Darniaq has a good post up entitled "Mob Spawning and Immersion".(bad link removed) I put some actual thought into a response that is shared below. Enjoy!
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Encounters in MMORPGs are for the most part a small puzzle. It reminds me of the arguments of the "dumb" enemies in the "brilliant" Metal Gear series for consoles. The guards are completely stupid, can't see 10 feet in front of them, and fall for the dumbest tricks in the book (moving box anyone). The game has always been about a complex visual puzzle that you complete via an advanced tool also know as Snake. The story is dramatic and driven by movie like plots, but the gameplay will never be "movielike". Still the MG games are still IMMERSIVE! Read on to find out why.
Back to MMORPGs where you have dungeons ala Everquest 1 where it was more about being in the right places at the right time to "finish" the dungeon. You had to camp out the "boss" which lead to fair bit of "PvP" group/guild social dynamics.
WoW dungeons play the "everything is setup when you enter". You have to start at the beginning of the puzzle and get to the end for the "cheese". While the dungeons all aren't linear there is definite "fast" and "better" ways to do them... the difference between a veteran sodoku and a novice. After some experience you can do them relatively fast and move on to the next "harder" set.
A random encounter in the outdoors in WoW or EQ though is a puzzle in itself also. There is defined rules that you have to follow. Is it linked? Is the target out of "call for help range of others"? Is this something I can take? Then add in a group. Pull this... CC this... kill this... offtank that... etc.
So what we have is a bunch of puzzles with tools to complete them. How can you make a puzzle immersive? Variables! The more you toss into the puzzle the more the player has to manage. The more they have to manage the less they have to think about where or what this monster is doing in front of them.
By having monsters that are just there... standing like numb nuts without a purpose removes a lot of variables. Players have few "unknowns" because they can see what is going to happen before they pull. While you need a certain level of this to maintain a game aspect you don't need a lot of it. Players need to know they can go kill a few Orcs without having 1,000 Orcs charging out of the fortress and hunting them down.
Putting unknowns into the fight makes it a better experience IMHO. Instead of having a room with pirates just standing there waiting to be pulled you could have a trigger that has a half dozen more pirates drop in from a hidden upper ledge.
But lets try to get away from triggered events because that is another big block towards immersion. Well they won't attack me here, but I know if I move another foot they will start coming. This is essentially how most FPS games operate. As you advance to a new "room" (throwback to MUDs baby) you trigger the next set of baddies to fight. Now you could have a Doom 3 like experience (few variables) or a Half Life 2 experience (lots of variables), but still its setup on triggered events. Great for advancing story plots... bad for immersive multiplayer.
Randomness in encounters is key. Another key is removing static spawns. Dynamic spawning will be the future and Vanguard shows some promise of this in their "NPCs will fight each other". Its a method seen in WoW a little and some other games where a wolf chases a rabbit, but nothing on a large scale.
I am talking about something like the once planned Strongholds in Star Wars Galaxies. Structures that would "spawn" in the world and the NPCs would start building them up. If players did nothing about them then they kept growing until the players would have to deal with them. Sadly it never happened.
You can take that concept and work a bit with it having multiple factions of NPCs building. Each faction reacts differently to each other. So a Jawa Faction Stronghold would war with a Tusken Raider Stronghold that has grown to large right next door. Then from these strongholds you start spawning "layers". All NPCs would actually appear from a building until it was destroyed so in a way you have a visual key of where they are coming from. Don't want more Jawa Sandcrawlers spawning? Distract the Jawa Guards and send a crack team in to destroy the Sandcrawler factory. Every layer offers easier to defeat "groups" that are dispatched out like scouting teams, harvesting groups, trading groups, social groups (meant to give quests to players), etc. As you gain more layers the inner layers grow in difficulty.
Now players can go in and destroy it, perform diplomacy, trade, and all sorts of things. You can build up faction to get into a stronghold here or there while risking out right war with others. This is really all inspired by Will Wright's upcoming Spore (which will be one of; if not the best game ever). The whole game operates in this degree somehow, but much more advanced. A simpler system will come to an MMORPG soon enough.
I don't think "spawning" will ever die because after all players need something to kill and nothing breaks FUN worse than having nothing to kill. There is still ideas out there to make it much more immersive. I just provided one I've built from enjoying games and game design ideas I've experienced. There are much smarter people in actual positions to achieve such things in a game.
Update: 15 Nov, 2009 - Edited spelling, applied label, and removed broken link.
Thursday, March 02, 2006
Tuesday, February 28, 2006
Dungeons and Dragons ... level 10's before launch.
Turbine has allowed people who pre-ordered Dungeons and Dragons Online to have an early start. So, it was bound to happen that a player was going to flip on hardcore mode and hit the max level (10) relatively fast. The problem is that such a player has done so; five days before the game has landed on store shelves!
The post on the DDO forums has a lot of points between the casual players and this single hardcore level 10. The level 10 claims he was figuring out if there was a ton of level 10 content to be consumed and he was terribly wrong because there is ZERO level 10 content. The more casual crowd is chanting "Thats what you get for rushing." I don't know which side is more sad in this argument because they are both horribly mistaken about DDO being a viable MMORPG.
Community member Karos says it best on page 4 of the thread...
It is true that the number of levels doesn't matter. Level 10 as max does not have to be a short journey. Turbine proclaimed how their was going to be so many mini step ups as you level that you will have content for months on end before running out of content. Turbine vastly underestimated what amount of content they did have because its not even remotely close to being viable to support this game.
I truly feel sorry for the idiots in that thread posting that Turbine will have a patch out within a few weeks with tons of content. It just doesn't work like that. They will be able to add a couple top end quests at most and that's if they go for quality. They could squeeze out a few more, but they are going to be very unfinished experiences. The majority of early patching will be in fixing technical bugs and game bugs... not content delivery.
Here are the points I dug out of the thread:
1. The content doesn't change. It's the same the first time you play and then is just a repeat. Turbine didn't even bother to have the traps or secret doors change locations.
2. The speed of leveling is not proportionate to the amount of content available. It is being compared to leveling to 20 in WoW, which took casual people about a month to do and the hardcore hitting 20 after a day. Difference being, WoW has different 1-20 content for almost every race.
3. There is ZERO level 10 end game content available. Once you hit level 10 it is a reroll and restart, farm the dungeons you've already completed, or wait for the next content patch which is X number of weeks away.
Final Thoughts
DDO is in trouble and matter of fact so is Turbine.
Update: 1 Sept, 2009 - Edited post, applied label.
The post on the DDO forums has a lot of points between the casual players and this single hardcore level 10. The level 10 claims he was figuring out if there was a ton of level 10 content to be consumed and he was terribly wrong because there is ZERO level 10 content. The more casual crowd is chanting "Thats what you get for rushing." I don't know which side is more sad in this argument because they are both horribly mistaken about DDO being a viable MMORPG.
Community member Karos says it best on page 4 of the thread...
"Ok, from reading this thread I get the impression that a lot of people feel it is fine for a game like this to end, 'the journey is everything', so to speak. Comparing this game to a non-subscription based rpg is comparing apples to oranges, as this game lives and dies by how many people is can keep playing.That is a very well stated point of view that I have to agree with. The casual gamers out there are going to be hitting 10 within a month or two months time and they are quickly going to come to the same conclusion as the hardcore. The argument that Turbine is going to continuously add content as a viable way to maintain the game is utter bull crap. They've had years to build this games content (remember they already had the engine built) and they can't make more than a few days worth of leveling content?
Many people when they play a console rpg play it through slowly and completely, never to look at it again except in nostolgia. Now ask yourself if you would be willing to pay a monthly fee while that game is sitting on the shelf doing nothing. If enough people can honoestly say yes to that question, then this game has a future, but if not it will lose subscribers and with no bottom line it will go the way of AC2, but much quicker.
Endgame content is something every online game must eventually have to keep that subscriber. The form that content takes though can be extremely differentiated but it will all boil down to the same principal. How do you keep people busy and continuing to play after they reach the max level allowed? This question may seem moot, but eventually every player can reach that level if they continue to progress. You may think that someone reaching the end now is a problem, but it is a symptom of a much bigger problem.
Right now things are looking good and we can hope for fast new content patches. Let me finish with a different question. If every time you got together with friends for a PnP D&D game and and your DM asked you to roll up new chars and placed you in exactly the same campaign to be played out exactly the same way every single game, how long before you found yourself a new DM?"
It is true that the number of levels doesn't matter. Level 10 as max does not have to be a short journey. Turbine proclaimed how their was going to be so many mini step ups as you level that you will have content for months on end before running out of content. Turbine vastly underestimated what amount of content they did have because its not even remotely close to being viable to support this game.
I truly feel sorry for the idiots in that thread posting that Turbine will have a patch out within a few weeks with tons of content. It just doesn't work like that. They will be able to add a couple top end quests at most and that's if they go for quality. They could squeeze out a few more, but they are going to be very unfinished experiences. The majority of early patching will be in fixing technical bugs and game bugs... not content delivery.
Here are the points I dug out of the thread:
1. The content doesn't change. It's the same the first time you play and then is just a repeat. Turbine didn't even bother to have the traps or secret doors change locations.
2. The speed of leveling is not proportionate to the amount of content available. It is being compared to leveling to 20 in WoW, which took casual people about a month to do and the hardcore hitting 20 after a day. Difference being, WoW has different 1-20 content for almost every race.
3. There is ZERO level 10 end game content available. Once you hit level 10 it is a reroll and restart, farm the dungeons you've already completed, or wait for the next content patch which is X number of weeks away.
Final Thoughts
DDO is in trouble and matter of fact so is Turbine.
Update: 1 Sept, 2009 - Edited post, applied label.
Sunday, February 26, 2006
Time
I've come to realize that I just don't have time to do things that I want anymore. I have too many things that need to be done! Fortunately all things that I need to get done are worth more than anything in the end, but still having little to no time to pursue my hobbies is a big downer. But before I get into solutions I will get into what I'm so busy with.
1. I've purchased a house.
2. I've began planning my wedding.
3. I'm preparing to move within the next few months.
4. In a few months I will be out of the active military.
5. I'm beginning research into what school I will attend after I am out of the active military.
Now, I normally like to keep real life out of my blog, but these changes will play greatly into my gaming future and the reason I am about to present some solutions to keep my gaming addiction fed.
Solution 1 - EVE Online. Since I am already playing it and skill training requires minimal interaction I can continue. This is a good idea, but as I begin to spend more time away from my current house I will not have a PC to access the net with for weeks at a time. So EVE Online and MMORPGs in general are going to be tough.
Solution 2 - Finally getting a Nintendo DS as I've been wanting to do. I gave one to my fiance as a birthday present and she absolutely loves it. I have a crack list of games to get: Mario Kart DS, Mario Bros Partners in Time, and soon to be released Metroid Prime Hunters plus the new untitled Mario DS title.
Also I would get a wireless USB adapter to plug into my PC for some online play for Mario Kart DS. Even though I will be without a net connected PC for weeks at a time there should be plenty of titles to keep me busy and any gameboy is king of portability.
Solution 3 - Give up gami.... blah I can't finish typing that. Haha...
Peace out!
1. I've purchased a house.
2. I've began planning my wedding.
3. I'm preparing to move within the next few months.
4. In a few months I will be out of the active military.
5. I'm beginning research into what school I will attend after I am out of the active military.
Now, I normally like to keep real life out of my blog, but these changes will play greatly into my gaming future and the reason I am about to present some solutions to keep my gaming addiction fed.
Solution 1 - EVE Online. Since I am already playing it and skill training requires minimal interaction I can continue. This is a good idea, but as I begin to spend more time away from my current house I will not have a PC to access the net with for weeks at a time. So EVE Online and MMORPGs in general are going to be tough.
Solution 2 - Finally getting a Nintendo DS as I've been wanting to do. I gave one to my fiance as a birthday present and she absolutely loves it. I have a crack list of games to get: Mario Kart DS, Mario Bros Partners in Time, and soon to be released Metroid Prime Hunters plus the new untitled Mario DS title.
Also I would get a wireless USB adapter to plug into my PC for some online play for Mario Kart DS. Even though I will be without a net connected PC for weeks at a time there should be plenty of titles to keep me busy and any gameboy is king of portability.
Solution 3 - Give up gami.... blah I can't finish typing that. Haha...
Peace out!
Thursday, February 23, 2006
Out for the weekend... err my weekend
I'll be gone until Saturday evening which just so happens to be my "weekend". Next month I'll be switching to Sunday and Mondays off instead of Friday and Saturday. Anyways I will be out of town.
My fiance and I have bought a house after much research so I will be up there checking it out. Good luck in all your gaming... whether its World of Warcraft, EVE Online, Battlefield 2, Everquest 2, Star Wars Galaxies, Dark Ages of Camelot, Anarachy Online, Shadowbane, Asherons Call, Dungeons and Dragons Online, etc. Think I named enough?
Update: 29 Nov, 2009 - Edited post and applied labels.
My fiance and I have bought a house after much research so I will be up there checking it out. Good luck in all your gaming... whether its World of Warcraft, EVE Online, Battlefield 2, Everquest 2, Star Wars Galaxies, Dark Ages of Camelot, Anarachy Online, Shadowbane, Asherons Call, Dungeons and Dragons Online, etc. Think I named enough?
Update: 29 Nov, 2009 - Edited post and applied labels.
Tuesday, February 21, 2006
Guild Wars world champs and thoughts on pro-video gaming
Joystiq has a small blurb up about the Guild Wars world champions. Congrats to team EviL for taking home the prize. The whole thought of gaming for cash and the comments to the article got me thinking. Along with thoughts from the Gaming Steve podcast I have some thoughts that I posted as comments to the Joystiq article.
Update: 29 Nov, 2009 - Edited post and applied labels.
"Videogames as a sport will not get picked up as mainstream until the various leagues learn to stick to a single game... not many games that change every couple of years.Thoughts?
The MLB doesn't announce next seasons is going to be played as Baseball 2.0. The NFL doesn't go and introduce NFL:The Sequel as next years "game". Profesional sports change very little overtime.
Video gaming professionally needs a constant game. In the US the closest contender we have is Counterstrike. Even then the main star of the circuit is Fatal1ty who jumps to whatever Quake-inspired game is hot.
