*Darien_Kane* Hello everyone,
and welcome to the second Stratics sponsored Dev Debate. During
the course of this conference, we will be discussing the complex
matters of War in MMORPGs and its implications -- topics such
as territory and resources are sure to be brought up as well.
*Darien_Kane* Today we have Serafina,
Atriarch
*Darien_Kane* Savant, from Fallen
Age
*Darien_Kane* Fear, from Battle
Vortex
*Darien_Kane* And Lord Hades,
guildmaster of the Lord of the Dead
*Darien_Kane* Unfortunately,
we will have to start without Ashen Temper. We hope he will
be able to join us soon.
*Darien_Kane* Our special guests
for today were specifically selected for their views and opinions
on these issues, and as the conference goes on, we will see
what each of them has to say. At one point in the chat, all
of you will be able to ask your own questions, which I will
paste in this channel (read: NO PRIVATE MESSAGING OUR GUESTS
PLEASE).
*Darien_Kane* Reminding you that
there is unmoderated chat going on in #devchat, where you
can discuss the event with other spectators as it unfolds.
*Darien_Kane* So what do you
guys think about the way mass PvP has been handled lately?
And more important, do you think the new generation of upcoming
titles will be able to do a significantly better job on this
area? This is just an overview to get us started.
*Lord-Hades* I think the first generation games have
not done enough to promote pvp whether its solo encounters
or group combat
*Lord-Hades* they have taken an approach of PvP being
a side addition to the game rather than a core aspect
*Lord-Hades* to this day they are still trying to
figure out how to balance it and failing miserably
*Lord-Hades* done
*Savant* PvP, whether on a massive scale or not, is
an integral part to any game -- It provides an added element
of excitement, "the unknown," and danger. The real issue boils
down to *doing PvP right*. Nailing down the mechanics needed
to make sure the PvP enjoyment of one doesn't come at the
expense of another. Once you have the mechanics behind it
to ensure (as best you can) the "grief factor" - that's when
you can get into the meat
*Savant* I have no comment on the current or past
status PvP other than to say it has much room for improvement.
Whether upcoming titles will be able to do a significantly
better job in this area remains to be seen -- but most definitely
seem to be trying. Many, like Fallen Age is, are being designed
with PvP as part of the design - not just an afterthought
(with the grief factor mentioned earlier in thought). This
is definitely a ste
*Savant* Done. :*
*Fear_BV* Handled lately? We still have a long way
to go. The biggest issue for me would be latency and keeping
others in the fight. I am looking forward to seeing what is
out there with the new titles. I think all of them present
good and bad areas with Mass PvP. We have a long way to go
I think.
*Serafina* sorry, got called away for a moment, hello
all
*Serafina* I'm going to say something about mass pvp
that is a bit controversial... it is the imbalances that make
it fun, not the balance.
*Serafina* I think there is a confusion between balance
and equality that is often talked about when addressing mass
pvp.
*Serafina* Equality is not desirable in pvp.
*Serafina* What makes it fun is the ability to strategize.
*Darien_Kane* Just on cue, Ashen.
*Ashen_Temper_WP* Been here a few... just was waiting
to get "voiced" =-)
*Serafina* I'm coming from a different background
than some of the people here. I don't believe that the person
is the biggest and baddest should win. The person who uses
the proper strategy is the one who should win. Me, as a designer,
only can provide tools for strategy.
*Serafina* In the current crop of games, those tools
are different... and I think that is what this debate is mostly
about.. what tools are important for mass pvp. What do you
need to support mass pvp?
*Ashen_Temper_WP* I'll take you up on that one...
*Ashen_Temper_WP* Firstly, I think you need something
to "fight for".
*Ashen_Temper_WP* For instance, land, resources, etc...
something tangible
*Ashen_Temper_WP* That is one of the reasons that
feuds between guilds in some other games just continue...
there is no true way to "keep score"
*Ashen_Temper_WP* But I'll go into that more during
the talk... that is just an overview on my personal views
of it
*Serafina* I actually think there is more to fight
for than goods
*Darien_Kane* I'm sure you all
have much to say on the matter of resources in the mass PvP
context. I've talked to many people who, just like Ashen,
believe that any large-scale PvP system that does not entail
acquisition of resources is doomed to fail… simply because
there is no motivation for players to get themselves involved
with it.
*Serafina* Players have attachments to names, honors,
titles, etc.
*Ashen_Temper_WP* True, Serafina, but, at the same
time, how do you obtain these "honors"? By slaying the same
NPC over and over? By killing an enemy that "rez"s every time
he dies?
*Serafina* I think the bond with a player and their
guild or group is actually a stronger bond than with their
loot
*Ashen_Temper_WP* territory is not "loot"... at least
not in my opinion
*Serafina* Ashen_Temper_WP.. if that is how your game
works, then I guess so.
*Serafina* but with the new crop of games, the way
people move up in notoriety have more varaition
*Ashen_Temper_WP* Such as...?
*Serafina* I'll take UO for example since that game
is already out.
*Fear_BV* Loot is a very big issue with a large portion
of people out there, I personally like the recognition of
those around me. Whether it is the Fear, respect or just that
the name is widely known.
*Ashen_Temper_WP* How so?
*Serafina* You can become known for more than just
killing in UO
*Ashen_Temper_WP* I know, I did it in UO, actually...
I ran a Player Run Town on UO-Pac
*Ashen_Temper_WP* and a player run shard newspaper:
The Pacific Express
*Fear_BV* And I am. But the fact that people are affraid
of me, or respect me, or even those that just know who I am
makes me feel better then taking their stuff.
*Ashen_Temper_WP* Mind you, that was a few years ago
and haven't played UO since
*Lord-Hades* an item based pvp game is shallow..give
the players the ability to create their supplies for war..but
make the land resources to make them limited
*Serafina* In AC, there is a guy who is popular for
the poetry he writes and sells.
