See you in Ultima Online… no, Shadowbane… uh, DAOC… hey, SWG… wait, Horizons…. Vanguard?… Darkfall! YEAH! Totally see you in Darkfall, newb!


It’s nice to know that the rabid hardcore still exist, and still hate you.

So how do these games become more accessible to the drooling masses? Easy! Just implement grinding, level treadmills, restrict any and all competition whatsoever. These systems are intentionally in place to prevent anyone from over-achieving or failing. I recently saw a WoW ad that said “Come join 8 million heroes!” Suddenly every single player is automatically a hero? Essentially, most MMOs are designed so anyone can hop on a game, gain levels and pay $15 US per month for their instant hero status.

These designers don’t want to reward players for their achievements. They just want to make every mouth-breather who logs on think that they’re special, for fear that they’ll quit playing at any sign of disappointment. And even worse, they expect us all to be morons.

Ah, for the days when games violently punched you in the throat and dared you to keep paying them money.

The problem with hardcore PvP games is, as has been often said by myself and others, that while many think they are of the hardcore, few actually are. And while the spectre of being killed repeatedly with no recourse, your home sowed with salt and your guild banners used for tablecloths for the meal of human jerky you kindly donated to may sound nice at first, the bloom tends to fade from the rose when you realize that no, you’re probably never going to be the guys carving the jerky.

Which isn’t to say that Darkfall won’t TOTALLY ROCK YOUR FACE, because honestly I haven’t a clue. But the rhetoric from their fans sure looks familar!

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  1. #1 by JJC on August 6th, 2007

    If the uber weapon doesn’t make that much of a difference then it isn’t an uberweapon. Are they giving the blacksmiths the same attack skills as a guard? What happened to the game appealing to RP types?

    The problem here is that people are saying that death will and won’t hurt. Game mechanics, as we all know too well, can and will be abused. You can’t program a game that is both hard on death and easy on death at the same time. It’s like trying to have a standard coin come up both heads and tails at the same time. Sure, someone will count the coin landing on edge in a one in a billion chance but that’s more fantasy than reality.

    The best hope for Darkfall is for it to never make it to beta that way it will always be perfect.

  2. #2 by Xaane on August 6th, 2007

    Death will hurt but not be unbearable, is the point most people try to make. WoW is an example of too little penalty. The game doesn’t penalize foolish mistakes, but it shouldn’t due to it’s model. In WoW, I think the DP is fine, but the mechanics wouldn’t tolerate anything else. EVE I think is an example of too much, because bigger ships are extremely pricy, and you can lose weeks of real-time progression after a death. So dying hurts a fair fair bit. Full loot is a death penalty that you can control as a player by being prepared with gear at your house/bank, or by having contacts with a crafter. If you have a suit of armor waiting for you, then it might be as little as 30-60 seconds to rearm (depending on how long it takes to get to a bank/house). So I don’t get locked out of fighting for X minutes because it’s “set that way”, neither do I just get to jump back into the fight mindlessly.

    When you consider the social web that will exist in a game like this, it’s easy to see how Full Loot is really not that bad. Inherently, Darkfall style sandbox games are moving beyond “items = progression” and more towards a ” conflict = progression” which I think is infinitely more satisfying in the long run. Dungeon delving can be fun for a while, but I think that the community of MMO players is beginning to get tired of it. Precious few people I raided with said they enjoyed the content. It was more of a “place to be” and “thing to do” rather than something truly enjoyable as an experience itself. The first time I fought Rag, it was fun. 30th time, no so much. Same with Nef, C’thun, pretty much everything: you did it, celebrated a guild first, possibly a server first, and then you just kinda forgot about it. It made the game stale quickly. Most of the people I raided with were married, they spent time with their kids and stuff while they raided. Or watched TV. I also saw some of the nicest people turn very nasty over what essentially was some 1’s and 0’s in a server somewhere. I just think that in a game based around player-conflict, so much of that drama and effort could be spent telling an epic story of struggle and bloodshed. Who wouldn’t get interested in a story involving 2 rival guild leaders commanding their warriors to destroy eachother? Even such a simple scenario could have it’s heros and villains.