Pro video gaming is actually a sad commercial interest for the games being played and the technology (gfx cards fo sho) the gamers compete on.
Starcraft is HUGE in Korea and is basically their national "past time". Starcraft is an old game and I doubt you will see the Koreans changing games anytime soon. Sure other games in Korea are competitive, but its basically like comparing the MLB to AAA baseball in the US. It's minor league vs major league.
And until the US video gaming tournaments get out of the commercial aspect of selling the newest and greatest hardware and software, they won't succeed."
Update: 29 Nov, 2009 - Edited post and applied labels.
Sunday, February 19, 2006
Lum (aka Scott Jennings) leaves Mythic Entertainment
Mythic Entertainment, the makers of Dark Ages of Camelot, have lost one of their best today. Lum the Mad (aka Scott Jennings) has parted ways with the company. The old man was seen kicking a jar as he left releasing a magical fairy that will be flying him South by Southwest for an unknown purpose. The blogging scene is full of rumors.
1. Lum the ever vigilant World War II gaming fan could possibly be headed to Cornered Rat software to begin design work on World War II Online.
2. SOE has posted job listings in the southwest for Lead Designer.
3. With the success of his book, MMORPGs for Dummies, it is speculated that he is retiring to Arizona to concentrate his efforts on MMORPGs for Dummies : The Sequel.
4. And finally many have speculated the man really has finally gone crazy.
Update: 29 Nov, 2009 - Edited post, removed broken links, and applied labels.
1. Lum the ever vigilant World War II gaming fan could possibly be headed to Cornered Rat software to begin design work on World War II Online.
2. SOE has posted job listings in the southwest for Lead Designer.
3. With the success of his book, MMORPGs for Dummies, it is speculated that he is retiring to Arizona to concentrate his efforts on MMORPGs for Dummies : The Sequel.
4. And finally many have speculated the man really has finally gone crazy.
Update: 29 Nov, 2009 - Edited post, removed broken links, and applied labels.
Friday, February 17, 2006
Brad McQuaid responds to my /. comments
I posted earlier in the week about the Vanguard : SoH preview at IGN.
I also posted the commentary over to the original /. posting that lead me to the previews.
Brad McQuaid responded;
Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied label.
I also posted the commentary over to the original /. posting that lead me to the previews.
Brad McQuaid responded;
"That it would take the average player, the 'core' gamer as we have described our target audience on our message boards (e.g. the group of players that sit between truly casual and truly hard core) 6-12 months to hit max level doesn't seem unreasonable. The players who have hit 40+ in beta have gone through various tweaks of the exp curve, levled up to varying degrees in the other spheres (crafting, diplomacy), etc. And for the record, we play the game on all sorts of systems, as well as test on different systems, from low end to high.Of course I responded;
I did bring in one high end system to show off the game on a 30" monitor with all of the options turned way up (both because it looks great and also so people in the room could see the game from the various places they were sitting). And, yes, it was my system and I do play often on it, with the new Dell 30" monitor that came out -- not sure what your issue is with that unless you are assuming that's all we play the game on (high end systems) which most certainly isn't the case. Also, for what it's worth, the fact that you *can* play the game at a playable framerate at 2560x1600 with all the options turned up on a 3.8 ghz system with a x1900xtx is testament to how optimized the game is.
Obviously to run at a more typical resolution of 1280x1024 or 1600x1200 even, you can do so on a much lower end system. We're also not done optimizing, and by release, systems and graphics cards that are on the high end of things today will be much more reasonable price-wise. So while the game does take advantage of the latest hardware, shader model 2.0, HDR lighting, etc. and not just in closed off 'FPS' areas, but also outdoors where you can see for 4+ km in a truly seamless world, it will not require an 'uber' machine to run. More power than, say, WoW, yes, but nothing crazy or that would make it such that the majority of gamers couldn't or wouldn't enjoy."
Well Brad I "will" play your game at "some" point because that is the fair approach? No? I can hate all I want, but you never know I may be terribly mistaken about Vanguard. In all honesty there is even parts (housing, crafting, and mounts with bags) that intrigues me about V:SoH. Maybe it was IGN and Gamespots lackluster previews that set me off? I mean both articles are written obviously fanboi centric with nothing more than "This game is Everquest with better graphics".So back to my blog and Gamergod.com (now defunct) I go...
I understand the media blitz. I understand the "show off the game" approach to the previews. Doesn't mean I have to like it and blogging about it surely doesn't mean I have to be constructive about it. That is what folks like Darniaq are for.
Personally I would conduct the preview in a totally different way and probably wind up with my rear on the front steps of your office. Not for being rude or unruly, but for asking questions that wouldn't be sufficient for the media blitz that you are conducting for VSoH. Now if you are so inclined and curious as to how such an interview would be conducted you can check Heartless Gamer or e-mail me yourself at heartlessgamer_at_gmail.com or hell if I would be so inclined to be granted an interview through Gamergod.com (now defunct) I may even be at your office someday. All three of which I hold no high hope for aside from blogging about it.... cause I'm cool like that.
Banter aside Brad, I hope your project the best of luck. Do I think its the right direction for such a large title? No. Does my opinion count. Probably not in the grand scheme of things. I'm not Koster and I'm not Lum. I don't make games. Therefore you can dismiss my ranting and go along with your day. It will still make me happy to post my thoughts.
Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied label.
Joining a corporation in EVE Online
Joining a corporation in EVE Online is very similar to applying for a job in real life. Accepting an offer of employment and showing up for the first day is also comparable to its real life counterpart. This is a story of my first day "on the job" in EVE Online as a member of Ars Caelestis corporation (refered to as a "corp" from this point on).
Accepting the Offer
Ethic of Kill Ten Rats vouched for me to be admitted into Ars Caelestis and the AC folks were glad to accept me. It was in a bit of a hurry up as there was a convoy heading out to 0.0 space to deliver folks to the Huzzah federations station.
Now there is thousands of systems in EVE Online and unfortunately 0.0 space is labeled with all sorts of number and letter combinations. I would love to tell you where I journeyed to and from, but alas I cannot. What I can tell you is that I'm located in Catch region... wherever that is! Haha...
With the offer accepted to join I parted ways with any gear I wouldn't be able to carry with me. This was after all going to be a long trip out to the middle of nowhere. After selling off my industrial ship and all its equipment I was left with just my little Tristan frigate. I un-docked and caught up with Ethic a few systems away.
Setting up the Convoy
Now I don't want to pretend like I understand half of what was being done to set up this convoy. I warped to Ethic and we started a few jumps behind the main force. Ethic was able to get us back in line with the others and before long there was 30 of us waiting around in space to journey out to 0.0 space.
Learning the Basics
As we waited around for the convoy to get organized Ethic took me through some of the basics. It was very "real world" like in the fact that Ethic was just handing me gobs of information (in the form of bookmarks) that I would need to survive in the corp's region of space. On top of this there was the briefing that the convoy leader was kind enough to give to all the people joining that explained the basics of such things as aligning stargates, setting targets, adding the correct waypoints, and the basics of combat target calling.
Overall I was very impressed with the leadership. I wish I could pull names out, but just learning the basics was keeping me plenty of busy.
A Safe Journey
The high point of the journey was when one of our scouts called out a 12 ship formation at the next gate over ventrilo, but unfortunately it was only in jest. It did get the blood flowing for me though as I anticipated my first EVE Online PvP encounter. While it would of been fun to get into a battle I know I was ill equipped in a very weak ship.
The trip was long, but with all the stopping and aligning required you stay quite busy. There is still plenty of time to chat away in various chat channels so it was a rather enjoyable experience. Without friends though I could see myself getting bored on future trips.
Moving On
From here on out it is just more skill training for me. There is really nothing I can do in 0.0 space, but I now have a jump clone installed for future quick traveling. The next goal is to get back up into empire (0.5 - 1.0 security space) to continue learning the game along with raking in cash.
The future looks bright for me in EVE Online!
Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied labels.
Accepting the Offer
Ethic of Kill Ten Rats vouched for me to be admitted into Ars Caelestis and the AC folks were glad to accept me. It was in a bit of a hurry up as there was a convoy heading out to 0.0 space to deliver folks to the Huzzah federations station.
Now there is thousands of systems in EVE Online and unfortunately 0.0 space is labeled with all sorts of number and letter combinations. I would love to tell you where I journeyed to and from, but alas I cannot. What I can tell you is that I'm located in Catch region... wherever that is! Haha...
With the offer accepted to join I parted ways with any gear I wouldn't be able to carry with me. This was after all going to be a long trip out to the middle of nowhere. After selling off my industrial ship and all its equipment I was left with just my little Tristan frigate. I un-docked and caught up with Ethic a few systems away.
Setting up the Convoy
Now I don't want to pretend like I understand half of what was being done to set up this convoy. I warped to Ethic and we started a few jumps behind the main force. Ethic was able to get us back in line with the others and before long there was 30 of us waiting around in space to journey out to 0.0 space.
Learning the Basics
As we waited around for the convoy to get organized Ethic took me through some of the basics. It was very "real world" like in the fact that Ethic was just handing me gobs of information (in the form of bookmarks) that I would need to survive in the corp's region of space. On top of this there was the briefing that the convoy leader was kind enough to give to all the people joining that explained the basics of such things as aligning stargates, setting targets, adding the correct waypoints, and the basics of combat target calling.
Overall I was very impressed with the leadership. I wish I could pull names out, but just learning the basics was keeping me plenty of busy.
A Safe Journey
The high point of the journey was when one of our scouts called out a 12 ship formation at the next gate over ventrilo, but unfortunately it was only in jest. It did get the blood flowing for me though as I anticipated my first EVE Online PvP encounter. While it would of been fun to get into a battle I know I was ill equipped in a very weak ship.
The trip was long, but with all the stopping and aligning required you stay quite busy. There is still plenty of time to chat away in various chat channels so it was a rather enjoyable experience. Without friends though I could see myself getting bored on future trips.
Moving On
From here on out it is just more skill training for me. There is really nothing I can do in 0.0 space, but I now have a jump clone installed for future quick traveling. The next goal is to get back up into empire (0.5 - 1.0 security space) to continue learning the game along with raking in cash.
The future looks bright for me in EVE Online!
Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied labels.
Thursday, February 16, 2006
Vanguard preview @ IGN
Vanguard : Saga of Heroes is in a media blitz and IGN has a review up and I have it in my crosshairs. It has me more than disapointed... it has me downright angry. Angry because of the setback this pile of steaming crap will be on the MMORPG market.
Read the preview for Vanguard here.
Lets start with the stand out comment of the article; "The actual game mechanics should be familiar to anyone who's dabbled in MMOs in the past few years."
- Holy fizzle... Vanguard really is Everquest 2.0 (not to be mistaken with Everquest 2 from SOE). Read that quote again. Translated to human speak the previewers impression was "This is Everquest with better graphics."
Something about housing that caught my eye; "Once you start racking up a lot of dough, you'll eventually have the resources to build your own house and you can create a list of specific people who are allowed to enter it. Housing is not instanced, but the world has tons of open space for staking your claim."
- OK I'm going to calm down a little bit because they are the first MMO really since UO to attempt this in the fantasy setting. This does have potential.
Next on the chopping block is this beauty of a quote; "(Right now, the plan is to have a level cap of 50 at launch. With the current content balance, one beta tester took over four months, playing twelve hours a day, seven days a week, to reach that point.)"
This of course is followed up by this dandy; "That's primarily why McQuaid has a 30" Dell LCD powered by a Radeon X1900 XTX -- because they like to play."
- We already knew this game was made for the hardcore and I'm over that fact. What really hits hard is Brad's PC setup. Way to keep it real Brad. For bloomin' sakes... you would think they may want to test/play this game on a system THAT MORE THAN 10% OF THE GAMERS OUT THERE OWN OR COULD EVEN AFFORD!!! Just my opinion of course.
There is another preview up at Gamespot which I'll digest later, but for now I am pissed off so no need to bite off more than I can chew.
Read the preview for Vanguard here.
Lets start with the stand out comment of the article; "The actual game mechanics should be familiar to anyone who's dabbled in MMOs in the past few years."
- Holy fizzle... Vanguard really is Everquest 2.0 (not to be mistaken with Everquest 2 from SOE). Read that quote again. Translated to human speak the previewers impression was "This is Everquest with better graphics."
Something about housing that caught my eye; "Once you start racking up a lot of dough, you'll eventually have the resources to build your own house and you can create a list of specific people who are allowed to enter it. Housing is not instanced, but the world has tons of open space for staking your claim."
- OK I'm going to calm down a little bit because they are the first MMO really since UO to attempt this in the fantasy setting. This does have potential.
Next on the chopping block is this beauty of a quote; "(Right now, the plan is to have a level cap of 50 at launch. With the current content balance, one beta tester took over four months, playing twelve hours a day, seven days a week, to reach that point.)"
This of course is followed up by this dandy; "That's primarily why McQuaid has a 30" Dell LCD powered by a Radeon X1900 XTX -- because they like to play."
- We already knew this game was made for the hardcore and I'm over that fact. What really hits hard is Brad's PC setup. Way to keep it real Brad. For bloomin' sakes... you would think they may want to test/play this game on a system THAT MORE THAN 10% OF THE GAMERS OUT THERE OWN OR COULD EVEN AFFORD!!! Just my opinion of course.
There is another preview up at Gamespot which I'll digest later, but for now I am pissed off so no need to bite off more than I can chew.
Wednesday, February 15, 2006
Half Life 2 Singleplayer = Complete
Well I've finished the singleplayer campaign for Half Life 2 all while AFK mining to glory in EVE Online!
I'll work on a review later in the week or early next week. I can't believe I didn't play this before now. It is an insane experience. The story is great and the end left me doing a "WTF" turnaround.
9.5/10 only lost .5 for no pr0n.
Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied labels.
I'll work on a review later in the week or early next week. I can't believe I didn't play this before now. It is an insane experience. The story is great and the end left me doing a "WTF" turnaround.
9.5/10 only lost .5 for no pr0n.
Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied labels.
I ended up NOT writing a review for HL2.
The Outage
My internet has been connected to an "outage" for the past six days. Outage is highlighted because that is the word Comcast used to describe my problems. Last week Friday my problems began. The online light on my surfboard modem was a blinky-blink-blinking from time to time. Websites loaded slow or not at all.