*Ashen_Temper_WP* I never said Items... I said territory
and resources... totally different thing
*Serafina* My point is that there is more than just
loot to be attached to
*Ashen_Temper_WP* True, I thought we were talking
about entire guilds, not just individuals, though.
*Serafina* although, loot is compelling, it isn't
the only thing
*Ashen_Temper_WP* Question... you keep on bringing
up "loot"... can I ask who you are referring to that supports
loot as a basis for "fame"?
*Serafina* Ashen_Temper_WP.. that's a good point.
I'm coming from a different style of game. SB is mostly players
versus players. In Atriarch, it is can be pvp or an individual
can build up an NPC army
*Serafina* so from my point of view, I'm thinking
of large scale battles of more than just players.
*Lord-Hades* mass pvp tends to revolve around players
not npcs for the most part...in my view
*Ashen_Temper_WP* It works that way in Shadowbane
also, but with a different twist
*Serafina* ok, I'll narrow my focus then to mass pvp
with strictly players.
*Ashen_Temper_WP* You brought up the notiery in UO...
what exactly did you like about it?
*Serafina* I'm using notoriety not in the stat sense.
I'm using it as the way the word is actually used in real
life
*Ashen_Temper_WP* Yes, but you said "Take UO for example"
or something to that effect... what did you mean by that?
*Serafina* hmm... ok, this is what I mean... Land,
resources and things like notoriety, fame, honor are *all*
things worth fighting for in mass pvp.
*Serafina* You said how do you gain those honors and
you used the example of killing things. I said, there are
other ways in games to gain honors.
*Serafina* I used the UO trade skill as an example.
*Savant* The importance of mass PvP is that there
is more than just a singular goal. Not /just/ territory, not
/just/ resources, not /just/ infamy... but a combination of
all those -- and then some.
*Serafina* yes, Savant
*Ashen_Temper_WP* Very true, Savant
*Fear_BV* I'll give you that one.
*Ashen_Temper_WP* My point was this
*Ashen_Temper_WP* In games currently out (with the
exception of AC which I haven't played), there was no way
for guilds to truly show they were better than others besides
just fighting
*Lord-Hades* AC doesn't have that ability either
*Ashen_Temper_WP* For instance, in UO there was a
guild called the KGB and another called the Fallen Lords
*Ashen_Temper_WP* They both fought bitterly and claimed
to win... but there was no way to "prove it"
*Serafina* Ashen_Temper_WP... I'm confused about what
you think. Is fighting to prove you are better good or bad?
*Savant* Fighting is different for each player. Our
goal is to simply provide them with the mechanics to achieve
those goals fairly.
*Ashen_Temper_WP* Depends on your cause. The KGB didn't
fight to be the "top dog". They fought for "good". They wanted
to make the lands safe for "newbies" and those that didn't
want to fight.
*Ashen_Temper_WP* The Fallen Lords, on the other hand,
fought for domination.
*Ashen_Temper_WP* Neither could win, though, because
death had no consequences for the most part.
*Ashen_Temper_WP* The KGB couldn't "vanquish" evil
because they just respawn back and taken items were easy to
replace
*Ashen_Temper_WP* The same was true for the reverse
with the Fallen Lords. There was no way to attain "domination".
*Lord-Hades* To answer the original question a game
must allow the ability to acquire resources through conquest,
construction, or otherwise but be limited in nature so that
it makes them valuable so that people want them and will fight
over them
*Savant* I wouldn't say vanquish in regards to pvp
-- The opponents always need a way to eventually "fight back"
or you end up with a ruling guild that dominates until new
servers open up.
*Savant* And then the process repeats.
*Ashen_Temper_WP* true... but human nature usually
solves that one
*Darien_Kane* Thats a good point,
Savant. It is sometimes overlooked by modern companies.
*Fear_BV* Revenge is often sweeter then the original
dispute.
*Savant* "Vanquish" is so... final. :*
*Serafina* Lord-Hades... my point is that people will
fight whether you give them something to fight over or not
*Ashen_Temper_WP* vanquishing a "guild" and vanquishing
a Character is entirely different
*Ashen_Temper_WP* If you could fight to destroy that
guild's "charter", then you could win... I was not referring
to Character Death
*Lord-Hades* I agree with ashen because fighting for
things of little value, meaning, or consequences if you lose
bring on an endless tit for tat parade
*Lord-Hades* If I lost an ore mine I needed to produce
weapons..i'd fight hard to get it back for example
*Savant* "Crushing" your opponent and giving him the
opportunity to reclaim his status don't need to be mutually
exclusive though, Hades.
*Serafina* Lord-Hades... yes, exactly. However, if
another guild raided my guild housel, then I would fight a
100x harder to get that guild house back than I probably would
for the mine I lost.
*Savant* You can set the stakes high -- but you just
need to keep in mind that the higher up you go on the totem
pole, there's more people wanting to knock you down.
*Serafina* The reason is because players have stronger
attachments to certain things.
*Lord-Hades* if the game provides you an easier way
to produce the weapons without the mine then I would agree
*Serafina* I think the guild bond is stronger than
that of certain tangible properties in a game.
*Ashen_Temper_WP* Very true... that is why I referred
to territory. Territory held by a Guild.
*Ashen_Temper_WP* No one person can hold a territory.
*Ashen_Temper_WP* of course, overtaking a territory
should not be something simplistic and easily done.
*Lord-Hades* the question we're debating though is
acquisition of resources promoting mass combat Savant..not
pride or status
*Serafina* Ashen_Temper_WP... in Atriarch one person
or a guild can hold territory. However, I agree with you that
guild ownership of property is more compelling.
*Serafina* I think most things done as a group are
more compelling.
*Ashen_Temper_WP* You've got me on Atriarch... I'm
talking about MMORPGs in general
*Serafina* Lord-Hades.. but the acquisition of territory
or resources is all about pride and status
*Darien_Kane* I think we all
agree with that Serafina.. from what I understood, Ashen,
Savant and Hades are saying that material gains is what CREATES
the bond, and also motivation for further endeavors.