    I think that we do need to start breaking free of the item-based games, and start becoming more innovative with our game ideas. Warhammer, Darkfall, and Age of Conan seem to both be warming up to the conflict side of gaming, which I feel is a good step in the right direction. It gives players other means to distinguish themselves, and also cuts down on the “clone-syndrome” which is big in EQ type games. Being a raiding Druid in WoW, I never felt particularly “progressed” when confronted with a legion of Druids who looked like me. I felt slightly unique because at that time, Druids were rarer than 4 leaf clovers, but I still looked exactly like the few that remained. I also didn’t enjoy the raid/pray style of gameplay (glad they introduced tokens, they need to do that with everything imo) that determined what I got. Further I didn’t find the constant progression level “fun” at all. I got my gear, and wondered “K, now what?” What do I do with all the gear that I spent months collecting? Apparently I was to use it to…get more. And then shard it. :( If there wasn’t any new content, I didn’t even log on, except to maybe farm something up, make potions fro the guild. There was a general “lack” of things to do when you got to the end of the game. Sure I could PvP, but the BG’s got old after maybe 2-3 runs, and I ever felt a sense of competition against people who had absolutely no chance against my team. In something like this, Darkfall-style games could be great, because there would always be enemies to fight, cities to siege, monsters to take down, etc. A lot of broad options, makes me interested.

    In any case…
    I finished my T1, got my T2, then got my T3 started, before TBC came out. Then I found mid-60’s greens and blues that were better. So all my effort was for nothing, replaced over a few weeks of grind. As a Druid it was worth it for the improved skills/talents, and the itemization that somewhat supported my preferred role as a caster DPS’er with heals, which is how I imagined a Druid to be, but I just felt that WoW was too limiting in it’s approach. I’m looking for a game that offers up far more freedom, and a lot more complexity to the classes. Every once in a while I get an idea of how to make Druids a little more fun, or fix Shamans, or just generally improve WoW. It ticks me because much of WoW’s failings are fairly superficial, yet they don’t get fixed or addressed. Til something better rolls around, I’ll continue to play WoW, but the novelty is fast wearing thin. Warhammer looks good, Darkfall looks good, and I’m sure other games will come out that look good too. Ultimately, I’ll go to whatevers best. I can see Darkfall keeping my money for a long time if it delivers on it’s ideas (I dream of being a Druidic Mahirim, or perhaps an evil, insane Alfar mage!), and I could see getting Warhammer, because I love their Greenskins style, and particularly, I like the portrayal and backdrop of Chaos.

    The main issue is that we should support these style games, even if they do fail, because they show us what we can do potentially with games online. Darkfall has had it’s issues in the past, like missed beta dates, but every game usually goes through some pushbacks and delays. Warhammer got pushed back, AoC did too. It’s natural.

  3. #3 by Kilmoran on August 6th, 2007

    “If a MMO is only 75 percent complete, that 25 percent will likely drag it down for the rest of its life, as its player base adapts to the incompleteness and becomes increasingly incapable of coping with the unmaking and remaking required to add to the existing game world post-launch.”

    Oh ..you mean like WoW… or SWG… or EQ 2?

  4. #4 by J. on August 6th, 2007

    Oh ..you mean like WoW… or SWG… or EQ 2?

    The light dawns.

  5. #5 by KodiakAsh on August 6th, 2007

    I’m getting a horrid sense of deja vu here. This is the Shadowbane experience all over again: A bunch of people who have never played the game – because it isn’t available yet to anyone but the developers – are extolling it’s virtues based completely on statements by the developers. The paeans would have one believe that the game will be so good that it will deliver prostitutes to the very door of the noble players wise enough to subscribe.

    The ideal of Shadowbane, Darkfall, and any other future PvP projects will continue to be fawned over until someone makes it a realization. Will Darkfall do this? I don’t know, no one really does, we haven’t got a chance to play the game yet. However the ideal, that hope, will continue to live on till someone gets it right.

    Every game since UO has progressively gotten worse for us PvPers.