IPConfig showed a connection and trace routes ran fine... err when or if they ran. My games like EVE Online, World of Warcraft, Battlefield 2, Guild Wars, and so forth just would not stay connected if they managed to get connected at all.
So it was about a six day "outage" of non-reliable connectivity. You would think since I called on the first day of the problems and followed up two other times during that period I would be entitled to some form of a discount this month.
I spoke with a customer service rep today at Comcast about just such a topic.
The agent was able to confirm my account was no longer connected to an "outage", but only after refusing to believe I correctly power cycled my modem. Three calls this week confirming I was still connected to the "outage" and three different agents walked me through turning the power on and off my modem. BTW there is NOT ONE, BUT TWO automated messages before you can even talk to an agent that describe in detail that most common problems can be solved by power cycling your modem!
The fact that this outage was days old wasn't really that frustrating to me, but the fact that they knew I was connected to an outage and failed to contact me with any information regarding it is frustrating. If their system could identify that my connection was part of the affected area then how damn hard is it to auto-generate an e-mail to tell me or call me based on the fact I reported the issue?
Of course I was denied my refund and I asked to speak to a supervisor. But when I spoke to one, no luck. To add insult to the "outage" the manager ensured the technician walked me through power cycling, checking PC drivers were installed, running IPconfig, running a trace route, and making sure my modem was pinged. Then I told them the technician could see I was connected to an "outage" as soon as I called.
Now the supervisor was respectable, but seemed to be reading off the "How to be annoying and repeat everything the technician did" checklist. Long story short... I was denied any form of reimbursement because a) I do not have a small business contract and b) it was not an outage of more than 14 days.
The major things I took away from this.
1. Never once did Comcast e-mail, call, or snail mail me to inform me that my connection would be connected to an outage for an extended period of time.
2. If you're calling Comcast support chances are its well beyond power cycling the modem, but the Comcast agent will never believe you're actually capable of power cycling it without their step by step guidance.
3. Asking for a refund for services not received is like a trip to the dentist. Your hesitant before you even get there and you probably have a headache when you leave.
IPConfig showed a connection and trace routes ran fine... err when or if they ran. My games like EVE Online, World of Warcraft, Battlefield 2, Guild Wars, and so forth just would not stay connected if they managed to get connected at all.
So it was about a six day "outage" of non-reliable connectivity. You would think since I called on the first day of the problems and followed up two other times during that period I would be entitled to some form of a discount this month.
I spoke with a customer service rep today at Comcast about just such a topic.
The agent was able to confirm my account was no longer connected to an "outage", but only after refusing to believe I correctly power cycled my modem. Three calls this week confirming I was still connected to the "outage" and three different agents walked me through turning the power on and off my modem. BTW there is NOT ONE, BUT TWO automated messages before you can even talk to an agent that describe in detail that most common problems can be solved by power cycling your modem!
The fact that this outage was days old wasn't really that frustrating to me, but the fact that they knew I was connected to an outage and failed to contact me with any information regarding it is frustrating. If their system could identify that my connection was part of the affected area then how damn hard is it to auto-generate an e-mail to tell me or call me based on the fact I reported the issue?
Of course I was denied my refund and I asked to speak to a supervisor. But when I spoke to one, no luck. To add insult to the "outage" the manager ensured the technician walked me through power cycling, checking PC drivers were installed, running IPconfig, running a trace route, and making sure my modem was pinged. Then I told them the technician could see I was connected to an "outage" as soon as I called.
Now the supervisor was respectable, but seemed to be reading off the "How to be annoying and repeat everything the technician did" checklist. Long story short... I was denied any form of reimbursement because a) I do not have a small business contract and b) it was not an outage of more than 14 days.
The major things I took away from this.
1. Never once did Comcast e-mail, call, or snail mail me to inform me that my connection would be connected to an outage for an extended period of time.
2. If you're calling Comcast support chances are its well beyond power cycling the modem, but the Comcast agent will never believe you're actually capable of power cycling it without their step by step guidance.
3. Asking for a refund for services not received is like a trip to the dentist. Your hesitant before you even get there and you probably have a headache when you leave.
Monday, February 13, 2006
The Difference between Everquest and Ultima Online players
For many MMORPG veterans the first MMORPG they played was either Everquest or Ultima Online. Now obviously these were not the only games on the market, but they held the lion’s share of players and are also recognizable icons of the early days of truly massive graphical MMORPGs.
There is a difference between the player mentality between both Everquest and Ultima Online. Not only in the way they play, but in also how they talk about MMORPGs.
Everquest
Everquest gamers in general always talk about what "their guild" did back in the glory days of Everquest. It is about "them" slaying the dragon and about how "they" used to camp dungeons.
Everquest was a grouping enforced game. You played to group. You grouped to play. There were classes that could solo, but in general you did not solo. Any "I did this" statements are usually followed by "because my group/guild did that."
Weak players banded together and formed guilds. This team effort usually strengthened weaker players, but didn't always make them better players. A weaker player could survive because of the team. This isn't to say Everquest lacked stronger players, but stronger players went off and made their own guilds and groups.
Ultima Online
Ultima Online players usually state what "I" did. "I" used to own a castle. "I" was a tamer with five of "my own" white wyrms. "I" was a dread lord.
These players still refer to most of their accomplishments as "I" accomplishments. "I" owned a house in the "city that we built". While the group provided a goal overall it was still the individual that defined their life. What "I" did defined "my" experience in game.
Weak players in Ultima Online were weeded out relatively quickly. If "you" couldn't cut it "you" were pretty much inclined to stay in the safety of the NPC guarded towns. Weak players either quit or became better players.
The middle ground didn't really exist in Ultima Online until the release of Trammel in the Renaissance expansion. Trammel was the "safe" mirror of the world where no harm could be done against another player. Weaker players found a home here, but just like Everquest they no longer had to become better players to experience the game.
Weak players eventually did form guilds and build towns, but in general there was a group of stronger players that held the guilds together. There is a small sect of Ultima Online players that do talk about what "they" did together as a guild. These are the players that built towns together and most likely defended these towns as Anti-PKs. This was more a creation of player actions than game design.
So where does this difference lead us to?
I don’t want to say which game is better. Everquest and Ultima Online were two different games with two different play styles. The debate about which was/is better will never end.
What we can look at is what has happened since the early days of these games. World of Warcraft is the new “must play” game and Everquest 2 is quietly gaining steam. Both games follow in the Everquest mold (which is truly the Diku-inspired model of years gone by). A dozen other MMORPGs have launched and a few others have closed down since then.
Most (if not all) have followed the Everquest mold more than the Ultima Online model. It seems that the teamwork approach is an integral part of the Massive Multiplayer aspect of MMORPG.
However, as we are starting to see with World of Warcraft there still is a strong player base that demands solo friendly “I” content. These players are still looking for the friendly world where they can enjoy the “I” content along with the “team” content.
I conclude that players like to play together with friends. They enjoy having things to do with friends, but when friends are unavailable they want something they can do alone. Accomplishments are both defined by what “I” did and what “we” did. The future of MMORPGs is a careful melding of Everquest and Ultima Online play styles.
There is a difference between the player mentality between both Everquest and Ultima Online. Not only in the way they play, but in also how they talk about MMORPGs.
Everquest gamers in general always talk about what "their guild" did back in the glory days of Everquest. It is about "them" slaying the dragon and about how "they" used to camp dungeons.
Everquest was a grouping enforced game. You played to group. You grouped to play. There were classes that could solo, but in general you did not solo. Any "I did this" statements are usually followed by "because my group/guild did that."
Weak players banded together and formed guilds. This team effort usually strengthened weaker players, but didn't always make them better players. A weaker player could survive because of the team. This isn't to say Everquest lacked stronger players, but stronger players went off and made their own guilds and groups.
Ultima Online players usually state what "I" did. "I" used to own a castle. "I" was a tamer with five of "my own" white wyrms. "I" was a dread lord.
These players still refer to most of their accomplishments as "I" accomplishments. "I" owned a house in the "city that we built". While the group provided a goal overall it was still the individual that defined their life. What "I" did defined "my" experience in game.
Weak players in Ultima Online were weeded out relatively quickly. If "you" couldn't cut it "you" were pretty much inclined to stay in the safety of the NPC guarded towns. Weak players either quit or became better players.
The middle ground didn't really exist in Ultima Online until the release of Trammel in the Renaissance expansion. Trammel was the "safe" mirror of the world where no harm could be done against another player. Weaker players found a home here, but just like Everquest they no longer had to become better players to experience the game.
Weak players eventually did form guilds and build towns, but in general there was a group of stronger players that held the guilds together. There is a small sect of Ultima Online players that do talk about what "they" did together as a guild. These are the players that built towns together and most likely defended these towns as Anti-PKs. This was more a creation of player actions than game design.
So where does this difference lead us to?
I don’t want to say which game is better. Everquest and Ultima Online were two different games with two different play styles. The debate about which was/is better will never end.
What we can look at is what has happened since the early days of these games. World of Warcraft is the new “must play” game and Everquest 2 is quietly gaining steam. Both games follow in the Everquest mold (which is truly the Diku-inspired model of years gone by). A dozen other MMORPGs have launched and a few others have closed down since then.
Most (if not all) have followed the Everquest mold more than the Ultima Online model. It seems that the teamwork approach is an integral part of the Massive Multiplayer aspect of MMORPG.
However, as we are starting to see with World of Warcraft there still is a strong player base that demands solo friendly “I” content. These players are still looking for the friendly world where they can enjoy the “I” content along with the “team” content.
I conclude that players like to play together with friends. They enjoy having things to do with friends, but when friends are unavailable they want something they can do alone. Accomplishments are both defined by what “I” did and what “we” did. The future of MMORPGs is a careful melding of Everquest and Ultima Online play styles.
Friday, February 10, 2006
EVE Online Update
I have subscribed to EVE Online after my 14 day trial. What won me over was potential. Potential for being a great game later on. Currently the game is boring as I log in only to set new skills to train. I am bored with the missions that the agents task me with.
What I want to get into is some combat. Both PvP and EVE Online's PvE known as "rat" hunting. Rats are NPC pirates that are worth a pretty penny to gun down. Grouping with a few friends and jumping into a pirate nest is a sure fire way to have some fun and come out with a profit.
Even though my skills are lacking currently I can still learn. I've applied through Ethic of Kill Ten Rats to be part of Ars Calestis corporation. So hopefully I am picked up.
I am more than willing to work hard for any corporation that needs me as long as I know they have my back in a dog fight. AC seems to be a newer corporation, but that does not bother me. It will be nice to be growing up as the corp grows stronger and stronger.
I am also working on a 14 day trial review for EVE Online for Gamergod.com (now defunct) so look for that within a week or two.
Update: 29 Nov, 2009 - Edited post, removed broken link, and applied label.
What I want to get into is some combat. Both PvP and EVE Online's PvE known as "rat" hunting. Rats are NPC pirates that are worth a pretty penny to gun down. Grouping with a few friends and jumping into a pirate nest is a sure fire way to have some fun and come out with a profit.
Even though my skills are lacking currently I can still learn. I've applied through Ethic of Kill Ten Rats to be part of Ars Calestis corporation. So hopefully I am picked up.
I am more than willing to work hard for any corporation that needs me as long as I know they have my back in a dog fight. AC seems to be a newer corporation, but that does not bother me. It will be nice to be growing up as the corp grows stronger and stronger.
I am also working on a 14 day trial review for EVE Online for Gamergod.com (now defunct) so look for that within a week or two.
Update: 29 Nov, 2009 - Edited post, removed broken link, and applied label.
Wednesday, February 08, 2006
Newb Cabbage and the Basatard Sword of Slaying
Via Xfire
Heartless: omg you play WoW
DookeeDookee: yes
DookeeDookee: and I like it
Heartless: newb
DookeeDookee: don't hate
Heartless: so what server/level/class?
DookeeDookee: I'm level 10
Heartless: mega-newb
DookeeDookee: Alliance Destromath
DookeeDookee: Gnome Warlock
Heartless: O M F G mega-newbage
DookeeDookee: did someone have a bad day?
Heartless: no just bored. almost time for work.
Heartless: you know I have to keep the hoes in line
DookeeDookee: just because you had a bad day; don't take it out on me.
Heartless: newb
DookeeDookee: so
Heartless: Alliance = 10 newb pts
Heartless: Gnome = 100 newb pts
Heartless: Warlock = +1 respect
DookeeDookee: whats an infernal?
Heartless: dude your newbage stinks like cabbage... newb cabbage
[Bastard Sword of Slaying]
It's 3:41 in the afternoon and I've already answered the door once today to let the pest control guy in. I work night shift so this is my primetime for sleeping. The banging on the door is not going to stop until I open it so I head down the stairs with my [Bastard Sword of Slaying].
I open the door to a quivering young man of no more than 16. "Ummm hey... yeah... ummm do you ummm... want to umm... help me be the... top of ummmm... of my class?". Flashes of red dance inside my head, but I hold the void. "All you have to do is ummm... buy a magazine... ummm and I ummm... get points."
"No thanks. I don't need any magazines." Still holding strong.
"Ummm I have cup holders." he says as he flips through his little flip book. I notice its entitled How to Sell Things.
"No thanks. You can try my neighbors." I can feel my inner rage releasing.
"Aww man... come on..." was all that escaped as his body slumped and his head flopped lifelessly on the cold pavement of my driveway. The strike had been swift and deadly. The [Bastard Sword of Slaying] had performed its duty. Closing my door I returned to my bed and to the Land of Dreams.
It was 4:14 the next time I awakened to the cat calls of a female outside my window. My roomate, Nitro, was outside talking to the buxom beauty. Nay; he was engaged in mental battle. Then like whispers on the wind I heard her utter the words "...buy a magazine...".
Rage is a thing of beauty that no woman can match. The rush and eventual release is nothing a pen to paper can describe. A feeling that must be lived to be understood. It was all a blur from this point on. Red flashes and the feel of my [Bastard Sword of Slaying] fluttered in my mind, but no solid sequence of events could be convened. There was two bodies in the driveway now.
Heartless: omg you play WoW
DookeeDookee: yes
DookeeDookee: and I like it
Heartless: newb
DookeeDookee: don't hate
Heartless: so what server/level/class?