*Serafina* Land is what determines your status throughout
history
*Ashen_Temper_WP* Yes
*Serafina* Darien_Kane... if material is what creates
the bond, then guilds would not be in more than one game.
*Ashen_Temper_WP* Very true... we have a HUGE community
built up around Shadowbane, guilds and all. Yet they have
no "material" gain yet.
*Serafina* Ashen_Temper_WP.. exactly... LOL! And you
can already see guilds and factions between games fighting.
No land there to win yet?
*Ashen_Temper_WP* True, but what will keep them together
once the game is out?
*Ashen_Temper_WP* A guild that has somewhere to call
home
*Savant* And that's the point. Communities are fine,
they exist everywhere... but it's "ownership" that will keep
them going.
*Ashen_Temper_WP* Something to prove that they made
a mark
*Darien_Kane* We finally achieve
enlightenment. Bond is created naturally within a group, but
material rewards is what keeps it going. Is that it?
*Serafina* Land, loot, stuff... all that is very important.
I agree, but it is the process of running cities, governments,
fighting, defenind them.. all of that that keeps guilds in
a game.
*Lord-Hades* ownership is wonderful but if everyone
can own something is not worth much...resources have to be
uber or limited as well as needed to promote conflict
*Ashen_Temper_WP* true, but you can't defend or run
them if you don't have them =-)
*Lord-Hades* I destroy guild A when I take away their
ability to make war and leave them helpless and whining
*Savant* Human nature takes care of the bonding and
creation of groups and subgroups... Your mechanics are what
will keep those bonds strong and lasting for a long time.
*Savant* Especially in a virtual environment.
*Serafina* Lord-Hades.. well, that is another question
entirely on itself. Is losing fun? How do you make mass pvp
worth it for the loser?
*Ashen_Temper_WP* I'll agree to that, Savant
*Ashen_Temper_WP* Make it so the loser can still become
a winner
*Lord-Hades* in a dynamic environment the vanquished
tend to link up with a strong power to seek revenge or justice
*Savant* Losing doesn't necessarily have to mean *losing*
-- it simply needs to mean a setback.
*Lord-Hades* they would be neutralized and need to
rebuild or enlist a stronger supporter in their cause
*Lord-Hades* someones rebuilding time depends on other
player support, game resources to rebuild, and the ability
of the enemy to continue to harrass them
*Darien_Kane* Still on the same
thread of thought, what's to say on Unlimited Resources? One
could rationalize that, since resources are infinite and equally
distributed throughout the world, there is no point in confrontation;
there is always enough for everyone. In RL, most of the great
historic wars that players dream about re-creating are fought
based on economic purposes.
*Darien_Kane* Is it possible
that the ONLY way to have truly meaningful wars is to implement
limited resources?
*Ashen_Temper_WP* no, there is Permanent Death...
but I don't think anyone is quite ready to tackle that one
yet =-)
*Lord-Hades* then you have what we term 1st generation
games that are currently in place where there is never a clear
winner
*Lord-Hades* unless you drive them to quit the game
*Lord-Hades* because they tire of dying
*Savant* Infinite resources does not mean over-abundance
of resources -- It simply means different avenues or opportunities
to overcoming a setback. It's a fine line -- but you definitely
can't make it finite, or else you run into the uber-guild
problem.
*Ashen_Temper_WP* Personally, I believe that the current
generation of games weren't made to support PvP for the most
part; much less GvG (guild vs. guild)
*Fear_BV* No, but it is nice if fallen enemies don't
keep coming back to the battle over and over.
*Ashen_Temper_WP* *remembers town fights in UO*
*Lord-Hades* yeah... recall ultimately messed up battles
when the same person kept coming back over and over
*Ashen_Temper_WP* Currently, though, until anyone
comes up with a better idea, it seems limiting resources is
the way to go... that and make territories mean more. In UO
you could show up anywhere in the world in a matter of moments
as long as you have the right runes
*Ashen_Temper_WP* Do any of you think that Perma-Death
is a good way to accomplish this*
*Ashen_Temper_WP* ?
*Lord-Hades* in an unlimited resource world losing
stuff in a battle is no big deal nor does it set anyone back
for long....restock and rejoin..whoever does it the fastest..wins
*Savant* No.
*Ashen_Temper_WP* What about you Hades?
*Lord-Hades* No the internet will never be lag free
and people will be using dialups for years to come still...anything
could happen to cause a death there
*Fear_BV* No, I don't really like the idea of starting
over from scratch as a result of a "bad war day".
*Savant* Perma-Death literally means losing. I don't
play games (and the time investment required in MMORPG's)
to completely lose. Your house and car aren't repossessed
if you lose a 5 dollar hand of blackjack...
*Ashen_Temper_WP* and what about bugs that could insta-kill?
*Lord-Hades* limiting resources is the most realistic
and safest way to defeat an opponent by taking them away
*Ashen_Temper_WP* And isn't that the main goal here...
to make something that is fun to play... not work
*Lord-Hades* so far all the games to date eventually
make it a chore to even play so I agree..more fun is better
*Ashen_Temper_WP* Exactly, take EQ for example
*Serafina* Economy and resources in an mmorpg is a
big issue, because things don't work like they do in real
life.
*Savant* I'm not saying creating PermaDeath is impossible...
but the system needs to be designed around it, just like PvP.
*Ashen_Temper_WP* I played with a few friends but...
well, I powerleveled for a few days.
*Ashen_Temper_WP* Because of that, I couldn't "group"
with my friends because of Level Restrictions... to me, that
took some of the fun out of it
*Ashen_Temper_WP* Neither does death ingame, Serafina
=-)
*Savant* Only because the game had a singular goal
in mind at creation... hunting monsters and leveling. It's
all in the design. * Serafina laughs.
*Serafina* I stay out of that topic.
*Lord-Hades* AC was like that too Ashen
*Darien_Kane* Just reminding
those who just arrived that there is unmoderated chat going
on in #devchat
*Ashen_Temper_WP* Which topic is that, exactly, Serafina?
