Showing posts with label Carebear Stare. Show all posts
Showing posts with label Carebear Stare. Show all posts

Thursday, April 23, 2009

Play to Crush, Lessons from Shadowbane for Darkfall Online

The announcement of Shadowbane closing its servers has set off a lot of discussions regarding SB's design. Many people believe that the game closing on May 1st somehow validates their ranting that open PvP and siege rulesets will kill any game. As a UO and SB veteran I am compelled provide a counterpoint to these carebear ways. I still remember well how UO was ruined by a vocal carebear community, and I think it is important that the PvP community makes it's voice clear, in a organized and thoughtful manner. A good example is the comments section on Lum's Broken Toy's blog in here, it's worth a quick read but I'll recap my thoughts here.

One commenter wrote:

"A PvP game is essentially a limiting design. PvE means everyone gets to win. PvP means many players have to play the role of the loser. A well-done PvP game can find an audience, but it will always be a small subset of the audience that a popular game like WoW can command."

I beg to differ. PvE is more limiting, players are limited by the length of the roller coaster ride that the dev’s build. Take World of Warcraft for example. People hit level 80 and 90% of the game is obsolete. Soon they clear all the current raid dungeons and there is nothing left to do until more content is released. WoW is popular because it is easy and accessible to casual players.

On the flip side, I don’t believe that true open PvP games are limiting to players at all. If properly designed, it is quite the opposite. The additional risk from a game centered around open PvP yields far greater rewards. It is important here to remember the rewards are not only purple l33t phat lootz, but also the gameplay experience itself. UO veterans will know exactly what I am talking about. There were no scripted raid encounters back then or instanced x versus x PvP. We had complete freedom to do what we wanted, whether it be going into a dungeon to kill such and such hard mob or going out and warring other guilds or even simply hanging out on the roof of deceit, dueling other players to see who is the 'best'.

It’s like playing no-limit hold’em (PvP) vs playing slot machines (PvE). The one takes skill and a willingness to take risks. The other is mindless, caters to those with an aversion to risk and just feeds money to the Casino in the long run. In poker, even if I lose a hand, I still enjoy the experience greatly. I replay it in my head afterwards and adjust my strategy so that the next time maybe I will come out on top. Slots, well, slots is just boring.

I think even the WoW carebears are starting to understand this. Check out this post on Tobolds MMORPG Blog and read the comments. People are complaining that WoW is getting too easy, catering to casual players by dumbing down content for the sake of popularity. It's sad that it is taking them until now to realize how boring it is. Even the PvP gets old, I must have run warsong gulch a thousand times grinding honor. I probably would have done the same with the arenas if I hadn't quit after season 1. It's the same thing again and again, grind BGs/Arenas, get gear. New season starts, new raid dungeon released, old gear is outdated. Grind BGs/Arenas, get gear. Rinse, wash, repeat, tear out eyeballs.

Back on Lum's blog, Mike Darga left a comment and wonders where all the ex-Shadowbane players will go... WAR or DF. As a former SB diehard, I believe we'll be seeing an influx of former SB players into Darkfall in the coming weeks as accounts are made available. Warhammer is a themepark game, and is closer to WoW than SB. Darkfall, with its FFA PvP, city ownership, siege combat, etc is the new SB. Immediately after the SB announcement our guild, Evil Bastages, started getting more traffic in our forums from former SB players from various sub-guilds of our EB nation that dominated Scorn, Vengeance, etc.

I’d say, barring the difficulty of obtaining a copy of the game, the DF release has been much better than Shadowbane’s. They had a few issues where certain methods of raising certain skills that should have been squelched in Beta were left in for a few weeks on the live EU-1 server. Short term, this gives the players who got accounts in the first few weeks an advantage, but long term things will even out. It is a MMO after all, there will always be players with older characters that are more advanced. The game is still in the early stages, high level magic users are still rare and we are only now starting to see naval combat. With a lot of these small issues fixed in recent patches, I do hope that the Adventurine dev team starts taking a closer look at siege mechanics. There were many lessons SB’s devs learned the hard way, and they implemented solutions to combat things like 3 AM sieges, etc. Still, technically the game is 10x better than SB at launch. I can count on one hand the number of times my client has crashed in the past month and a half.