    At first we at least got seperate FFA servers that we could go PvP on and leave the “carebears” (the common term for non PvPers) to their own servers. However for a long while now FFA servers are slowly becoming non-existent. They favor this “faction” style PvP ever since EQ2 came out with their race wars servers (later made bigger by DAoC).

    I don’t personally understand this, because almost invariably the PvP server (FFA or faction) are usually almost always one of the highest pop servers in all the games. While granted, the total of the other servers combined surely outweighs the one FFA (or PvP) server it’s always a decent chunk of people playing there.

    It’s very simple, really.

    We want the freedom to choose those we call friends and those we call enemies.
    We want a game that isn’t buggy and exploitable.
    We want an system where fights are challenging and not simply a mindless grind to level 3000.
    We want an environment where there are consequences to one’s actions.
    We want PvP that’s more than just mindless slaughter.

    Until we get this game, the PKs and PvPers alike will always be searching for a game like this. Most new games that come out will try to mimic and clone the success of WOW. These games will never offer what we want out of a game. Looking at the new line up of MMOs coming out Darkfall is probably one of the best options we’ve gotten in a long time.

    Whether or not Darkfall is “vaporware” (it’s not) or turns out to be exactly everything we didn’t hope it will be…

    …the dream of the ideal PvP game will continue on.

  6. #6 by J. on August 6th, 2007

    That “we” is a demonstrably small group of people, and getting smaller all the time.

    Your depth of longing for an unrealized form of entertainment is inconsequential. You will not get what you want just because you want it. The deck has always been stacked against you. Your only hope is to abandon anticipation of that which you say you want the most.

    In other news, Team Fortress 2 looks pretty damned cool. Fury could be good, too, and I’m pretty sure it’s going to ship.

  7. #7 by Soulflame on August 6th, 2007

    The initial interest in a PvP server is frequently high, but inevitably the server swings to the lowest population. Why? Because there aren’t enough people who are interested in being punching bags for the top 10% players.

    Take Mordred. It was so popular on rollout that Mythic opened Andred. Something like a year later, Andred was shut down. Currently, Mordred’s peak population hovers around 400, which is a far cry from the roughly 7000 peak population that DAoC is currently sitting at. The only reason why Mordred is even that high is because of the tireless efforts of the Mordred TL to bring people to it, and a recent resurgence of “8v8″ rerolling on Mordred.

    Open PvP systems are not popular with players in an MMOG context. Accept it. Move on. This isn’t a case of “wait for the right game, where assraping will be made fun for the sheep.” That will never happen. As for an MMOG made for PvPers, it will not be resoundingly popular if made FFA. EVE’s the closest example of what you are talking about, and even that game isn’t truly FFA, as a large portion of the game is protected.

  8. #8 by KodiakAsh on August 7th, 2007

    Ah the wonderful ignorance flares as always. The depraved opinions of madmen as they can not grasp the simple concepts of why those of us who like FFA will always like FFA and will always want it.

    First, to simply write us off due to numbers is ridiculous. I mean literally certifiably insane.

    Everyone’s favorite topic to bring up is WOW as the perfect success for every game hence forth. 9 million players can not be wrong, right?

    One little problem, however. WOW is completely driven by raiding and raiding guilds. Before Burning Crusade was launched, only 3% of the game population had ever even seen Naxxaramas (the top end dungeon at the time). Continuing to today, only a small portion of the game’s populace has ever been within The Black Temple. Yet consistently and constantly content is released for individuals at the upper echelons of the game, even though a vast majority will never reach or even see such content…or by the time they do, the content will be so dated that it’s a non-factor (like their new expansion).

    Of course then WOW is also the perfect example of why non-consensual PvP is not nearly viewed as bad as you would have others believe. For example, according to Warcraft Census (a plug in that tallies up the people on each server by a series of /who commands) nearly 50% of of WOW’s characters are on PvP servers (3.1M out of 6.8M total visible).