Usually the ones people stay away from are the most fun to
talk about =-)
*Lord-Hades* the casual gamer is the one who suffered
the most in those scenarios
*Lord-Hades* but they pay the bills:*
*Ashen_Temper_WP* Very true... making "leveling" hard
and tedious keeps casual gamers away, unfortunately. That
is one reason I think it should be easy to quickly level to
a "playable" state where you can help benefit any group
*Darien_Kane* Another form of
concrete reward that has been extensively suggested is NPC
taxing. Now, most people agree that such means of easy, reliable
income is rewarding enough; which brings other questions.
Is NPC taxing a surefire way for older players to gain advantage
over new players, eventually creating an aristocracy of wealthy,
powerful characters that will be hard to defeat?
*Serafina* Ashen_Temper_WP... I think that a new player
coming into a game should be useful to a group right away.
Why make them have to work up to it, especially if the game
centers around groups?
*Ashen_Temper_WP* That is exactly what I said.
*Ashen_Temper_WP* In UO you had to hit "training dummies",
in EQ you had to stay in the same level range as your friends...
to me, that isn't fun
*Serafina* ah, thought you said "level up to a playable
state"
*Ashen_Temper_WP* I don't pay $10 or so a month to
set up a macro to hit something so I can level quickly and
be in a playable state
*Ashen_Temper_WP* I was referring to EQ and UO
*Serafina* Ashen_Temper_WP... ah, ok
*Ashen_Temper_WP* I am not talking about the game
mechanics of Shadowbane, just to get that clear. I am talking
about the current crop of games and how I think they could
be improved.
*Lord-Hades* npc taxing would benefit those who have
the "ability" to control or take control of a town...it could
increase the coffers for those groups that are strong enough
to take it
*Lord-Hades* but then money would actually have to
mean somethin then wouldn't it?:*
*Darien_Kane* How would you make
sure that the constant flow of income didn't shatter balance
among players? Measures like defense buildings and upkeep
have been suggested as a money sink, for example.
*Savant* You need many money sinks.
*Ashen_Temper_WP* Very true
*Savant* Money needs to be as important as an item
economy.
*Fear_BV* Yea, I think money sinks have proven themselves
thus far.
*Savant* And the two need to exist, separate of one
another - the two economies.
*Lord-Hades* yes...the war machine for massive combat
would have to be pretty expensive to start, replace upon loss,
or maintanace costs
*Ashen_Temper_WP* Money sinks such as Building and
Item upkeep costs, training costs, etc, are a good start...
but you have to keep the prices flexible depending on how
the ingame economy is at that point
*Serafina* Then there is the players tendencies to
horde.
*Savant* Horde money or items? :)
*Serafina* Both
*Serafina* Players and Guilds love to collect stuff.
The one who dies with the most toys wins.
*Savant* Regular money sinks, and item decay.
*Serafina* That can play havoc on and economy. Yes,
decay works to an extent.
*Ashen_Temper_WP* also, don't make a game so item
specific.
*Savant* Hording to a certain extent is necessary
because it leads to that ever-important sense of ownership
in these games... it just needs to be regulated.
*Savant* Hording is a bad word -- Maybe "having a
few backups"
*Ashen_Temper_WP* In an Item-based game such as EQ,
losing certain things could be earth shattering... but in
UO it was too easy to replace things... I'm sure there is
a good balance between those two.
*Lord-Hades* a backup supply is also useful to get
back into action fast but by making it excessive we can get
to a near unlimited resource state of affairs
*Serafina* Ashen_Temper_WP... well, I don't know if
I agree with that. Part of specific items is the fun of saying
you have that specific item. It can add scarcity to your treasure
chest of things you are fighting for.
*Fear_BV* hehe few thousand.
*Savant* Having some cash in your coffers, having
a few backup items... these are all necessary because it adds
to that sense of accomplishment.
*Serafina* Specific items are definitely something
worth fighting for.
*Ashen_Temper_WP* I didn't say don't have any... I
said don't make your level revolve around them.
*Serafina* Who wants to launch a mass pvp attack on
another guild for the Almighty Castle of Genericness?
*Savant* If it meant doubling my land size, I would.
;)
*Ashen_Temper_WP* I agree... it isn't the castle,
it's the land I would now own
*Ashen_Temper_WP* Let me ask you this
*Serafina* yes, ok.. I can see that
*Serafina* land is definitely imporantant, especially
when building up empires
*Lord-Hades* the land...the tax base...the resources
on that land..and a transportation corridor...yeah i'd take
it
*Ashen_Temper_WP* Does it seem fair that a Level 30
Character with a Sword of Vanquishing should be able to kill
a Level 70 Character who has much more sword-skill 99 times
out of 100?
*Lord-Hades* a level 30 shouldn't be able to take
out a lvl 70 without backup
*Ashen_Temper_WP* (but a normal sword)
*Lord-Hades* but the lvl 70 shouldn't be a 2 week
wonder with a few days off to get to that level either
*Serafina* Ashen_Temper_WP... yes, I think that is
fair.
*Ashen_Temper_WP* And how is that fair, Serafina?
*Ashen_Temper_WP* What is more important? The Item
or the Skills a Character has?
*Savant* Neither -- and both. It's about balance.
*Serafina* Ashen_Temper_WP... well, ok, I take that
back.... swords are not a good example.
*Serafina* Someone who in real life who is a master
in swords will definitely take out someone with a better sword.
However, they won't necessarily take someone out with a gun
*Serafina* That's my point. In Indiana Jones... he
just shoots the guy with the fancy swords. If he went up against
him directly, he would have lost.
*Lord-Hades* that creates a whole different set of
combat dynamics...don't fight the guy with the gun...go get
your own ...make it,buy it, or steal it
*Ashen_Temper_WP* Okay, let me ask this then
*Serafina* ask away
*Ashen_Temper_WP* If you have an Uzi but don't know
much about guns (say you're Level 10) where I have a 6 shooter
but extremely proficient with it (Level 50), who do you think
should win?