DookeeDookee: I'm level 10
Heartless: mega-newb
DookeeDookee: Alliance Destromath
DookeeDookee: Gnome Warlock
Heartless: O M F G mega-newbage
DookeeDookee: did someone have a bad day?
Heartless: no just bored. almost time for work.
Heartless: you know I have to keep the hoes in line
DookeeDookee: just because you had a bad day; don't take it out on me.
Heartless: newb
DookeeDookee: so
Heartless: Alliance = 10 newb pts
Heartless: Gnome = 100 newb pts
Heartless: Warlock = +1 respect
DookeeDookee: whats an infernal?
Heartless: dude your newbage stinks like cabbage... newb cabbage
[Bastard Sword of Slaying]
It's 3:41 in the afternoon and I've already answered the door once today to let the pest control guy in. I work night shift so this is my primetime for sleeping. The banging on the door is not going to stop until I open it so I head down the stairs with my [Bastard Sword of Slaying].
I open the door to a quivering young man of no more than 16. "Ummm hey... yeah... ummm do you ummm... want to umm... help me be the... top of ummmm... of my class?". Flashes of red dance inside my head, but I hold the void. "All you have to do is ummm... buy a magazine... ummm and I ummm... get points."
"No thanks. I don't need any magazines." Still holding strong.
"Ummm I have cup holders." he says as he flips through his little flip book. I notice its entitled How to Sell Things.
"No thanks. You can try my neighbors." I can feel my inner rage releasing.
"Aww man... come on..." was all that escaped as his body slumped and his head flopped lifelessly on the cold pavement of my driveway. The strike had been swift and deadly. The [Bastard Sword of Slaying] had performed its duty. Closing my door I returned to my bed and to the Land of Dreams.
It was 4:14 the next time I awakened to the cat calls of a female outside my window. My roomate, Nitro, was outside talking to the buxom beauty. Nay; he was engaged in mental battle. Then like whispers on the wind I heard her utter the words "...buy a magazine...".
Rage is a thing of beauty that no woman can match. The rush and eventual release is nothing a pen to paper can describe. A feeling that must be lived to be understood. It was all a blur from this point on. Red flashes and the feel of my [Bastard Sword of Slaying] fluttered in my mind, but no solid sequence of events could be convened. There was two bodies in the driveway now.
Tuesday, February 07, 2006
Half Life 2 - Singleplayer
I am glad I waited until now because I have a kick ass computer to run it on. The game is simply amazing. The puzzles are unique and are definite exercises on the brain. There is usually just enough information presented to figure out each one without making them too easy or frustratingly hard.
The story line is great even for those unfamiliar with the events of the original Half Life. The real joy so far has been the interaction with pretty much anything in the surrounding areas.
Having played a bit of Half Life 2 Deathmatch and Lost Coast I am aware of many of the weapons I will get to play with later. The standard crowbar is king and the grav gun is its slave. I can't wait to get the grav gun in game and can't wait to see some of the puzzles it is used in.
Now if I am really feeling in the Single Player mood I may just crack away at the Call of Duty 2 SP experience.
Monday, February 06, 2006
OId School : Space Invaders
HINT: Look at the belly.
Also the superbowl sucked... Seahawks should of beaten the Steelers! Not to mention the commercials were a borefest.
Update: 6 Nov, 2006 - Applied labels.
Sunday, February 05, 2006
EVE Online, not playing is better than playing
Right now in EVE Online I have nothing important to do other than log in and set my skills to train. Running NPC missions has gotten stale. Exploring new space has gotten boring. Chatting in game has been nice, but I really have no clue what most people are talking about.
I have the ship I am going to be taking into battle. I have a bank account with 4.5 million ISK in it. The only thing lacking right now are the skills to do what I want and a corporation to join to put my skills to use.
EVE Online for all its awards and praise is a pretty shallow game if you aren't into the PvP, trading, or political game. Sadly the game does little to direct you in a feasible direction. Most corporations have steep application requirements. On top of this if you don't follow some sort of EVE players guide your first character is a toss away.
Luckily I have followed a good guide and my first character should last. I also hopefully have a corporation lined up once I am out of the free trial period. All that is left is getting the skills to outfit my ship to perform the basic PvP function of "tackling". Tackling is equivalent to being the "crowd control" class in other MMORPGs.
A "tacklers" job is to do nothing but keep a target from escaping from or moving freely around the battlefield. It is an important role I am ready to fufill, but waiting is killing me. I am playing EVE Online for the rush of war and the potential of politics.
So right now not playing EVE is a hell of a lot more fun than actually playing it.
I have the ship I am going to be taking into battle. I have a bank account with 4.5 million ISK in it. The only thing lacking right now are the skills to do what I want and a corporation to join to put my skills to use.
EVE Online for all its awards and praise is a pretty shallow game if you aren't into the PvP, trading, or political game. Sadly the game does little to direct you in a feasible direction. Most corporations have steep application requirements. On top of this if you don't follow some sort of EVE players guide your first character is a toss away.
Luckily I have followed a good guide and my first character should last. I also hopefully have a corporation lined up once I am out of the free trial period. All that is left is getting the skills to outfit my ship to perform the basic PvP function of "tackling". Tackling is equivalent to being the "crowd control" class in other MMORPGs.
A "tacklers" job is to do nothing but keep a target from escaping from or moving freely around the battlefield. It is an important role I am ready to fufill, but waiting is killing me. I am playing EVE Online for the rush of war and the potential of politics.
So right now not playing EVE is a hell of a lot more fun than actually playing it.
Wednesday, February 01, 2006
0.3 and beyond!
I came to a realization today in EVE Online that I created my character wrong. I followed this Arsclan guide. While this is a great guide it omits one very important step in the character building process
After the first three selections in building your skills you are prompted with Advanced Command, Starship Captain, and another one I forgot the name of. The guide stops with Command being your last choice which is the third choice. It does not mention what to pick at the 4th selection. Applying my common sense I chose Advanced Command as my 4th selection because the guide says to pick command last. I needed to take Starship Captain!
Well that has now set me back about 5 days worth of skill training just to get my Racial Frigate up to level 4 and Starship Command up to level 3. I instead have a leadership skill at level 3 which I will not be using anytime soon.
While this is not terrible or end of the world type stuff... it is still a setback of time I could spend training my learning skills higher. I could just get my learning skills higher, but I want a better ship sooner than later. Within a couple days I should have a much larger and better ship.
0.3
I also ventured into 0.3 (low security) space today for the first time. I ran a quick drop off mission for a few thousand ISK and the six jumps were uneventful. While in 0.3 I decided to do some mining to see what sort of possibly better ore I could find.
During my quick mining stop I was attacked by a pirate. It was taking me down, but I was able to do a good bit of damage to it. Unfortunately if I had stuck around I would of lost. It was a much larger ship than mine, but I held my own. Luckily I had just filled my cargo hold full of ore and was able to warp away in time. I didn't make much more than a single mission would of netted me, but it was fun and a learning experience.
Now I really need to get frisky and venture out into some 0.0 space!
After the first three selections in building your skills you are prompted with Advanced Command, Starship Captain, and another one I forgot the name of. The guide stops with Command being your last choice which is the third choice. It does not mention what to pick at the 4th selection. Applying my common sense I chose Advanced Command as my 4th selection because the guide says to pick command last. I needed to take Starship Captain!
Well that has now set me back about 5 days worth of skill training just to get my Racial Frigate up to level 4 and Starship Command up to level 3. I instead have a leadership skill at level 3 which I will not be using anytime soon.
While this is not terrible or end of the world type stuff... it is still a setback of time I could spend training my learning skills higher. I could just get my learning skills higher, but I want a better ship sooner than later. Within a couple days I should have a much larger and better ship.
0.3
I also ventured into 0.3 (low security) space today for the first time. I ran a quick drop off mission for a few thousand ISK and the six jumps were uneventful. While in 0.3 I decided to do some mining to see what sort of possibly better ore I could find.
During my quick mining stop I was attacked by a pirate. It was taking me down, but I was able to do a good bit of damage to it. Unfortunately if I had stuck around I would of lost. It was a much larger ship than mine, but I held my own. Luckily I had just filled my cargo hold full of ore and was able to warp away in time. I didn't make much more than a single mission would of netted me, but it was fun and a learning experience.
Now I really need to get frisky and venture out into some 0.0 space!
Why should I help open the AQ gates in World of Warcraft?
I found this thread over at Gamergod.com (now defunct, removed link) that asks "Why should casual gamers help hardcore raiders open the gates of AQ?"
From the post;
So I repeat what the article says... why help the hardcore catasses with a quest that only benefits them in the end? This should hopefully be a stick in the side of Blizzard to finally step up and recognize that the gap between hardcore and casual is nearing the point of no return.
The Burning Crusade expansion may start to close this gap, but it is going to consist of finite content. Will Blizzard catch up before the casual MAJORITY is level 70 or will Blizzard just let the gap keep on growing with new catass dungeon after catass dungeon?
Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied label.
From the post;
"As a casual gamer, I and many friends wonder.. Why should I help? Why bust my cute butt helping to just open more raids? There was a good article about this in the New York Times of all places, the fact is and im hoping the developers see it, is that to most casual gamers, which do make up the majority of most every mmo focusing on only raid content isnt going to make the fanbase happy."Darniaq provides some insight into a reason why casual players might;
"In a way, it's an example of how everyone's just a cog in the great machinery of Life, or in this case, a player society. If everyone does their little bit, they all can benefit. If some people rely on others to get it done, due to complacency or laziness, well, we see that in real life too so there's no surprise there.But I find Darniaq's reason pretty weak. I can read lore on a webpage instead of wasting my valuable in game time grinding foolishly on a quest that will never help me outside of a few reputation points and I can play the expansion whether I help with this quest or not.
This unlocks access to more raiding, but it's also part of the Lore for the expansion, which comes equipped with something for everyone. Sometimes I feel people can get so focused on an incremental event they forget the larger story it's a part of. Not that this would make me partake of this uber grindfest of course. It's just academically interesting to see what sorts of people are a part of it and what sorts are not."
So I repeat what the article says... why help the hardcore catasses with a quest that only benefits them in the end? This should hopefully be a stick in the side of Blizzard to finally step up and recognize that the gap between hardcore and casual is nearing the point of no return.
The Burning Crusade expansion may start to close this gap, but it is going to consist of finite content. Will Blizzard catch up before the casual MAJORITY is level 70 or will Blizzard just let the gap keep on growing with new catass dungeon after catass dungeon?
Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied label.
Monday, January 30, 2006
EVE Online : Slowly, but surely
Skills
Skills in EVE Online are confusing to get started with. I was, and to a point still am, confused about which skills I should be training. I know in the long run that training my Learning based skills will reduce training times, but that makes for a pretty dull experience in the beginning.
My strategy so far has been to train several skills to level one while I am logged on. They are quick and easy to train, so I am online to switch the next skill active. When I have to log, I set my longer level 3+ skills to train. Luckily, I have plenty of skills that take 7-10 hours to train; perfect for work and sleeping.
100,000 Skill Points
I crossed the 100,000 skill point barrier earlier today. That meant updating my clone. Fortunately I am still well in the positive cash flow and it was no more than a drop in the bucket.
Unfortunately, the only station with cloning capabilities was six jumps away. I probably just missed one closer, but I am a newb and newbs make mistakes. I have a clone that saves up to 120,000 skill points, but I am by far in no rush to break it in.
Goal
I have a goal now: to train to Spaceship Command 3, Gallente Frigate 4, and Gallente Cruiser 1. Then I will look into purchasing a cruiser to fly around in. If anyone has any better ideas let me know!
Update: 8 Jul, 2007 - Edited post and applied labels.
Skills in EVE Online are confusing to get started with. I was, and to a point still am, confused about which skills I should be training. I know in the long run that training my Learning based skills will reduce training times, but that makes for a pretty dull experience in the beginning.
My strategy so far has been to train several skills to level one while I am logged on. They are quick and easy to train, so I am online to switch the next skill active. When I have to log, I set my longer level 3+ skills to train. Luckily, I have plenty of skills that take 7-10 hours to train; perfect for work and sleeping.
100,000 Skill Points
I crossed the 100,000 skill point barrier earlier today. That meant updating my clone. Fortunately I am still well in the positive cash flow and it was no more than a drop in the bucket.
Unfortunately, the only station with cloning capabilities was six jumps away. I probably just missed one closer, but I am a newb and newbs make mistakes. I have a clone that saves up to 120,000 skill points, but I am by far in no rush to break it in.
Goal
I have a goal now: to train to Spaceship Command 3, Gallente Frigate 4, and Gallente Cruiser 1. Then I will look into purchasing a cruiser to fly around in. If anyone has any better ideas let me know!
Update: 8 Jul, 2007 - Edited post and applied labels.
Friday, January 27, 2006
My first day in EVE Online
My first day in EVE Online was uneventful, but still satisfying. We'll start out with character creation and finish with a new ship. Being a newb has never felt so good.
Race: Gallente
Bloodline: Gallente
Ancestry: Immigrants
School: Federal Navy Academy
Department: Operations
Field: Command
Specialty: Advanced Command
Int: 8, Cha: 8, Per: 10, Mem: 6, WP: 6
My adventure into the vast space of EVE Online started with a wonderful tutorial. It takes you over the basics of space flight, the UI, chat features, docking stations, and eventually into advanced space flight. Without the tutorial I doubt I would ever figure out how to play this game. It was so good that I may repeat it just to catch things I may have missed.
During the tutorial I spent a good amount of time goofing around and basically being a newb. Luckily there is a chat channel filled with helpful people that like to laugh. So far this is one of the better newb experiences I've had in a game and at the same time this is one of the toughest to learn games I've ever played in the MMORPG space.
My first combat experience was enjoyable as I fumbled accross advanced commands to just target and shoot things. It seems to be simpler than I am making it out to be, but in EVE you need to learn to fly first before you can get into heavy combat. Therefore I only encountered two combat situations and the first was the tutorial directed one.
The second combat situation had me confused. I had upgraded my newbie ship to a new and improved Gallente Frigate, Atron model. I outfitted it with two new guns filled with real ammo instead of the newb gun. Even riding high with this new bad ass strapped to a rocket I came into the fight with 5 on 1 odds. I was to destroy a Drone Silo defended by 5 drones and two stationary guns.