    (Source: http://www.warcraftrealms.com/census.php)

    WOW has clearly opened up the market to numerous new individuals. To presume that none of these would try or even attempt a more harsher gaming environment is also an absurd conclusion. It’d be just as absurd as me trying to say all of WOW’s PvP population would want to play in a FFA enviornment. Of course they wouldn’t.

    However the “gateway” game has sucked them in, and in some cases, new games will take them further. None of this new generation of gamers has ever had the chance to even try FFA PvP…and the forbidden allure of the type may be very tempting to some of them (I know some absurdly competitive people from WOW that are/were looking for more yet never played a MMO previously).

    Second, anyone who has taken basic economics will tell you that when there is a demand for a good or service then someone will almost invariably try to fill the supply for such a good or service.

    However, to use a metaphor, if you go in to buy shoes and someone tries to sell you a pair of cardboard boxes with string to tie to your feet you aren’t going to really pay for said boxes. More importantly, if after buying the shoes they try to give you the boxes you won’t continue to pay for such services.

    For whatever psychological reasons you guys invariably seem to misunderstand, repeatedly, thread after thread, game after game, forum after forum is that we want a good game. Just because a game totes FFA PvP doesn’t mean it’s a good game. No one wants to play a game where players are hacking the server, causing it to crash, or duping insane amounts of money (Shadowbane). No one wants to play a game where death is meaningless and there’s nothing to fight for (Asheron’s Call 2). No one wants to play a game where 3rd party programs make your UI more sophisticated than a F-16 fighter jet and play the game for you (Asheron’s Call 1).

    Frankly, I got bored fighting AI scripted monsters that follow the all too simplistic IF-THEN-ELSE. There is no challenge in fighting these pre-programmed opponents. Even their limited list of random variables is easily discovered and conquered. Here is a tip: In every game to date every mob does a melee attack. They might cast spells, or shoot a bit from range, but you close that distance and they will start to melee you. If you are prepared for melee and are strong against it…you will be successful in any game.

    I will not insult you (which is usually not the case from your side of the arguement…) and presume you play to conquer the AI. I really have no idea nor care to know why you play these MMO games. I play to kill other people. You play for any possible numerous reasons. The difference is, I don’t hold you in contempt for it and were the situations reverse I’d see no reason why there shouldn’t be a game where you are protected and not forced to PvP. That is, perhaps, the one thing that has always bugged me most about you anti-PvPers.

    I have no desire to “ass-rape” the sheepish noobs. The fact you take it as such simply shows your gilded nature and belies any sense of objectivity (amazing word, that) that you have.

    I play FFA games and servers for a simple reason. What you are willing to tolerate, I am not. I don’t tolerate stupid encounters that are easy to figure out. I don’t swing my [Harsh Language 2] or my [Shaking Fist 1] at people, I simply kill them. The freedom to act as I see fit is not something I am willing to compromise or relinquish be it in a game or in day to day life.

    Perhaps that is the fundamental difference that I’ve always not understood? That fundamentally I am the same person that I am day to day as I am when I am in a game. Perhaps it’s the fact that you want to be something that you aren’t day to day that clashes so fiercely these last 10 years? Hrm. Things to ponder, I suppose.

  9. #9 by JJC on August 7th, 2007

    Insane isn’t saying that the numbers aren’t there. That is actually quite sane since any MMORPG is going to have to make a profit. What you are looking for is the holy grail. You want to find it. You believe you need it. You believe it exists. That doesn’t make it so. An unhackable game doesn’t exist. Something to fight over, resources or whatever, does long term harm to the game because people who don’t have that resource and can’t get that resource and need that resource will quit. Very few want to play on a slanted playing field going uphill. Even fewer are willing to pay for it. Even fewer are willing to pay for it very long.

    There seems to be this belief that you are a better person, or customer, because you prefer to play a game a certain way. You said so yourself when you say that you are fundamentally the same person in game and out. This is simply untrue unless there is some sort of reward on your head offered by the FBI or local police agency. You claim that you don’t hold people in contempt because of the way they play and this is disproven by the entire tone and nature of your response. You do hold people in contempt when you call their analysis insane. You label their analysis of the continual failure of a PVP game to be some sort of mental defect.