*Serafina* The guy with the Uzi
*Ashen_Temper_WP* Really? Do you have any experience
with guns?
*Serafina* unless you are watching it on TV in which
case the Uzi wouldn't hit anyone and the six-shooter would
kill 7 people
*Serafina* Ashen_Temper_WP... yes
*Ashen_Temper_WP* A well placed proficient shooter
could kill someone in one shot... someone who sprays a weapon
and doesn't know much about it would hit a lot of air
*Ashen_Temper_WP* You can just say Ashen =-)
*Savant* Real life analogies aren't really my cup
of tea when it comes to comparing them to game mechanics.
Simply put: There needs to be the opportunity (no matter how
small) for anyone to defeat anyone. Equipment should be a
factor. Skill/Level should be a factor. Strategy should be
a factor.
*Serafina* You didn't say in your scenario that the
6-shooter was "well-placed"
*Serafina* That makes a huge difference
*Savant* You can't dissect combat in terms of knife
vs. gun because our games don't work that way.
*Ashen_Temper_WP* I said an extremely proficient person
against someone who basically just learned to shoot
*Ashen_Temper_WP* Hence the Level 10, Level 50 example
*Serafina* someone who just learned to shoot versus
a master 6-shooter? still close if they are head to head.
If you include positioning, then the 6-shooter
*Ashen_Temper_WP* So why would it be different in
game with swords?
*Serafina* because swords take more skill than guns
*Ashen_Temper_WP* Should owning a superior weapon
but by far not the superior skills win out in most cases?
*Serafina* It depends how you use that weapon. That's
why strategy is important. The kinds of weapons are what determine
whether or not the game balances.
*Savant* You're looking for a simple answer to a not-so-simple
question. The guy with the flaming sword of doom should do
a lot more damage when he is able to hit you, but the guy
with the dented rapier should be able to hit you often for
much smaller damage. There's no simple answer: "skill or equipment"
*Ashen_Temper_WP* Very true, Savant
*Lord-Hades* the right form of balance depends on
what the game will support ...items or skills
*Savant* the right game will support both :)
*Serafina* exactly... that's why I keep harping on
the class of weapons (or magic) made available to players.
*Darien_Kane* Ok, moving on
*Darien_Kane* What about time
zones and player availability? Any serious system that encourages
player wars will also cause new methods of aggression to be
employed. This has been done in previous titles and will,
most likely, become a popular practice: to time mass attacks
when the other side is in numerical disadvantage.
*Lord-Hades* its the old quality vs quantity question
*Ashen_Temper_WP* Depends on what you are referring
to... are you talking about overtaking your enemies territory?
*Savant* Yeah, depends on the context.
*Darien_Kane* Since all players
involved in a war will hardly live in the same time zone,
territorial wars have the potential to degenerate into out-of-character
backstabbing - unless certain tools are provided to counter
this technique.
*Darien_Kane* Yes, territory,
for example.
*Ashen_Temper_WP* Very true,
"seiges" should take more than 10 minutes... more like 24+
hours (real time)
*Darien_Kane* What would you
implement in order to avoid this kind of behavior (ex: automated
defenses, NPCs, etc..)?
*Ashen_Temper_WP* If I go to sleep owning a town just
to wake up the next morning to find it overtaken... well,
basically that sucks
*Fear_BV* Yes, when you get into war of that scale,
and terriory it is 24X7 job.
*Lord-Hades* I would give modifers to defenders holding
a castle, house, or other piece of property
*Lord-Hades* and allow some smart npc guards perhaps
*Ashen_Temper_WP* Very true... holding an area is
easier than taking it
*Serafina* I guess that depends if the war is 100%
player driven
*Serafina* Ashen_Temper_WP... in SB, can one player
take over the controls for another players character while
they are offline?
*Ashen_Temper_WP* Yes, there is a chain of command
*Fear_BV* I like the idea of NPC assistance because
it is hard to do things for 24 hours a day.
*Serafina* Ashen_Temper_WP.. ok, so a player can log
off and give their character over to someone else?
*Ashen_Temper_WP* No
*Ashen_Temper_WP* Nevermind, missed that point
*Savant* What we've done is: While guild territories
are "allied," individuals are each still unique individuals.
What this means is, everyone has his own territory but they
are all grouped together. You need to conquer each one individually
-- and it's the job of your AI and your guild members to defend
your territory when you are not there.
*Savant* ...or, aid you in revolting against your
conquerer to get back your territory.
*Serafina* I don't know how other games are doing
it, in Atriarch we mitigate the time zone problem with the
fact that you can have armies that include npc's
*Lord-Hades* if guildmater bob logs off for the night
the next guy in the chain should be able to man the catapults
and order the npcs around
*Serafina* also, your player character stays online
to defend/raid or whatever if you want it to
*Ashen_Temper_WP* True, but NPCs (at this stage of
the game) cannot outplay a Player Character
*Serafina* Ashen_Temper_WP... that's true in any game
I would think.
*Ashen_Temper_WP* If you have a Level 30 PC and a
Level 30 NPC with the exact same skills, items, etc, the PC
will win
*Serafina* Ashen_Temper_WP... if that were the case,
then no one would ever need to die.
*Ashen_Temper_WP* And what happens to these NPCs when
the PC dies?
*Lord-Hades* yes NPC's are like support players who
are good for certain things (like area effect damage from
the castle walls) but in 1 on 1 aren't generally too bright
*Serafina* Ashen_Temper_WP... they have their commands.
They become loyal to the next guildmaster in line or to the
heir. They follow through with them in some cases and not
in others... it depends on the situation.
*Serafina* AI can be as bright or as stupid as we
make it. The issue is getting the right mix.,
*Serafina* If designed to be, an AI character would
kick the butt of player... why? because it cheats.
*Ashen_Temper_WP* Cheat... how so?