After a couple near death experiences that forced me to warp out of the fight I came back and barely managed to destroy the silo escaping the drones with only 1/4 of my ship still intact. I warped back to my agent (quest giver) flaming the entire way for a fat paycheck.
Next step: Find a ship buying guide for a newb!
Race: Gallente
Bloodline: Gallente
Ancestry: Immigrants
School: Federal Navy Academy
Department: Operations
Field: Command
Specialty: Advanced Command
Int: 8, Cha: 8, Per: 10, Mem: 6, WP: 6
My adventure into the vast space of EVE Online started with a wonderful tutorial. It takes you over the basics of space flight, the UI, chat features, docking stations, and eventually into advanced space flight. Without the tutorial I doubt I would ever figure out how to play this game. It was so good that I may repeat it just to catch things I may have missed.
During the tutorial I spent a good amount of time goofing around and basically being a newb. Luckily there is a chat channel filled with helpful people that like to laugh. So far this is one of the better newb experiences I've had in a game and at the same time this is one of the toughest to learn games I've ever played in the MMORPG space.
My first combat experience was enjoyable as I fumbled accross advanced commands to just target and shoot things. It seems to be simpler than I am making it out to be, but in EVE you need to learn to fly first before you can get into heavy combat. Therefore I only encountered two combat situations and the first was the tutorial directed one.
The second combat situation had me confused. I had upgraded my newbie ship to a new and improved Gallente Frigate, Atron model. I outfitted it with two new guns filled with real ammo instead of the newb gun. Even riding high with this new bad ass strapped to a rocket I came into the fight with 5 on 1 odds. I was to destroy a Drone Silo defended by 5 drones and two stationary guns.
After a couple near death experiences that forced me to warp out of the fight I came back and barely managed to destroy the silo escaping the drones with only 1/4 of my ship still intact. I warped back to my agent (quest giver) flaming the entire way for a fat paycheck.
Next step: Find a ship buying guide for a newb!
Thursday, January 26, 2006
Now playing EVE Online
I decided to finally take the plunge and journey into the game every MMORPG blogger seems to be enjoying: EVE Online.
So far; so good. I am about done with the tutorial and found it to be very helpful. It is actually the first tutorial that has ever explained to me the chat features in game. The newbie chat channels are full and its great to get help when needed.
The new player guide is also helping me with skill training which is one of EVE Online's mysteries to me still. Slowly, but surely, I am learning the ins and outs of the system.
Thanks to Ethic at Kill Ten Rats blog for the hook up on a few links to character creation guides. No gimp rolling here!
My name in game is Column (Heartless was taken) and you can EVE mail me if you would like.
The new player guide is also helping me with skill training which is one of EVE Online's mysteries to me still. Slowly, but surely, I am learning the ins and outs of the system.
Thanks to Ethic at Kill Ten Rats blog for the hook up on a few links to character creation guides. No gimp rolling here!
My name in game is Column (Heartless was taken) and you can EVE mail me if you would like.
Everquest 2 : Trial of the Isle - Fighter and Scout
Everquest 2 is a beautiful game graphically if your computer can handle it. I am fortunate enough to have recently upgraded to a top end rig that can handle the highest settings possible in EQ2. Yes you heard that right; I run EQ2 at Extreme Quality. The game runs perfectly for me and the initial tutorial on the ship at sea is quite impressive.
Still some animations seem to stutter and monsters seem to skip (especially the first set of goblins you are tasked to kill) across the land if they are moving fast. This is something I experienced the last time I played the game and it doesn't detract from the game overall. I've eliminated it being a graphics related slow down because it happens even on lower graphics settings.
I had previously claimed that EQ2 avatars are equivalent to barbie dolls. This still holds true and is highlighted by most of the elf and human related races. I don't know what they were thinking on some of the more human races, but there is so many hair sets that look like shiny plastic!
However, I will admit that some of the more exoctic races look surprisngly good. Also the Erudite with their darker skin tones and Glpyhs look very good. The plastic feel doesn't really come off on these exotic races I guess because of the darker skin tones and more colorful skin patterns.
Fighter - My first character to play was an Erudite fighter. I wanted to start out with a strong and straight forward class. Fighters are exactly that. The first noticeable improvement I found was the run speed was significantly increased on all classes. So much so that I actually think it is too fast, but that is easily forgiven when you are getting from point A to point B in reasonable time periods.
The fighter is definitely dominant on the starter island. There was literally nothing that challenged me that much. I could swath through pairs of equally challenging opponents with little fear of death. My only death came from an unfortunate invisible goblin patrol that hid underneath a bridge.
The basic fighter Heroic Opportunity doesn't look like a fighter attack you would find in most MMORPGs, but it was still very pleasing to the eye. After a bit of trial and error I mastered the actions required to perform it which made me feel good. The only downside I found though was that the HO wasn't much better than just performing my base attacks and often times the monsters died before I had the chance to complete the HO. I assume this is because of the fact these are newbie monsters.
Scout - I chose Wood Elf for my scout because I wanted to see if the plastic hairstyles could be lost in game against the background graphics. Unfortunately they look like plastic in game just like at the character creation screen.
Knowing the layout of the isle better I was able to smoke through the quest lines and to my surprise they were different than the fighter quests. A definite plus. Aiding me in the travel is the pathfinding skill for scouts. It is only an increase of 16%, but it made me feel like I was flying through the isle. I didn't time it, but it didn't seem to take more than a minute to run from end to end of the island.
Scouts also get stealth which really doesn't slow you down that much. I felt like a stealthed bomb waiting to go off as most of my ambush attacks took out most lower level opponents and some equal level enemies in a single shot. Unfortunately this means that completing my scout HO was almost impossible.
I quit after discovering the main cave on the island because no one was around to group for the final encounter. Sad, but I understand that there isn't many newbies around to play with during the daytime hours.
Next up is the priest and mage if I feel like it. While not wow'd off my feet I was amused with the game. I doubt I could get over the seemingly "off" flow of combat and the skippy movement to play further. Yet, I would still highly recommend playing at least the Trial of the Isle as it is free!
Still some animations seem to stutter and monsters seem to skip (especially the first set of goblins you are tasked to kill) across the land if they are moving fast. This is something I experienced the last time I played the game and it doesn't detract from the game overall. I've eliminated it being a graphics related slow down because it happens even on lower graphics settings.
I had previously claimed that EQ2 avatars are equivalent to barbie dolls. This still holds true and is highlighted by most of the elf and human related races. I don't know what they were thinking on some of the more human races, but there is so many hair sets that look like shiny plastic!
However, I will admit that some of the more exoctic races look surprisngly good. Also the Erudite with their darker skin tones and Glpyhs look very good. The plastic feel doesn't really come off on these exotic races I guess because of the darker skin tones and more colorful skin patterns.
Fighter - My first character to play was an Erudite fighter. I wanted to start out with a strong and straight forward class. Fighters are exactly that. The first noticeable improvement I found was the run speed was significantly increased on all classes. So much so that I actually think it is too fast, but that is easily forgiven when you are getting from point A to point B in reasonable time periods.
The fighter is definitely dominant on the starter island. There was literally nothing that challenged me that much. I could swath through pairs of equally challenging opponents with little fear of death. My only death came from an unfortunate invisible goblin patrol that hid underneath a bridge.
The basic fighter Heroic Opportunity doesn't look like a fighter attack you would find in most MMORPGs, but it was still very pleasing to the eye. After a bit of trial and error I mastered the actions required to perform it which made me feel good. The only downside I found though was that the HO wasn't much better than just performing my base attacks and often times the monsters died before I had the chance to complete the HO. I assume this is because of the fact these are newbie monsters.
Scout - I chose Wood Elf for my scout because I wanted to see if the plastic hairstyles could be lost in game against the background graphics. Unfortunately they look like plastic in game just like at the character creation screen.
Knowing the layout of the isle better I was able to smoke through the quest lines and to my surprise they were different than the fighter quests. A definite plus. Aiding me in the travel is the pathfinding skill for scouts. It is only an increase of 16%, but it made me feel like I was flying through the isle. I didn't time it, but it didn't seem to take more than a minute to run from end to end of the island.
Scouts also get stealth which really doesn't slow you down that much. I felt like a stealthed bomb waiting to go off as most of my ambush attacks took out most lower level opponents and some equal level enemies in a single shot. Unfortunately this means that completing my scout HO was almost impossible.
I quit after discovering the main cave on the island because no one was around to group for the final encounter. Sad, but I understand that there isn't many newbies around to play with during the daytime hours.
Next up is the priest and mage if I feel like it. While not wow'd off my feet I was amused with the game. I doubt I could get over the seemingly "off" flow of combat and the skippy movement to play further. Yet, I would still highly recommend playing at least the Trial of the Isle as it is free!
Wednesday, January 25, 2006
Tuesday, January 24, 2006
Strike at Karkand, a lesson in how to not build a Battlefield 2 map
Lesson 1: Do not start both sides within sprinting distance of each other. This rewards only those players that can load in the fastest on the first round and have the first flag capped before the majority of gamers even think about moving.
Also it is prime real estate for a campfest by tanks and APCs. No one likes dieing the second they spawn because there is ZERO cover to take against a set of camping tanks and APCs.
Pushing the bases farther apart would allow for teams to set up defenses and actually be prepared for an assault before the battle is already lost. Engineers could provide a crucial role on this map, but unfortunately by the time they could get in place to set AT mines the tank and APCs are already camping the spawns.
Lesson 2: In Battlefield 2 openess is key. You can't artificially impose boundaries with non-combat areas to bottleneck the action. I could understand if the south-east corner of the map was mountains, but it is not! It is wide open and should of been left open to prevent the bottleneck that occurs currently.
Boats and other items would of made that area a key part of the map. The MEC would have to defend both their back bases and their forward bases instead of just watching the bottleneck slaughter that occurs at the forward bases.
Lesson 3: Providing tons of buildings with no interiors to hide in is a mistake. Once again the camping issue. Tanks and APCs can have field days in the alley ways as infantry have no place to run. There is also ZERO space for infantry to surprise tanks or APCs to take them out.
Lesson 4: Maximizing fast combat situations does not make the game fun. It just promotes the whoring aspect of an already flawed ranking system. Its sad that you don't have to leave the forward spawn points to get the Gold Medal. Actually those people that actually try to cap spawn points for a win usually wind up with the fewest points. The points are whored within the forward most spawn point in the mid of the rush.
Lesson 5: Don't build in a strategic bridge over a river if you are going to just allow vehicles to drive down river 10 feet to cross without a bridge. These are the type of choke points that should be in game. That way armor whores have to get out of their vehicles and fight or fix the bridge to cross.
A Final Note: Many players play Strike at Karkand with the sole excuse that they just hate air power. These players need to get Special Forces and play on maps that are built 100% around infantry combat. Most Special Forces maps are a joy to play on and are wide open from end to end. Strike at Karkand is poorly designed and is nothing more than an excuse to whore points.
This post came out of anger because I'm sick of the map. I don't play it any longer except for a game here and there. I hate the fact that its the most overplayed map in game and that without it you can't compete for rank sufficiently. Ranks are artificially harder to achieve because of the score inflation this single map causes.
You're right and I should play the game for fun, but I like to watch my stats. Fortunately I can somewhat compete playing on the other maps and I enjoy my time. EA has done a better job with each patch to make it so you can score more points on other maps than just Strike at Karkand. Hopefully EA gets a clue and rebuilds Karkand with a more open battlefield.
Also it is prime real estate for a campfest by tanks and APCs. No one likes dieing the second they spawn because there is ZERO cover to take against a set of camping tanks and APCs.
Pushing the bases farther apart would allow for teams to set up defenses and actually be prepared for an assault before the battle is already lost. Engineers could provide a crucial role on this map, but unfortunately by the time they could get in place to set AT mines the tank and APCs are already camping the spawns.
Lesson 2: In Battlefield 2 openess is key. You can't artificially impose boundaries with non-combat areas to bottleneck the action. I could understand if the south-east corner of the map was mountains, but it is not! It is wide open and should of been left open to prevent the bottleneck that occurs currently.
Boats and other items would of made that area a key part of the map. The MEC would have to defend both their back bases and their forward bases instead of just watching the bottleneck slaughter that occurs at the forward bases.
Lesson 3: Providing tons of buildings with no interiors to hide in is a mistake. Once again the camping issue. Tanks and APCs can have field days in the alley ways as infantry have no place to run. There is also ZERO space for infantry to surprise tanks or APCs to take them out.
Lesson 4: Maximizing fast combat situations does not make the game fun. It just promotes the whoring aspect of an already flawed ranking system. Its sad that you don't have to leave the forward spawn points to get the Gold Medal. Actually those people that actually try to cap spawn points for a win usually wind up with the fewest points. The points are whored within the forward most spawn point in the mid of the rush.
Lesson 5: Don't build in a strategic bridge over a river if you are going to just allow vehicles to drive down river 10 feet to cross without a bridge. These are the type of choke points that should be in game. That way armor whores have to get out of their vehicles and fight or fix the bridge to cross.
A Final Note: Many players play Strike at Karkand with the sole excuse that they just hate air power. These players need to get Special Forces and play on maps that are built 100% around infantry combat. Most Special Forces maps are a joy to play on and are wide open from end to end. Strike at Karkand is poorly designed and is nothing more than an excuse to whore points.
This post came out of anger because I'm sick of the map. I don't play it any longer except for a game here and there. I hate the fact that its the most overplayed map in game and that without it you can't compete for rank sufficiently. Ranks are artificially harder to achieve because of the score inflation this single map causes.
You're right and I should play the game for fun, but I like to watch my stats. Fortunately I can somewhat compete playing on the other maps and I enjoy my time. EA has done a better job with each patch to make it so you can score more points on other maps than just Strike at Karkand. Hopefully EA gets a clue and rebuilds Karkand with a more open battlefield.
I'm installing Everquest 2 : Trial of the Isle
I am going to go against my better judgment and install Everquest 2 : Trial of the Isle. Actually, I am almost done installing it. Now, some may ask, how could I go do such a thing being the SOE hater that I am? For starters, I'm bored and need an MMORPG fix. Plus, EQ2 seems to be a better option currently than resubscribing to World of Warcraft. Also I would like to see EQ2, settings pumped up, on my new system. This should show the game off; compared to slideshow when I played it on my older PC.
