors and rage.

Yes, WoW was the first game ever in any context that had a resource which increases throughout a battle rather than decreases.

Seriously, can we give this a rest now. Because the way things are going pretty soon someone is going to complain that WAR has hit points - just like WoW.

Answering Johny's post, WAR seems to be set up so that every class has abilities that use a resource that builds throughout a battle. It's a sensible system for avoiding alpha strikes and ensuring that battles aren't always determined in a few seconds. You wouldn't script a movie with the most dramatic moves and attacks at the start of a fight - its always seemed faintly ridiculous that so many games work the opposite way.