*Serafina* I use the word cheat for an npc to mean
they know more than a player would because a developer lets
them.
*Lord-Hades* you mean have better spells or defenses
then
*Ashen_Temper_WP* know more such as...?
*Lord-Hades* godlike npcs then
*Ashen_Temper_WP* They have better skills and items
than the PC equivelent to their Level? ala EQ?
*Serafina* Ashen_Temper_WP.. I didn't say that. *
Serafina nods head.
*Ashen_Temper_WP* That is why I asked...
*Lord-Hades* I don't want to have to call up the 5th
batallion to defeat a super sized npc when its players i'm
after
*Ashen_Temper_WP* that is just giving the NPC an unfair
advantage... it isn't making them SMARTER, which is the key
thing
*Serafina* Let me clarify something here. Player armies
are great. The question is how do you deal with different
time zones and people not being online 24/7. My answer was
it helps to have npc's be allowed into your army.
*Serafina* To clarify, I'm not saying that npc's are
the preferred way to go, just an option.
*Darien_Kane* Well, its the time
everyone loves. I'll take a few questions from fans now. Private
Message ME (ME does not equal GUESTS), with your question
now.
*Darien_Kane* *SB|Goldenbeard*
How do the developers intend to deal with teh effect of latency
on the overall PvP experiance?
*Serafina* First of all, you don't rely on twitch
movement like you would in a first-person shooter.
*Savant* Latency is really only an issue (in regards
to pvp) if your system is twitch based. Until broadband is
more widespread, developing a twitch based system is something
we won't be doing.
*Serafina* These are persistent worlds and will be
around (hopefully) for a long time. Things that take time
a long time to build should also take a long time to destroy
or take over.
*Lord-Hades* 10-15% of internet users have broadband
access in their homes
*Ashen_Temper_WP* First way is to make fights last
more than 10 seconds... if you're near equal levels, you shouldn't
be able to kill the other player with one hit... also, having
a "generic auto attack" that keeps going even when you're
not hitting the "Blade Weaver Attack" button... and making
packet sizes as small as possible.
*Savant* That's nowhere near enough, Hades.
*Lord-Hades* what I meant was its not enought to have
a game where the fastest connection wins
*Savant* nod, indeed
*Fear_BV* Agreed.
*Ashen_Temper_WP* Very true... a player with an OC3
in his office shouldn't hit any faster than someone with a
56k
*Serafina* In my opinion, even if everyone did have
a fast enough connection, the kinds of games were are building,
the mass combat should still take a decent amount of time.
*Lord-Hades* try playin ac on a 28.8 it stinks:*
*Serafina* If I want a fast-twitch game where reaction
time was everything, then I'd go play CS or Quake
*Ashen_Temper_WP* Or Unreal Tournament =-)
*Serafina* Ashen_Temper_WP... of course
*Lord-Hades* it seems to me..having played nwn, dso,
uo, and now ac that each game i've played the actual time
it takes to defeat someone has decreased
*Serafina* Lord-Hades... the macro programs are getting
better ;-)
*Lord-Hades* part of that was the real-time element
though moving from turn based
*Ashen_Temper_WP* that and a lot of balancing wasn't
done
*Darien_Kane* *Nix-* ask them
with games that have so many character possibilities (such
as shadowbane) how they could make sure there is no one (uber)
class/race combination?
*Serafina* You start by adding aliens to your game.
* Serafina laughs.
*Ashen_Temper_WP* Hmmm, I would have to use the Rock,
Paper, Scissors argument here =-) Make certain templates viable
in one situation but not as viable in another. Paper beats
a Rock (which I never understood) but Scissors beats Paper
and a Rock beats Scissors.
*Ashen_Temper_WP* Of course, if you have a Group or
a Guild, you may want to have Rock, Paper, and Scissors all
in your group =-)
*Darien_Kane* *Severian* Is there
anything that can be done in future generations of MMOGs to
significantly increase roleplay, or will it always be as it
is currently - provide as much content as you can and leave
it to the players? Is there someonthing functional that could
be done which hasn't been tried yet?
*Serafina* The percentage of roleplaying decreases
as more people enter a game.
*Savant* Indeed. Player run (staff supported) events.
Staff events. Plots unique to each server. Meta plots. Unique
SPC merchants selling unseen wares. There are infinite possibilities.
*Ashen_Temper_WP* Personally, I think you should promote
rp, not enforce it. For instance, one of our tactics is the
Feature Character system
*Serafina* I think it depends on the size and type
of game.
*Lord-Hades* you can't force people to roleplay..you
can only provide them the tools to do so if they choose
*Ashen_Temper_WP* It is more of the "lead by the carrot"
rather than "beat them with the stick" tactic
*Serafina* I think AC does an excellent job every
month with their events, but that doesn't really get people
to roleplay more.
*Savant* Roleplay is more personal, not just listening
to someone narrate a story (ala AC's meta plot). You need
a much more personal touch to get people involved.
*Serafina* I think rewarding people for roleplaying
is a good way to inspire more roleplaying.
*Savant* And like Ashen said, it can't be enforced
(unless you open up specific RP Servers.. ahem) -- it needs
to be something you encourage.
*Ashen_Temper_WP* So our other option is to offer
some kind of reward. So how do you do that, with such a subjective
element of gameplay? Our answer is the FC program. Feature
Characters exist in our World for one reason and one reason
only -- to further the backstory. This is Roleplaying. They
are an element of our playing experience that has been added
grant more enjoyment to the players who want to embrace roleplaying
(and storyline) in our game.
*Ashen_Temper_WP* So our other option is to offer
some kind of reward. So how do you do that, with such a subjective
element of gameplay? Our answer is the FC program. Feature
Characters exist in our World for one reason and one reason
only -- to further the backstory. This is Roleplaying. They
are an element of our playing experience that has been added
grant more enjoyment to the players who want to embrace roleplaying
(and storyline) in our game.