I doubt EQ2 will turn into a subscription for me, but I figured its worth it to try the game as it is now before it goes through its major class changes. Then, I can return after the changes with a bit of perspective, and see if its something that has enhanced the newbie experience.
Update: 30 April, 2009 - Edited post and applied labels.
I doubt EQ2 will turn into a subscription for me, but I figured its worth it to try the game as it is now before it goes through its major class changes. Then, I can return after the changes with a bit of perspective, and see if its something that has enhanced the newbie experience.
Update: 30 April, 2009 - Edited post and applied labels.
Sunday, January 22, 2006
Dungeons and Dragons Online gets a D
Update: 30 Jan, 06, restructured some parts of this post.
So the preview event for Dungeons and Dragons Online (DDO) has come and gone and I finally got to play the game that I've already started ranting about. It’s hard to approach the game objectively when I've already decided the game was missing an aspect that is key to pen and paper Dungeons and Dragons; the Dungeon Master. Regardless of my reservations about the game I had to try it.
Holding Hands
If you were a new player coming into a MMORPG how would you want to be introduced to the character building process? Would you want it to be fairly straight forward allowing you to get into the game and explore OR would you want to wish you had spent a little bit longer buried deep inside your D&D rule books?
DDO starts you off in a small un-guided cluster of a mess. For MMORPG veterans it may be intuitive to click on the nearest NPC as you enter the game, but for a newbie the hand holding approach needs to be used. Also it is very nice as a veteran when a new game takes my hand and guides me in my baby steps.
Guided steps are another key to introducing the player to the game. Turbine's idea of combat orientation is giving you one of four doors to choose from IF you actually figure out that they exist! The four doors are off to the side and had I not just out of curiously investigated them would have never discovered them. Each one offers a different combat training experience because I guess it was too hard to teach you about ALL your avatar's abilities at once.
Once you are familiar with what you are doing it is not hard to find your first quest and set off. The beginning quests are simple and actually do serve as a good stepping stone into the game. It just stands to reason that the combat training would have been much more fully integrated into the quests.
The minor victory that is achieved after completing the newbie area is quickly lost as you hit the same unguided wall when you finally reach the only city in DDO; Stormreach. I found myself just as lost and unguided as the newbie area. Hopefully by this time you have figured out to look for the big yellow swirl symbols that mark the entrance to a dungeon instance. They are equivalent to graffiti in any major city. Luckily you can click on a dungeon entrance and be directed to the NPC that hands out the pre-requisite quest required to enter. Its up to you how to actually get started in that quest line.
Combat isn't for Wimps
The combat of DDO is not for wimps. It also apparently is not for the standard MMORPG player because it’s radically different. Radically may be too strong a word. The trinity still exists: heal, tank, and damage.
The radical comes from the controls for combat. Auto attack is all but removed. Every click is an attack, a swing of the weapon, a block, or any number of various skills. Combat is real time and it is very hack’n’slash inspired.
Sadly this left me with soar wrists and fingers after only a couple hours of play. Sometimes I just wished I didn’t have to click a dozen more times to hit my target. I don’t really understand why the clicking gave me soar wrists or pain in my fingers because after all I play FPS games for extended periods of time with no problems. I think it came from having to constantly have a key depressed to keep the camera in a decent position.
It is just poor design to have an action inspired control scheme that requires you to control the camera. In the end the combat does not feel like a true representation of D&D. Don’t ask me how to fix it because I don’t know.
Crazy People Repeat Themselves
There is a Dungeon Master present in every quest instance you adventure into. It is the same computer controlled DM that you will meet in every single adventure. It does not change. It does not adapt to play styles. It does not feel like a real DM.
On top of not being real there is a huge immersion breaker when the DM repeats every action you take. I know that the rusty metal gate just clanked open because I saw it with my own two eyes and just so happened to have pulled the lever to make it do so! I know the chest just opened because I opened it! I know the ladder just broke because I was climbing it when it happened!
The idea works in some areas. At first the booming voice of the DM was very welcome and added to the experience. The enjoyment was short lived when I realized every action I took in my adventure was going to be narrated back.
With a little time and effort this system could have been much more effective. The system shines when it accurately notifies party members of an impending trap or situation that their skill checks passed. This makes every party member have to pay attention because the clues given by the computer DM don't go to every person in your group. This is good. Repeating my actions is not.
Warforged
Warforged are in DDO because of Turbine's decision to host the game in Wizard of the Coast's new world of Eberron. Warforged are a significant element of Eberron and that has pretty much sealed their fate to exist in DDO.
Remember playing the game "One of these things is not like the others?" when you were a child? Well then you will have a similar experience when you get to the race selection screen of DDO. The Warforged neither fit in appearance or in MMO familiarity. They are large. They look funny. And most of all they are not a race players can identify with at all. Dwarves, Elves, Humans, and Halflings are all Fantasy 101.
I kept finding myself pulled out of the immersion because of a lumbering hulk of a Warforged standing around. D&D always has relied on openness and allowing players to be anything they want to be. The problem I find is that DDO does not have this openess and therefore having one unique race really hurts the game. Now if many other races could have been included we may have a more diverse selection to fit Warforged into. Unfortunately the selection is small and the Warforged stick out like a sore thumb.
In the End
The game got a passing grade from the D&D creator himself, Gary Gygax. Still this doesn't sell the game to me. The lack of a real DM was a main detractor before I even played the game and after playing the game I am 100% confirmed in my prediction.
Lacking and uninspired combat just adds onto the laundry list of things that don’t translate between D&D and MMORPG. DDO doesn’t deserve the D&D in its title. Don’t get me wrong. The game is set in a D&D setting, but the rules are much maligned and overall poorly implemented into Turbine’s vision.
Vote with your wallet and vote no for DDO. I give Dungeons and Dragons Online a resounding grade of D (no pun intended).
So the preview event for Dungeons and Dragons Online (DDO) has come and gone and I finally got to play the game that I've already started ranting about. It’s hard to approach the game objectively when I've already decided the game was missing an aspect that is key to pen and paper Dungeons and Dragons; the Dungeon Master. Regardless of my reservations about the game I had to try it.
Holding Hands
If you were a new player coming into a MMORPG how would you want to be introduced to the character building process? Would you want it to be fairly straight forward allowing you to get into the game and explore OR would you want to wish you had spent a little bit longer buried deep inside your D&D rule books?
DDO starts you off in a small un-guided cluster of a mess. For MMORPG veterans it may be intuitive to click on the nearest NPC as you enter the game, but for a newbie the hand holding approach needs to be used. Also it is very nice as a veteran when a new game takes my hand and guides me in my baby steps.
Guided steps are another key to introducing the player to the game. Turbine's idea of combat orientation is giving you one of four doors to choose from IF you actually figure out that they exist! The four doors are off to the side and had I not just out of curiously investigated them would have never discovered them. Each one offers a different combat training experience because I guess it was too hard to teach you about ALL your avatar's abilities at once.
Once you are familiar with what you are doing it is not hard to find your first quest and set off. The beginning quests are simple and actually do serve as a good stepping stone into the game. It just stands to reason that the combat training would have been much more fully integrated into the quests.
The minor victory that is achieved after completing the newbie area is quickly lost as you hit the same unguided wall when you finally reach the only city in DDO; Stormreach. I found myself just as lost and unguided as the newbie area. Hopefully by this time you have figured out to look for the big yellow swirl symbols that mark the entrance to a dungeon instance. They are equivalent to graffiti in any major city. Luckily you can click on a dungeon entrance and be directed to the NPC that hands out the pre-requisite quest required to enter. Its up to you how to actually get started in that quest line.
Combat isn't for Wimps
The combat of DDO is not for wimps. It also apparently is not for the standard MMORPG player because it’s radically different. Radically may be too strong a word. The trinity still exists: heal, tank, and damage.
The radical comes from the controls for combat. Auto attack is all but removed. Every click is an attack, a swing of the weapon, a block, or any number of various skills. Combat is real time and it is very hack’n’slash inspired.
Sadly this left me with soar wrists and fingers after only a couple hours of play. Sometimes I just wished I didn’t have to click a dozen more times to hit my target. I don’t really understand why the clicking gave me soar wrists or pain in my fingers because after all I play FPS games for extended periods of time with no problems. I think it came from having to constantly have a key depressed to keep the camera in a decent position.
It is just poor design to have an action inspired control scheme that requires you to control the camera. In the end the combat does not feel like a true representation of D&D. Don’t ask me how to fix it because I don’t know.
Crazy People Repeat Themselves
There is a Dungeon Master present in every quest instance you adventure into. It is the same computer controlled DM that you will meet in every single adventure. It does not change. It does not adapt to play styles. It does not feel like a real DM.
On top of not being real there is a huge immersion breaker when the DM repeats every action you take. I know that the rusty metal gate just clanked open because I saw it with my own two eyes and just so happened to have pulled the lever to make it do so! I know the chest just opened because I opened it! I know the ladder just broke because I was climbing it when it happened!
The idea works in some areas. At first the booming voice of the DM was very welcome and added to the experience. The enjoyment was short lived when I realized every action I took in my adventure was going to be narrated back.
With a little time and effort this system could have been much more effective. The system shines when it accurately notifies party members of an impending trap or situation that their skill checks passed. This makes every party member have to pay attention because the clues given by the computer DM don't go to every person in your group. This is good. Repeating my actions is not.
Warforged
Warforged are in DDO because of Turbine's decision to host the game in Wizard of the Coast's new world of Eberron. Warforged are a significant element of Eberron and that has pretty much sealed their fate to exist in DDO.
Remember playing the game "One of these things is not like the others?" when you were a child? Well then you will have a similar experience when you get to the race selection screen of DDO. The Warforged neither fit in appearance or in MMO familiarity. They are large. They look funny. And most of all they are not a race players can identify with at all. Dwarves, Elves, Humans, and Halflings are all Fantasy 101.
I kept finding myself pulled out of the immersion because of a lumbering hulk of a Warforged standing around. D&D always has relied on openness and allowing players to be anything they want to be. The problem I find is that DDO does not have this openess and therefore having one unique race really hurts the game. Now if many other races could have been included we may have a more diverse selection to fit Warforged into. Unfortunately the selection is small and the Warforged stick out like a sore thumb.
In the End
The game got a passing grade from the D&D creator himself, Gary Gygax. Still this doesn't sell the game to me. The lack of a real DM was a main detractor before I even played the game and after playing the game I am 100% confirmed in my prediction.
Lacking and uninspired combat just adds onto the laundry list of things that don’t translate between D&D and MMORPG. DDO doesn’t deserve the D&D in its title. Don’t get me wrong. The game is set in a D&D setting, but the rules are much maligned and overall poorly implemented into Turbine’s vision.
Vote with your wallet and vote no for DDO. I give Dungeons and Dragons Online a resounding grade of D (no pun intended).
Saturday, January 21, 2006
How does Jack Thompson get away with it?
Go here and read this. It details the suicide of a gamer nicknamed Kuja105. Not only did his online community try to save him, but they went to an exhausting length to do so. In the end it was not to be and Kuja105 is no longer with us.
But the tragedy of the story? During a time when communities and families are still grieving and trying to understand a death of one of their own out comes Jack Thompson to prey on the situation.
Jack Thompson needs a wake up call. These communities need to rally behind this tragedy and Jack Thompson needs to be barred as a lawyer and never allowed to practice again. I am not a lawyer and don't even know if that is possible, but this is something that must be done.
If a Pepsi drinker commits suicide in the same situation does Jack Thompson e-mail Pepsi and tell them they are all children of the devil and that drinking Pepsi is causing our youth to commit suicide? No, he doesn't, and Pepsi (HFCS in general) is responsible for more youth deaths than any video game ever will be.
But the tragedy of the story? During a time when communities and families are still grieving and trying to understand a death of one of their own out comes Jack Thompson to prey on the situation.
"Your 'gamer friend' will find peace through the Lord, Jesus Christ, but sadly it's too late for that.Now how the fuck can Jack Thompson get away with such things? I just don't understand this. He can throw a law suit down because he was called a name over the Internet, but feels he can turn around and berate a community of millions without repercussion?
There is a void in every heart. You can fill it up with the things of God, or the things not of God. This unfortunate soul chose to fill it up with combat games. The playing of these video games is masturbatory activity, meaning senseless self-stimulation. If you gamers could use a dictionary you would know that that term is not necessarily a sexual one.
The real tragedy here extends beyond the life and death of this one fellow. There are literally millions of young people and young adults whose despair is deepened by turning to the things of this world and then finding them meaningless.
All of you gamers need to put down the controllers and get a life. The utter inanity of the vast majority of postings here shows how vapid "gaming" really is.
You are one of the cheerleaders for this wasting of time and the wasting of lives. Do you feel any remorse for having contributed to this "culture of death?" Of course not. Hey, let's all play MORE games, and ignore all the really productive things to do with our lives.
Let's pretend to be shocked that a gamer might descend into deeper depression, as his gamer "buds," knowing he was killing himself, couldn't figure out how to call 911 themselves for him. That would have involved leaving their computers I guess.
Sad. Sad for all of you." - Jack Thompson
Jack Thompson needs a wake up call. These communities need to rally behind this tragedy and Jack Thompson needs to be barred as a lawyer and never allowed to practice again. I am not a lawyer and don't even know if that is possible, but this is something that must be done.
If a Pepsi drinker commits suicide in the same situation does Jack Thompson e-mail Pepsi and tell them they are all children of the devil and that drinking Pepsi is causing our youth to commit suicide? No, he doesn't, and Pepsi (HFCS in general) is responsible for more youth deaths than any video game ever will be.
Friday, January 20, 2006
Tips for Battlefield 2 : Special Forces
I'm writing this tips for Battlefield 2 : Special Forces for all the knuckle heads out there that are still trying to play Special Forces as though it was regular BF2. Special Forces is not and will never be like regular BF2 and therefore you need to adjust your current way of thinking.
1. Squads! Squads! Squads! Joining a squad is key to success in any Special Forces game. Special Forces is grounded in the work of squads! This is a good tip for regular BF2, but is magnified 10x in the Special Forces expansion.
1a. While in a squad spawn on the squad leader! Most of the time they are setting up for a flag cap and its easier to sneak one person in than 5. Spawn and cap... makes for a great surprise.