    Economics does state that where there is a demand there is always someone willing to sell it to you for a price. The last part of this basic principal you left off, either intentionally or unintentionally, is the most important part of that statement. It’s entirely possible to have a demand for a service while the price exludes anyone from willingly supply that demand. Just because a demand exists doesn’t mean there is going to be a supplier. The problem is that people expect to pay MMORPG prices, 16 bucks a month or whatever is the market rate, for a niche game which would be charging much more than that. People, no matter how hardcore, aren’t going to pay that often enough because of the alternatives such as WoW or any number of FPS games.

    PVP isn’t special. The people who play it aren’t special. To pretend it is anything other than being part of a larger picture will always make the expectation of the game higher than the game can ever be. What you are asking for and expecting is an unreachable standard. Repeating the same thing over and over again, which is the exact point of this article, while expecting different results is a definition of insanity. Many of us have found games that we enjoy for a while because we are able to detach. Things to ponder, I suppose.

  10. #10 by Kilmoran on August 7th, 2007

    “If the uber weapon doesn’t make that much of a difference then it isn’t an uberweapon. Are they giving the blacksmiths the same attack skills as a guard? What happened to the game appealing to RP types?

    The problem here is that people are saying that death will and won’t hurt. Game mechanics, as we all know too well, can and will be abused. You can’t program a game that is both hard on death and easy on death at the same time. It’s like trying to have a standard coin come up both heads and tails at the same time. Sure, someone will count the coin landing on edge in a one in a billion chance but that’s more fantasy than reality.

    The best hope for Darkfall is for it to never make it to beta that way it will always be perfect.”

    If an uber weapon does make a difference statistically, but doesn’t make an unskilled player a god amungst men, then it is still an “uber weapon” in a novices hand. You can have them be powerful (comparibly) weapons without making them so pwoerful that skill cannot over come them. this is the “difference” that acctualyl matters. Better equipment should be better… but if i can evade the attacks, or block thme, or other wise barely be hit compared to the assult i throw back, i should beable to win.

    Secondly, yes you can make a game that’s both hard on death and not. It’s called preparation. If you are PREPARED to die, death is not nearly as harsh on you then if you think you will never die, or aren’t prepared to lose what you have. In this way, YOU decide how hard it is on yourself instead of the game dictating it either way. Of course, you have to be able to prepare as well but that we can’t speculate o nthe ease or difficulty of.

  11. #11 by Kilmoran on August 7th, 2007

    “That “we” is a demonstrably small group of people, and getting smaller all the time.

    Your depth of longing for an unrealized form of entertainment is inconsequential. You will not get what you want just because you want it. The deck has always been stacked against you. Your only hope is to abandon anticipation of that which you say you want the most.

    In other news, Team Fortress 2 looks pretty damned cool. Fury could be good, too, and I’m pretty sure it’s going to ship.”

    I’ve playd the beta for Fury…Fury is HORRIBLE to me. It’s nto because it’s unfinsihed or anything like that. My qualms with it come from tis’ base system (something they’d have to over hau lthe entire game to fix). They have you running around full tilt like Quake and al lthat…. but every single attack is a macro key (1,2,3…ect) and you auto lock o nto your targets. Basically… it plays like WoW means GW. There is no POINT in running aroudn quake style if every attack is auto locked on and has no chance of missing. The way the game moves (fast paced “FPS style action”) and the way the game plays (press 4 2 4 and if your hurt press 5, make sure you lock on to attack again…) contradict each other to the extreme. Other than that i like the idea behind it, but the way they decided to go about combat was a horrible decisino to me.

    Where as i’m sure some one will pull “DFO could turn out like that” on me, from the movies iv’e seen of it already, i can assure you that isn’t the case. Secondly, with mroe detailed portayals of the combat, i can assure you once again it isn’t the case unless they straight up lie, which i can’t predict either way.

  12. #12 by Kilmoran on August 7th, 2007

    “The initial interest in a PvP server is frequently high, but inevitably the server swings to the lowest population. Why? Because there aren’t enough people who are interested in being punching bags for the top 10% players.”