*Ashen_Temper_WP* whoops =-) Just read the second
one =-)
*Savant* Ashen stutters sometimes =P
*Fear_BV* hehe
*Lord-Hades* its the mad dog he's been drinkin:*
*Ashen_Temper_WP* be ready for more... lol
*Ashen_Temper_WP* This is one area that isn't quite
so subjective. Using a hockey stick in a basketball game isn't
proper. Why? It breaks the rules. Every game has rules, and
the price of admission to participate with the Feature Characters
isn't high --all we ask is that, at least to some small degree,
you don't break the fiction of our universe. You don't even
have to roleplay. Just don't choose a character (or guild)
name that's obviously over the edge.
*Ashen_Temper_WP* Unfortunately, there is no "Roleplayer
Rulebook". Everyone has their own idea of Roleplaying. That
is why it would be hard to "enforce"
*Serafina* The truth is, the smaller the game and
closer the community, the more roleplaying there is. The bigger
you get the harder it is.
*Serafina* If you want a 100% roleplaying community,
then staying in smaller groups is the best way to go.
*Savant* I think the general concensus on what roleplay
is - is not breaking the suspension of disbelief (ie not talking
about football on top) -- Unfortunately, that is equally as
annoying to enforce as is forcing people to play your game
a certain way. Opening up RP servers is my personal choice.
*Ashen_Temper_WP* Our Feature Program isn't geared
to find "people who actively roleplay." That's admittedly
too subjective. This reward is for the players who aren't
going out of there way to make it a point of NOT roleplaying."
*Lord-Hades* all a game can do is provide tools and
an outlet for people to roleplay...and a lot of effort goes
into them doing that
*Ashen_Temper_WP* I think we beat this one to death...
next?
*Darien_Kane* *Lyta-OAC* Going
back to the discussion earlier about the problem with server-domination
by one particular guild. Surely when it gets to that state,
the only reasonable course of action is to restart the server
from scratch?
*Serafina* Ashen... good answer :-)
*Ashen_Temper_WP* Hey, she just said Ashen this time!
w00t! =-)
*Savant* Design your system well enough to where you
don't get to that state. It's not as impossible as it sounds.
*Ashen_Temper_WP* That and human nature will settle
that for the most part in numerous ways:
*Lord-Hades* No.. a pvp based game should not police
the other players by code or the godswitch...the community
should police itself
*Ashen_Temper_WP* 1. When a large force overruns something,
others will band together to overthrow them
*Lord-Hades* if you've had enough of the bully...unite
and overthrow them
*Ashen_Temper_WP* 2. The large force itself will usually
topple due to internal conflicts
*Serafina* I think the worst thing you could do in
a mass pvp game is to tell your players... oh, I'm sorry,
even though you win we are just going to take it back.
*Fear_BV* Yea, folks never rule forever. People will
either band together, or the rulers get bored and moves on.
*Ashen_Temper_WP* 3. It's hard to run an entire server
by yourself =-)
*Savant* or the people being constantly ruled quit
playing your game.
*Serafina* In a land mass the size of Atriana, we
know that players will bring dominate some areas, but certainly
not the entire globe.
*Savant* early UO was very indicitave that you can't
just leave mass pvp to the morals of the players... the grief
minority will kill any sense of community and "fun"
*Serafina* I think I mentioned something earlier.
You have to make losing fun for the loser as well as the winner.
Becoming a slave isn't much fun.
*Ashen_Temper_WP* One of the reasons in UO that happened,
in my opinion, is players were not territorial based... you
could be in Shame one moment and Magincia in the next
*Serafina* Constantly getting beat down in a game
with no chance for getting up is not fun.
*Lord-Hades* early uo proved that killing players
was the fastest way to get rich and buy that castle too
*Ashen_Temper_WP* It's hard to hunt down a force that
can move across the server in an instant
*Lord-Hades* recall was a bad idea for UO I agree..I
could be anywhere in a blink of an eye
*Darien_Kane* *AT|Elric* If you
start to recieve complaints of people being killed over and
over and over are you going to do anything about it like UO
did (by implementing the muderer/bounty system) or are you
going to stick to your vision and basically let them know
that that is a byproduct of the type of gaming environment?
*Ashen_Temper_WP* I played UO for 3+ years... I've
seen many large forces come only to crumble under their own
weight
*Savant* We have mechanics in place that allows you
to play a "killer" if that's what you so want, but it comes
with some *severe* penalties and not at the expense of your
victim -- but at your own expense.
*Ashen_Temper_WP* The key is to make some areas safer
than others. For instance, in Shadowbane, we have GM Run cities
called Safeholds where you cannot PvP. Also, Guild Owned Lands
will be safer to hunt in (except during seiges =-) because
you do have NPC Guards and other guild mates in the area.
*Ashen_Temper_WP* In UO, the hard part about getting
"revenge" is basically what I said above... it's hard to find
someone who can recall all across the world in an instant
*Ashen_Temper_WP* look at Seige Perilous
*Ashen_Temper_WP* as compared to the other shards,
that is
*Lord-Hades* other games tended to put the best resources
in places of high risk..in a mainly no pvp world that's a
bad idea...so instead..kill pvp with penalties? bad idea
*Savant* What it boils down to is the "grief player"
needs to be restricted in order for the majority of your players
to have a "fun" experience. It's not fun being killed repeatedly
by the same person who has absolutely no consequence to worry
about. We've simply added the element of severe consequence.
*Savant* PvP does not mean "Let's forget the implications
of ruining the enjoyment of players who do not wish to participate",
it means designing your system to support both playstyles
without hampering them.
*Darien_Kane* *evilsputnick*
Do you think it's possible to make MMORPG's enjoyable for
the masses and the hardcore roleplayers?
*Savant* Yes. We have the luxury of separate mirrors
of the same world -- It's time we take advantage of that,
and that's what we plan to do.
*Serafina* I believe so, but we aren't there yet.