One thing that Tasos and co. needs to do ASAP - is go ahead and open up NA-1… some bastages are still using it as an excuse for not playing!

Tuesday, March 17, 2009

1000 Unique Visitors and Darkfall Build 9 Community Generated Patch Notes

Evil Bastages Darkfall Blog hit 1000 unique visitors today. Averaging about 50 unique visitors per day. Not bad for being around three weeks. Just want to say Welcome to all the continuing new visitors and Thank You to everyone checking back in occasionally.

In other news, AV managed to finally get the fires under control and the servers up after 15 hours of downtime. They also snuck in a new patch, without releasing any patch notes (standard Adventurine Procedure it seems).

So a DF community member started the following thread, Build 9 Community Generated Patch Notes that compiles a list of suspected changes. PLEASE NOTE, these are not official patch notes, but a compilation of player submitted observations.

Some items of note in bold, my comments in italics:

- You now take more damage when naked (C)
OK I suppose but I question hypothesis, there are other factors that could be involved. If its true I guess it is a good change although I will miss killing people who try to gank me while I'm macroing or doing something naked.

- Blocking Improved (1H + Shield) Can now swing faster after blocking and block faster after swing (confirmed)
This is a good change and may make 1H+Shield more viable for PvP if it is substantiated. As it stands shields are VERY situational and parry with a 2H weapon is far an away more effective. I suppose I am indifferent to how they balance this.

- Guard towers may no longer be parried. (Confirmed)
Apparently the Carebear stare owned Tasos and co.! This is a dumb change, there should be no safe zones. Guards as it is were already a good deterent to PKing. You could chase a guy trying to kill him and if he made it to the towers they'd start zapping you. Pre-patch you could throw up parry and retreat, but now they will probably just kill you. This just makes killing a PK take no skill... Not to mention the fact that if you're fighting a warring clan in town and a blue jumps in front of you there is practically 0% chance for survival.

Guards should be balanced so that if an attacker is confronted by them they need to retreat but they should not be so powerful that the target basically gets free loot for kiting a PK or grey-flagging a warring clan member with a blue partner into them. These tactics were still in game before, but at least you could counter these cheap tactics by parrying and retreating outside the guard range.

If you agree this change is stupid let AV know on the official forums here.

- Nodes are now global, but if you get it solo, have more resources (Confirmed Expect higher prices for materials and final products. Expect fights over nodes. Expect city nodes to be constantly empty.)
Good. You won't be able to afk-macro resource gathering in town. Resources in general should become scarcer. I foresee harvesting harvesters to be the most efficient way of gathering resources. I hope the carebears don't throw too much of a fit.

- Queues are much improved (disputed)
Lies. The newbs who posted this did so during the time of day where the workday in EU overlaps with the workday in the US...

- Rigor no longer improves from Lava/Acid pools (confirmed)
OK. I guess I will have to spar for hours to catch up to all the people who abused the shallow dungeon pools. I'll admit I still managed to get mine to 50.7 running back and forth accross the edge of a regular overland acid pool. But it took me two days and I had to be at keys the whole time. I wish they had left this in as it still required being at keys and resting/healing since it was hard to do without damaging yourself. It also wasn't macroable like the dungeon spots were. This is in contrast to the shallow pools in the dungeon where you could just run back and forth without taking damage and receive 5-6 ticks of the acid damage modifier that raised your Rigor skill.

- Chests are now global (confirmed, were instanced before)
Also a good change. Scarcity of resources creates conflict. Conflict leads to PvP. PvP leads to dead bodies. Dead bodies = good.

- Mob loot no longer comes at full durability (C)
OK - I haven't had any issues with durability anyway, does any one know if items can be repaired?

- You cannot queue while playing anymore (C)
OK, as long as they increase server capacity... the whole point for doing this is to combat crashes and random disconnects locking you out of the game for hours.

- When Queued, once PLAY illuminates, you have limited time to click it before it resets (C)
OK - turn the queue music way up so you can hear it while you're AFK or use something like mymouse to click the play button for you every minute or two...