1b. A squads success relies heavily on its combination of classes. A good rule of thumb is to always have a medic and two anti tanks. Anti tanks are always needed... a single tank will always win a stand off against a squad that has no AT. Even if you have Spec Ops you need to assume you will not have the jump on a tank. Resupply doesn't hurt, but you also need to have some decent firepower and until EA fixes the supply weapons accuracy they are not more important than a Spec Ops or Assault.
2. They added grapling hooks, zip lines, gas, and flash bangs in for a reason!
2a. Grappling hooks and zip-lines. The Special Forces maps are full of buildings and obstacles that can be bypassed. This makes it harder to defend flags, but in the end it makes the game 100% better because there isn't finite choke points to bottleneck at.
If you see your squad leader tossing up a rope be kind enough to follow. Chances are he is looking to get high to a) clear out any enemies below and b) get high enough for a zip line into the flag.
2b. Zip lines. As with grappling hooks they are keys to Special Forces. I guarantee a good squad will always be zipping into flags and you would be very amazed at how quickly the flags get capped. The key to the zip line is to deploy it and use it right away. If you hesitate at all you're never going to make it down.
2c. Flash bangs and gas. These two items can allow a squad to go into a packed spawn and remove every target before they have a chance to react. Employ with a zip-line and you can zip line into a flag covered by gas.
Flash bangs are useful, but don't get happy with them. They are tricky to throw and usually the effect is not enough to throw someones aim off that much.
Update: 29 Nov, 2009 - Edited post, corrected spelling, and applied labels.
1. Squads! Squads! Squads! Joining a squad is key to success in any Special Forces game. Special Forces is grounded in the work of squads! This is a good tip for regular BF2, but is magnified 10x in the Special Forces expansion.
1a. While in a squad spawn on the squad leader! Most of the time they are setting up for a flag cap and its easier to sneak one person in than 5. Spawn and cap... makes for a great surprise.
1b. A squads success relies heavily on its combination of classes. A good rule of thumb is to always have a medic and two anti tanks. Anti tanks are always needed... a single tank will always win a stand off against a squad that has no AT. Even if you have Spec Ops you need to assume you will not have the jump on a tank. Resupply doesn't hurt, but you also need to have some decent firepower and until EA fixes the supply weapons accuracy they are not more important than a Spec Ops or Assault.
2. They added grapling hooks, zip lines, gas, and flash bangs in for a reason!
2a. Grappling hooks and zip-lines. The Special Forces maps are full of buildings and obstacles that can be bypassed. This makes it harder to defend flags, but in the end it makes the game 100% better because there isn't finite choke points to bottleneck at.
If you see your squad leader tossing up a rope be kind enough to follow. Chances are he is looking to get high to a) clear out any enemies below and b) get high enough for a zip line into the flag.
2b. Zip lines. As with grappling hooks they are keys to Special Forces. I guarantee a good squad will always be zipping into flags and you would be very amazed at how quickly the flags get capped. The key to the zip line is to deploy it and use it right away. If you hesitate at all you're never going to make it down.
2c. Flash bangs and gas. These two items can allow a squad to go into a packed spawn and remove every target before they have a chance to react. Employ with a zip-line and you can zip line into a flag covered by gas.
Flash bangs are useful, but don't get happy with them. They are tricky to throw and usually the effect is not enough to throw someones aim off that much.
Update: 29 Nov, 2009 - Edited post, corrected spelling, and applied labels.
Thursday, January 19, 2006
The SOE effect: The other side of the coin!
SOE Effect Part II
Those are both my articles on how I feel SOE is leading their games (Everquest1&2, Planetside, Star Wars Galaxies) astray and that any SOE game should NEVER be played. SOE is a shifty and underhanded developer pushed a) by money grubbing business suits and b) by unrealistic development schedules and practices set forth by John Smedley.
However I have found someone who differs in opinion. Someone who can argue a lot better than I can, but Darniaq will not sway my opinion. SOE is dirt. Go over and read the article and browse around.... Darniaq has quite a few insightful posts.
Tags:
Everquest,
Everquest 2,
SOE,
Star Wars Galaxies
Wednesday, January 18, 2006
Who cares about the stories?
One Tired EVE Pilot doesn't care about game stories. So who does? That's a question I can't really answer. Role-players? Possibly. Hardcore fans? Maybe. The gamer looking to get lost in a fantasy world? Another possibility.
It's not that people don't care about the story, but they just don't care for poorly implemented story telling devices. I read 1,000+ page books every couple of weeks, but you won't catch me in-game reading chat boxes. I play games to have a living story where a battle is not narrated... it is won or lost in my actions.
Cut scenes in general are poor story telling devices simply because most game developers aren't cinematographers. There is a couple games like Warcraft 3 and Final Fantasies 7-10 that have used great cut scenes to help tell a story, but cut scenes alone do not make a story go. The game play needs to help tell the story as well and that's something I've yet to see done well.
Art is another big area. If a sewer is dark, damp, and stinks like yesterday's garbage... then visual clues like buzzing flies, visual fog, and proper lighting is required. Imitating smell without smell is hard, but artists are smart and I think it can be done without a 100 word text box describing the stench.
The avatar and animations are also important. The way an avatar runs or moves can tell a lot about the history of the character. I would rather see a Goblin Pirate limp across the ship deck than read a text box tell me that he lost it ten years ago in a battle. Resident Evil had your character slump over and stumble as you became injured and it replaced the health meter quite well.
Our minds make the words to the story we see on screen. Pictures are worth a thousand words and a proper game using the proper story telling mechanisms is worth a million.
It's not that people don't care about the story, but they just don't care for poorly implemented story telling devices. I read 1,000+ page books every couple of weeks, but you won't catch me in-game reading chat boxes. I play games to have a living story where a battle is not narrated... it is won or lost in my actions.
Cut scenes in general are poor story telling devices simply because most game developers aren't cinematographers. There is a couple games like Warcraft 3 and Final Fantasies 7-10 that have used great cut scenes to help tell a story, but cut scenes alone do not make a story go. The game play needs to help tell the story as well and that's something I've yet to see done well.
Art is another big area. If a sewer is dark, damp, and stinks like yesterday's garbage... then visual clues like buzzing flies, visual fog, and proper lighting is required. Imitating smell without smell is hard, but artists are smart and I think it can be done without a 100 word text box describing the stench.
The avatar and animations are also important. The way an avatar runs or moves can tell a lot about the history of the character. I would rather see a Goblin Pirate limp across the ship deck than read a text box tell me that he lost it ten years ago in a battle. Resident Evil had your character slump over and stumble as you became injured and it replaced the health meter quite well.
Our minds make the words to the story we see on screen. Pictures are worth a thousand words and a proper game using the proper story telling mechanisms is worth a million.
Monday, January 16, 2006
Trying to understand things on the internet is hard
What do spray cans, groping, and racism have to do with each other? I don't know. Why are you asking me? I wish I knew, but I don't. Why?
Because I am trying to understand something on the internet. While hitting up my favorite Blog search engine, Technorati, I came across the search term "xiaxue". What is xiaxue you ask? I really wish I could tell you, but I have an inkling from the search results at Technorati that it has to do with spray cans, groping, and racism!
Well I'm not really sure... this is the Internet after all.
Because I am trying to understand something on the internet. While hitting up my favorite Blog search engine, Technorati, I came across the search term "xiaxue". What is xiaxue you ask? I really wish I could tell you, but I have an inkling from the search results at Technorati that it has to do with spray cans, groping, and racism!
Well I'm not really sure... this is the Internet after all.
What To Play: WoW, EVE, or EQ2
I've been thinking recently of what MMORPG I should head back into for a bit. I have not had an active subscription for two months strong now. I've really felt no pull towards any of them to start playing them again. Battlefield 2, Call of Duty 2, and various Half Life 2 mods (Goldeneye Source, Dystopia, Counter Strike : Source) have kept me busy. But like Ogier steddings in the Wheel of Time series, by Robert Jordan, there is a longing to return.
World of Warcraft
I have an account and a level 60 Troll Shaman on Azgalor. There is a lot of new content from the 1.9 patch that may interest me. However, I doubt I would continue playing my Shaman. Most likely I would start a new character elsewhere to level up for the expansion (which I'm not sure I will be buying).
EVE Online
I love the trading and corporation aspects of EVE Online. I've tried to learn the game, but I've fallen flat on my face. I can't stand playing games that are painfully slow and confusing to learn. I know if I put the time in, I could be rewarded, but there are no guarantees in EVE Online.
Everquest 2 : Trial of the Isle
Ethic at the Kill Ten Rats blog has been trying out EQ2 and the Trial of the Isle. He has somewhat peaked my interest in picking it up again for a spin. It is doubtful I would play past the free 14 days, but giving it a try would satisfy my curiousity. I like the idea of play and forget without paying.
Update: 8 Jul, 2007 - Edited post and applied labels.
World of Warcraft
I have an account and a level 60 Troll Shaman on Azgalor. There is a lot of new content from the 1.9 patch that may interest me. However, I doubt I would continue playing my Shaman. Most likely I would start a new character elsewhere to level up for the expansion (which I'm not sure I will be buying).
EVE Online
I love the trading and corporation aspects of EVE Online. I've tried to learn the game, but I've fallen flat on my face. I can't stand playing games that are painfully slow and confusing to learn. I know if I put the time in, I could be rewarded, but there are no guarantees in EVE Online.
Everquest 2 : Trial of the Isle
Ethic at the Kill Ten Rats blog has been trying out EQ2 and the Trial of the Isle. He has somewhat peaked my interest in picking it up again for a spin. It is doubtful I would play past the free 14 days, but giving it a try would satisfy my curiousity. I like the idea of play and forget without paying.
Update: 8 Jul, 2007 - Edited post and applied labels.
Saturday, January 14, 2006
Dungeons and Dragons : The DM difference
With all the post-NDA opinions floating around about Dungeons and Dragons Online's beta I have been thinking about a crucial part of what has always been the most important aspect of a tabletop game of D&D. That aspect of course is the real, live, and breathing Dungeon Master (DM).
Let's step back to DDO for a minute. Turbine has gone a long ways to make sure the aspect of the Dungeon Master was not forgotten. They have added pop up text boxes that go into some detail about each and every area a player visits. Also there is narration to help better explain some of the different events within a quest or adventure. It gives an overall impression of there being a DM present, but in reality I doubt any player will ever believe a DM is truly watching over their play.
Turbine has decided that the DM is not a role that needs to be filled by a human. After all, that's what they have servers, graphics, real time combat, and the game itself for. There is no need for a DM to be there. Turbine's quest team has hand built numerous quests and areas for players to adventure in. They have gone the extra mile to make adventures that are exciting and multi-faceted. What possibly could a DM be needed for?
Human > Computer
It is a simple fact that a human would serve as a better DM than a computer.
Your party has been rolling through a dungeon. No monster, trap, or ambush could stop you. No monster, trap, or ambush could... because the dungeon doesn't change based on how well you're doing. The difficulty hasn't scaled. The computer is not smart enough to do so.
Insert a human DM into that situation and you have a different story on your hands. The DM could throw down a trap to slow the party while he prepared the next wave of attackers. What may start as an easy fight could escalate quickly as the DM jumps in to control one of his summoned creatures. Now the party is fighting against a real opponent.
This even extends beyond just interacting with the party as they adventure. It pays its dividends in the end also when the true reward of adventuring in D&D pays off and that is at the division of the experience points. A computer is going to reward you the same amount for the same quest (with diminishing returns for DDO). A DM on the other hand is going to analyze the fight. Was it hard for the party? Do they deserve a little extra maybe? Do they deserve less possibly because they took the easier path? These are questions to think about the next time you earn experience in any MMORPG.
What about getting a bad DM?
Well it is a possibility and I would like to think there would be quite a need for DM with the number of adventurers playing. So the possibility of getting a poor DM that is unable to enhance the adventure is a real possibility.
Things like DM rankings and scorecards would go a long way to alleviate this. After every adventure the party could rate their DM and a DM would rate his players. Other things such as rewarding a DM for achieving better rankings and giving them more power as they achieve higher ranks could also help. These are things that just haven't been explored and until real DM are placed in game it is hard to expand upon them.
For some ideas on ranking and rating systems check this article out.
Its too exploitable
I know what people are going to say. A bunch of buddies get together and jump into an adventure with their buddy buddy DM. The DM makes the adventure a cake walk and then rewards insane amounts of experience at the end. Everyone else feels cheated because there is nobodies all of a sudden level 10 after a week of playing.
No one likes cheaters and sadly cheaters will always look for maximum return with the smallest investment on their part. Its a sad fact, but there are ways to deal with it.
One idea is to randomly assign the DM to an adventure. That way no party can “shop” for a DM that will help them exploit the system. But honestly do we need to go so far as to push the players and the DM apart?
Honestly the simpler fix would be to just not connect the game to hub worlds. Disconnect the player base from itself and offer a separate way of connecting. Server browsers work great in FPS games. Give the adventurers a simple chat interface linked with a game browser so that players can hook up for a game. Each game could then be stored for players to join in later.
Without the connection of hub worlds the effect of the exploiters would not be seen as a negative on other players experience. The exploiters would be playing their own games and the other gamers would be playing theirs. If an adventure called for a party of five level 5's then it would not matter really how each character entering got to level 5.
Again the DM has control of the adventure. If players come in with items the DM doesn't feel are appropriate they could be easily replaced or restricted. If a character comes in weak the DM could boost them up for that game and that game alone.
Conclusion
The DM holds a great power in D&D. Without their presence the D&D experience is not the same. Pretty graphics and flavor text will never replace the human imagination. D&D has never been about what 1,000's of other players are doing, but more about what you and your small group of friends are doing. An online version of D&D needs to simply increase the size of the pool from which you pick your fellow adventurers and in turn hopefully make some new friends.
DDO may be a faithful representation of the world and rules of D&D, but it will never capture the spirit.
Update: 28 Aug, 2008 - Updated labels.
Let's step back to DDO for a minute. Turbine has gone a long ways to make sure the aspect of the Dungeon Master was not forgotten. They have added pop up text boxes that go into some detail about each and every area a player visits. Also there is narration to help better explain some of the different events within a quest or adventure. It gives an overall impression of there being a DM present, but in reality I doubt any player will ever believe a DM is truly watching over their play.