    Ok… then how about designing the game so the lowest 10% have any chance what so ever to beat the top 10% instead of designing the top 10% to be untouhable to the lowest 10% , then see what happens. Here’s my point. If you play a game where you cna’t even SCRATCH harm, or other wise do anything what so ever against the top 10% …yeah…why bother staying? However, if you found that a few lucky hits from your newbie gear and experience did acctually harm the Ultimate Black Dragon Lord of Grief, you might acctually start dreaming that one day you may even beable to beat them.

    There’s a difference between starting with absolutely no hope, and starting with a glimmer of hope. it makes all the difference in the world to know “Hey… i nicked the top player on the server once”. In reality, even the best swordsmen/marksmen CAN be defeated by an absolute novice. Whether it’s an accident,luck, or jsut circumstance isn’t the issue, it’s the fact that there is a chance. People play the lottery right? Gamble? All that is the fact that they CAN win, not that they will win (for those not addicted).

    The reason why PVP servers fill up so quick i tnhe begining is in fact, that hope. The reason they drain off is in fact, that hopelessness.

  13. #13 by Kilmoran on August 7th, 2007

    Reading your last post, JJC, i have to say that perhaps i am i nthe wrong argument now that you point that out. I, personally, am not merely a PVP advocate. I don’t mind it at all, all i want is a reason to fight with my buddies. Whether that is PVP, PVE, PVEVP, RVR, what ever acronym you want to use..all the above… it doesn’t matter to me as long as certian criteria are met.

    1. Combat is based off of player skill. A game does not have to be PVP to add this requirement. If there was an MMORPG that played like say… Dynasty Warriors (Wel lthere is, but it’s not in america or Europe or anything), where for the most part, the combat is based on your abiltiy translated through the character (to an extent i nthis particular game) that is what i’m talking about.

    2. There is a real reason to fight. Be it your survival (no i don’t mean just winning against gankers), the growth of your army/empire, the defense or your land/territory/ little hermit shack, it doesn’t matter what the reason is (Though personally i’d hope that it would be multifauceted so many peopel can have different reasons) as long as there is acctually a “virtual” point to doing so.

    3. Gear and equipment is an advantage, but not the end all be all decision. I am so sick and tired of losing in 1 single attack that has no possible chance of missing ,when my attacks will NEVER hit and if they do will do absolutely no damage at all. That is the most retarded thing to ever be in any game that wants to consider anything it does “pvp”. Even the freaking monsters that are over powered to “challenge you” can be killed by your “insignificant” weapons.

    4. If it is PVE oriented, TRY to make the AI atleast adaptable if not “intellegent” in it’s reactions to you. If i ever see an AI behavior where they spot/smell/ empathically feel your presence and thus acctually set up an ambush, wait, and spring it on you (not merely SPAWN in an ambush), i will forever remember that development team. And don’t say it’s impossible. AI already detects you in a meriad of ways, from that point ,the only difficulty is making it so the AI is away of mroe than JUST the player (I.E. the environment and other creatures liek tiself). It could be alittle “telepathic” in how they all synergetically move and act, but that’s nto the point ,the point is if they can literally ambush you, they can ltierally be a challenge without tweaking the stats to make the difference “clear”.

    5. Give reasons NOT to fight. This is probably the most difficutl thing. Crafting and skills liek that are the easiest to imagine, but things like durability making you wait is nto the funnest way to impliment this. However, if you take DFO isntead of WoW into this light..you can repair your weapon/armor a few times, but eventually it WILL break and not be repairable. This means you prepare, or your suffer the consequences. This means you are more cautious until you are prepared. This means you have reason (though small) not to fight. The reason why it’s important is that reasons not to just go out and kil land die makes the world more robust.

    Let’s say for instance it takes time (bad idea but go with it) to repair things. If you don’t have any spare, you have to wait around town .There you might find someone farming the crops or hanging otu at a bar simply to chill for a moment. This whole thing, 3 simple guys jsut doing what they do, might spawn one of the most elusive things i’ve seen in MMO’s without ti being on a general chat channel. A localized conversation. PERHAPS even about the GAME they are playing??? Reason why ihave ANY hope for this happening is simply and utterly because there is a REASON they have stopped killing/dying for that moment (aside fro mthe guy chilling, but in a skill based game you may not feel like fighting al lthe tiem as ti isn’t easy).