*Ashen_Temper_WP* I think it would be extremely hard
if not impossible for one game to encompass everything that
everyone would like
*Serafina* Internet games are still mostly played
by a relatively small group of people.
*Lord-Hades* again you can add content for roleplay
but its up to the person to do it. you can add safe zones
where non pvp people can gather resources risk free...and
free for all zones where if you go there ..you pay the piper
if you die
*Savant* There's no reason why we can't have an RP-Only
server where there's additional staff on at all hours to encourage
and foster that intense roleplaying experience for those players
interested in doing so.
*Serafina* Games in general are still looked upon
by the masses as a geeky sorta thing. I think that as games
start to evolve and as internet games become more mainstream,
that stigma will start to change.
*Serafina* And instead of game changing.... people's
perception toward them will start to change.
*Savant* The games themselves will need to change
as well.
*Serafina* ... and designing for casual and core gamers
will become easier as the line between them grows thinner
*Serafina* Savant.. games are always changing.
*Serafina* The point I'm making is that some day games
will replace movies and books as the chief form of entertainment
I believe.
*Serafina* well.. and a few other things.
*Savant* I suppose that's subjective. In regards to
MMORPG's, I don't see the changes in leaps and bounds that
is needed to bring in new audiences.
*Serafina* but that just hasn't happened yet, but
it will.
*Serafina* We don't need to change leaps and bounds
to bring audiences. They are coming as part of the natural
maturity of our industry.
*Serafina* and of course, Star Wars Galaxies will
help
*Serafina* hehe
*Fear_BV* I wanna be a wookie!
*Savant* Like I said, subjective. Minor variations
of the same basic game is not enough, in my eyes, to broaden
our audience.
*Serafina* The audience is growing with or without
us.
*Darien_Kane* Well, it has been
two fun hours of quality quarrel.. I think most of us won't
be looking forward to hearing about mass PvP again in a while.
*Darien_Kane* I would like to
thank all the fans that took their time to be here tonight
*Darien_Kane* And a special thanks
to our guests for the awesome event
*Ashen_Temper_WP* l would have to say this... I would
rather have a game that is done extremely well but only caters
to a certain market rather than have a game that encompasses
everything but isn't done as well
*Serafina* I completely agree.
*Savant* Unless the game that encompasses many different
aspects is done extremely well. ;)
*Darien_Kane* Outstanding. We
all agree. Group hug.
*Ashen_Temper_WP* Truth be told, Savant, I doubt there
will ever be a game like that
*Ashen_Temper_WP* can you think of any single player
games that EVERYONE loves?
*Savant* Now now, we need to think outside the box,
remember? :)
*Fear_BV* Yea, unless I write a game.
*Ashen_Temper_WP* haha!
*Savant* Hmmm... Civ 2?
*Lord-Hades* MOO II was my favorite stand alone game:*
*Ashen_Temper_WP* I mean, believe it or not, there
are some people that don't like Diablo 2 or Baldur's Gate
II
*Darien_Kane* Alpha Centauri
all the way
*Savant* Well, you can't please
*every single* person, but there are indeed games that captures
the hearts/gaming hearts? of a *lot* more people than the
"usual"
*Fear_BV* I like Gems myself.
*Darien_Kane* Heh
*Ashen_Temper_WP* Very true, Savant
*Savant* So all I'm saying is, it's indeed possible
to make that sort of game in our genre too.
*Savant* It's just yet to be done. :)
*Ashen_Temper_WP* Of course, Shadowbane isn't out
yet =-)
*Ashen_Temper_WP* hehe
*Serafina* hehe... we are all vaporware until we release
*Fear_BV* Hurry up with that would ya Ashen?
*Savant* ...must...resist
*g*
*Serafina* Ashen... where's my beta account?
*Ashen_Temper_WP* Working on it... believe me, I want
the game out just as much as everyone else =-)
*Ashen_Temper_WP* What, you didn't get it yet?
*Savant* I guess he wasn't one of the 50 people.
*grins*
*Fear_BV* Not as much as Kindred.. She is drooling
all over my web site.
*Ashen_Temper_WP* I'll just have to bring that up
with Warden... hehe
*Lord-Hades* many people are looking forward to its
release....myself included:*
*Savant* Joking aside, SB looks to be a step in the
right direction of broadening the genre.
*Lord-Hades* just have mercy on those with dialups:*
*Ashen_Temper_WP* I think there are a few MMORPGs
coming out that are taking the steps out in new directions...
*Savant* Like Fallen Age ;*
*Ashen_Temper_WP* hehe, I knew you couldn't resist!
*Fear_BV* OMG Shameless!
*Savant* You twisted my arm.
*Darien_Kane* We are all friends,
no need to be shy
*Darien_Kane* Anyone else want
to plug their games?
*Ashen_Temper_WP* Well, I need to take care of my
2yr old and wife! Talk to you all later and it was fun! Look
me up for the next one!
*Savant* Have fun, Ashen. ;)
*Savant* I'll be in #devchat in a moment to field
some questions about Fallen Age if any of you are interested.
*Fear_BV* ummm.. Yes, My game, called "Fear wins"
is coming out soon.
*Darien_Kane* Thanks a lot, Ashen,
Savant, Serafina, Fear and Hades. Great talking to you guys.
*Ashen_Temper_WP* Become a Hero, Raise an Army, Rule
an Empire: Change the World! http://www.shadowbane.com and
http://shadowbane.godgames.com/
*Ashen_Temper_WP* There's my plug =-)
*Lord-Hades* I've enjoyed the evening here with you
guys tonight..cya all soon:*
*Serafina* Become a Hero, Raise an Army, Rule and
Empire.. AND HAVE FUN! http://www.atriarch.com/ There my plug
:-)
*Fear_BV* Thanks Darien!
*Darien_Kane* As always, unmoderated
chat unfolds in #devchat for the stronger ones of us
*Darien_Kane* Thank YOU, Fear
*Fear_BV* http://www.battlevortex.com/ <--- Change
your mind, make lots of cash, be everyones best friend.