Turbine has decided that the DM is not a role that needs to be filled by a human. After all, that's what they have servers, graphics, real time combat, and the game itself for. There is no need for a DM to be there. Turbine's quest team has hand built numerous quests and areas for players to adventure in. They have gone the extra mile to make adventures that are exciting and multi-faceted. What possibly could a DM be needed for?
Human > Computer
It is a simple fact that a human would serve as a better DM than a computer.
Your party has been rolling through a dungeon. No monster, trap, or ambush could stop you. No monster, trap, or ambush could... because the dungeon doesn't change based on how well you're doing. The difficulty hasn't scaled. The computer is not smart enough to do so.
Insert a human DM into that situation and you have a different story on your hands. The DM could throw down a trap to slow the party while he prepared the next wave of attackers. What may start as an easy fight could escalate quickly as the DM jumps in to control one of his summoned creatures. Now the party is fighting against a real opponent.
This even extends beyond just interacting with the party as they adventure. It pays its dividends in the end also when the true reward of adventuring in D&D pays off and that is at the division of the experience points. A computer is going to reward you the same amount for the same quest (with diminishing returns for DDO). A DM on the other hand is going to analyze the fight. Was it hard for the party? Do they deserve a little extra maybe? Do they deserve less possibly because they took the easier path? These are questions to think about the next time you earn experience in any MMORPG.
What about getting a bad DM?
Well it is a possibility and I would like to think there would be quite a need for DM with the number of adventurers playing. So the possibility of getting a poor DM that is unable to enhance the adventure is a real possibility.
Things like DM rankings and scorecards would go a long way to alleviate this. After every adventure the party could rate their DM and a DM would rate his players. Other things such as rewarding a DM for achieving better rankings and giving them more power as they achieve higher ranks could also help. These are things that just haven't been explored and until real DM are placed in game it is hard to expand upon them.
For some ideas on ranking and rating systems check this article out.
Its too exploitable
I know what people are going to say. A bunch of buddies get together and jump into an adventure with their buddy buddy DM. The DM makes the adventure a cake walk and then rewards insane amounts of experience at the end. Everyone else feels cheated because there is nobodies all of a sudden level 10 after a week of playing.
No one likes cheaters and sadly cheaters will always look for maximum return with the smallest investment on their part. Its a sad fact, but there are ways to deal with it.
One idea is to randomly assign the DM to an adventure. That way no party can “shop” for a DM that will help them exploit the system. But honestly do we need to go so far as to push the players and the DM apart?
Honestly the simpler fix would be to just not connect the game to hub worlds. Disconnect the player base from itself and offer a separate way of connecting. Server browsers work great in FPS games. Give the adventurers a simple chat interface linked with a game browser so that players can hook up for a game. Each game could then be stored for players to join in later.
Without the connection of hub worlds the effect of the exploiters would not be seen as a negative on other players experience. The exploiters would be playing their own games and the other gamers would be playing theirs. If an adventure called for a party of five level 5's then it would not matter really how each character entering got to level 5.
Again the DM has control of the adventure. If players come in with items the DM doesn't feel are appropriate they could be easily replaced or restricted. If a character comes in weak the DM could boost them up for that game and that game alone.
Conclusion
The DM holds a great power in D&D. Without their presence the D&D experience is not the same. Pretty graphics and flavor text will never replace the human imagination. D&D has never been about what 1,000's of other players are doing, but more about what you and your small group of friends are doing. An online version of D&D needs to simply increase the size of the pool from which you pick your fellow adventurers and in turn hopefully make some new friends.
DDO may be a faithful representation of the world and rules of D&D, but it will never capture the spirit.
Update: 28 Aug, 2008 - Updated labels.
Thursday, January 12, 2006
Battlefield 2 patch 1.2 and Armored Fury
EA is at it again today with the new Battlefield 2 patch 1.2 and the announcement of Armored Fury another booster pack. Also with the announcement they put a price tag of $9.99 on the two announced booster packs; Armored Fury and Euro Force.
Onto the 1.2 patch notes and some commentary.
Onto the 1.2 patch notes and some commentary.
- * Helicopter now carry 8 missiles rather than 14
- * TV-Guided missile now have a shorter range
- Both of these will go a long way to balancing the attack helicopters.
- * Hit points on all air vehicles have been reduced
- * AA missile lock on has been improved
- More nerfs to the overpowered air power. Ground pounders rejoice!
- * Support kits have had their primary weapons adjusted for accuracy
- * Sniper kits have had their primary weapons adjusted for accuracy
- * Anti-Tank kits have had their primary weapons adjusted for accuracy
- Hmmm wonder if this means they will be more accurate? I may go back to playing support and sniper now. Nothing like letting 100 bullets fly at someone two feet away and not hitting them with the support guns or the 50/50 accuracy of the sniper rifle sometimes.
- * "Dolphin Diving" is no longer possible
- Dolphin what?
- * Players can no longer jump and shoot at the same time
- And a whine hear the world round was heard the day the bunny hoppers were nerfed!
- * "Prone Spamming" is now fixed
- * "Sprint exploit" is now fixed
- Exploit fixes are always good!
- * The Sa80 weapon has been improved
- * The G3A3 weapon has been improved
- Don't even know what weapons these are... oh well.
- * Reload while sprinting has been enabled
- Fin a fucking lee.
- * Chinese and MEC APCs can now shoot through penetrable materials
- Now they didn't specify if these were the main gun or the side guns.
- * Damage decreased for the M134
- * Medic defibrillator paddles have been adjusted. They now reload while not in use.
- Medics rejoice... no longer pulling out the paddles and having to watch them re-reload!
- * Server search filters now work properly
- What??? They FINALLY fixed the server browser filter issues. I will believe it when I see it.
- * All mines (Claymore, Anti-vehicle, C4) can now be picked up by the same class that dropped it by using the “G” key.
- Snipers rejoice... no longer is it a "wait and see if I got a TK for using a claymore!"
- * Mines can no longer be destroyed with other explosives
- What you do in one patch can always be undone in the next.
- * Flash bang effect radius decreased
- Good... never made sense that flashbangs worked 100 feet away and through walls.
- * Added unlocks for Sniper and AT kits
- Say what? Interesting.
- * Fixed a bug in terrain rendering with night vision, whereby terrain was still dark in dark areas.
- * Fixed a bug whereby mods that are not bf2 or not xpack permutate shaders every time a level is loaded.
- * Fixed a bug whereby non-xpack mods cannot use xpack shaders.
- * Fixed bug in TV guided missiles of Havoc helicopter
- * Bug in MP7 fire rate fixed. Ammo count increased and mag count and damage decreased
- * APC Update – “Chinese and MEC APCs can now shoot through penetrable materials”. This fix was a miscommunication to the patch team. Chinese and MEC APC’s have been reverted and the LAV25 now no longer shoots through penetrable materials.
- Awww damn... hope none of you had your hopes up.
- * Vehicles no longer disappear when viewed from some vehicles with a HUD (e.g. Tanks).
- * Performance gain found in static mesh rendering.
- * Detonation radius from grenade launcher explosions has been reduced.
- * Grenade launcher projectiles now have a minimum time before arming.
- All the poor noob toobers spamming Strike at Karkand will quit... I mean it! I can't say much since I had a love affair with the noob toob grenade launcher for a while.
Battlefield 2 : Euro Force... my predictions
EA has announced that Battlefield 2 will recieve a booster pack entitled Euro Force. Here is a list of what it will bring.
Now onto my predictions.
1. It is no secret the Chinese Army is the most underplayed army in BF2. For good reason; the Chinese maps are large and prone to air power raping the entire map. On top of that there is no single good map for scoring points in the Chinese map set.
So one of these new maps is going to be very (and I mean VERY) similar to Strike at Karkand. It will offer equally fast paced combat in an urban setting without the use of any air power. People will flock to this server because it will gain as many (if not more) points than Karkand does. EA probably believes this will somehow even out the balance between the armies.
2. A patch will be appearing shortly before or after the launch of Euro Force. It will make Euro Force unplayable and be removed. It will be taken back and retooled and then be released with the next big update.
3. The pack will sell well because of the new Karkand like map and EA will be convinced they can keep making money off these minor content updates. Its a good idea, but after Special Forces I don't expect too much meat with the release of each of these booster packs.
EA has failed to integrate the game play of SF and Battlefield 2 as it is which has segregated the community. I don't see this pack being that great, but give the stat boys a map to whore points on and they will pay... they will pay.
3 New Maps
- * Operation Smoke Screen
- * Taraba Quarry
- * Great Wall
4 New vehicles
- * Main Battle Tank - Leopard 2A6
- * Main Battle Tank – Challenger 2
- * Fighter – Eurofighter (Typhoon T1)
- * Attack Heli – Eurocopter Tiger (Tiger HAP)
7 New Weapons
- * HK53A3
- * Famas
- * SA80 L85A2
- * SA80 L85A2 with UGL (AG-36)
- * HK21
- * Benelli M4
- * P90
- * L96A1
1 New Army
- * European Union
1 new award
- * European Union Special Service Medal
Now onto my predictions.
1. It is no secret the Chinese Army is the most underplayed army in BF2. For good reason; the Chinese maps are large and prone to air power raping the entire map. On top of that there is no single good map for scoring points in the Chinese map set.
So one of these new maps is going to be very (and I mean VERY) similar to Strike at Karkand. It will offer equally fast paced combat in an urban setting without the use of any air power. People will flock to this server because it will gain as many (if not more) points than Karkand does. EA probably believes this will somehow even out the balance between the armies.
2. A patch will be appearing shortly before or after the launch of Euro Force. It will make Euro Force unplayable and be removed. It will be taken back and retooled and then be released with the next big update.
3. The pack will sell well because of the new Karkand like map and EA will be convinced they can keep making money off these minor content updates. Its a good idea, but after Special Forces I don't expect too much meat with the release of each of these booster packs.
EA has failed to integrate the game play of SF and Battlefield 2 as it is which has segregated the community. I don't see this pack being that great, but give the stat boys a map to whore points on and they will pay... they will pay.
Monday, January 09, 2006
Dungeons and Dragons (DDO) beta preview/review wrap-up
Update: 29 Nov, 2009 - Removed post as all links were broken. This will be kept as a historical placeholder.
This originally linked to various articles detailing previews/reviews of Dungeons and Dragons Online's beta.
Friday, January 06, 2006
Virgin Worlds : Panic at the Console; a look into MMORPG gamers
The Prognosticator over at the VirginWorlds blog has an interesting article up entitled "Panic at the Console" which delves into the differences among FPS and RPG gamers. It also touches on the differences of MMORPG gamers.
I wrote a somewhat in depth response which has now been included into the original posting. I've cut and pasted it here for your reading pleasure, but for the full effect please read the linked article above.
I wrote a somewhat in depth response which has now been included into the original posting. I've cut and pasted it here for your reading pleasure, but for the full effect please read the linked article above.
Assuming of the 5 million or so MMORPG players that are playing out there (which I'm doubtful of, but we'll play ball) it is a drop in the bucket compared to the number of players that would play MMORPGs if they didn't come off the line like solid brick walls. There seems to be little, if any, move to make MMORPGs more accessible (please don't read that as simpler) to the mass audience.
You hit the idea on the head that RPG gamers come from a different breed. I'm not so sure if you can limit it to past systems. You need to remember that back in the day of the Atari 2600 there was almost TWO TIMES the number of gamers in the market. Yes you heard that right and if I could get the link to Nolan Bushnell's speech I would :P
RPG gamers also come from the roots of D&D (duh!) and that is something you can compare to the experience of being a non-Atari gamer back in the day. It has never and will never be about the graphics, technology, or the feature list.
It will remain to be about the PEOPLE.
Also I think you are complete backwards on people coming in through WoW and moving onto "harder" games. It is quite the opposite. People get stressed out on the overly time sink methodology of games like Everquest and jump ship to the more casual friendly WoW.
WoW in no ways should be seen as a market entry point for new gamers. It is bringing in new players, but the experience it promotes DOES NOT make people get into what you are classifying as harder MMOs. Don't confuse more time consuming with harder. It could be debated for years how hard WoW's end game content is compared to EQ's. Its the delivery mechanism that counts here and WoW delivers a system that a new gamer isn't going to be destroyed in.
On another note I don't believe time played is something the MMORPG market has cornered. I would even wager that the average Counterstrike player has more time online than most MMORPG players over a much shorter time span. Sure there is a lot of cross population amongst FPS players and what games they are playing, but the same is true of the MMO market (except within the HARDCORE circles).
What I'm getting at is that ONLINE play is what is stealing the market. MMORPGs are just charging for that time and hence are getting the attention of the venture capitalists looking to fund projects that are going to prove to be a genuine revenue stream.
Video gaming was born in the social aspect. It was not something that was developed as a solo experience. Pong (or Tennis for Two) was two players remember. The majority of early games focused on playing together. It wasn't until after the video game crash and the eventual launch of the original NES that spurred more single player games.
You give players a way to play together and they're going to eat it up. This is something MMORPGs have been charging for, but they by far do not have it cornered.
Thursday, January 05, 2006
World of Warcraft 1.9 Patch
Update: 8 Jul, 2007 - Removed post. This will be kept as a placeholder for historical value.
Originally, this post contained links to various World of Warcraft patch download websites.
Carnival of Gamers X - Winter Carnival
This is my first Carnival of Gamers appearance and I submitted my "MO5 - The SOE effect… part II… MMORPG madness" article.
Sunday, January 01, 2006
Trust Me, an article from the Escapist on MMORPG economies
The Escapist, an online magazine, has an interesting article looking into the heart of MMO economies. The article covers both happenings in EVE Online and Second Life.
However, many fail to even get close to freedom. EVE Online and Second Life have shed that approach and have told their players "Try what you want." It is dangerous ground to stand on, but as the article highlights it can be the most rewarding.
If there was a great article out there to start 2006 with... it would be this article. A great read that poses a lot of good questions.Freedom is the premise of most online worlds.Quote:
But business is good only because it's not actually ISS that owns the outpost. An ISS corp operates the outpost (and technically, within the game's mechanics, owns it), but real ownership has been vested with the pilots of EVE, through what has become the first publicly owned company in the game.
However, many fail to even get close to freedom. EVE Online and Second Life have shed that approach and have told their players "Try what you want." It is dangerous ground to stand on, but as the article highlights it can be the most rewarding.
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