    The guy who’s waiting on his armor may go to the bar and see the guy, ask him what’s up. The guy at the bar could tell him that he’s jsut relaxing after the great battle of Tiny Valley. The guy who’s armor got damaged could have been heading there and got ambushed, so he COULD then see if this guy is friend or foe on his side of the battle by continuing the conversation. Blah blah blah… ect ect. Point is, in a game with reasons to fight and reasons nto to fight, the dynamics MAY be very diverse…. because that is the reality we as humans live in (reasons to fight, reasons not to fight).

    Note: I never said that this could just be 3 guys who dont’ say a word to each other, or they won’t start talking about sports or this hot chick they know. All i said was that having a “world” going on instead of merely “get me 3 bottles og goat milk” quests, might provoke the community to be a community broader than their guilds and parties and personal friends. I’ll tell you this, i don’t talk to anyone in MMOs, because i have NOTHING to say to them. I don’t beg for groups, i don’t beg for raids, i don’t ask for anything, i do it myself and with my friends or it doesn’t get done. There is no reason to speak to anyone ,because there is nothing i can’t find out without them. if i’m playing, i’m fighting, because there’s nthing else to do. The fight is pointless, but i have to if i want to progress. I can’t stop, or i’m useless as far as the game is concerned. That is the reality of current MMO’s. Crafting is no exception either. If someone is gonna force feed me materials, that’s even more boring than getting them myself. And for what purpose? Unless i’m i na guild AND i’m high enough to do anything, i’m making pure junk.

    Any how, to conclude. I’m not discussing PVP so mcuh as i am discussing DFO in general and why i’d rather wait for it, i nvain or not, than pretend i’m happy doing nothing even seemingly important in the current slew of MMORPGs. Is what i do in ANY game important? No, but atleast it can feel that way.

  14. #14 by JJC on August 7th, 2007

    1 – Everyone says that but it’s not really true. Most players don’t have “skill” so targeting them as customer base is a questionable tactic. Everyone likes to think they have skill but what they desire and what they are will be two different things. Besides, being able to mash buttons in the right order isn’t really skill. Being able not to lag still isn’t skill. Until we are playing this on the Wii, the skill my character has in swinging an axe isn’t going to match up with my abilities in pressing a button.

    2 – The problem with this one is that once a group obtains a majority of power people join them rather than fight against them. The big group takes them in because they need the numbers and the desire to crush the competition out of existence is a factor. Without the game resetting the advantages, the reasons to fight, every once in a while there is nothing left to fight over because everyone is on the same side or all the advantages are already gained. If they reset then the need to fight over them is also suspect because you will lose them no matter how much power you have ingame. Persistent worlds with persistent advantages aren’t good for the long term health of the game.

    3 – If you power up the weapons and gear needed to kill overpowered monsters you overpower those items that then make it impossible for players to kill each other when one is using overpowered goods and the other is not. Once gear becomes an advantage it becomes an overpowering advantage just on the nature of bonuses. Someone small is still small no matter how large the bonus because the other player has equal opportunity to get exactly the same bonus and usually much, much more. After all, who is going to play a game where starter gear is all you need to beat the best in the game?

    4 – Ain’t enough horses in the world to make that happen. Modern AI can crush most boxes out there today. Even home brewed PC’s still get beat up by modern AI. To do this on a MMORPG scale? Ain’t enough horses in the world.

    5 – That is the hardest thing about PK games. Right now most games out there reward to excess the random PKer. The gank squads and everyone else who PKs because they are on a PK world. Daggerfall, given the nature of the death penalty, does this in spades. Rewarding actions that are PK in nature, defender types, just don’t happen. Games are built on offense, not defense, and the moment I come up with a method to make defending as rewarding as attacking I’m going to patent the idea and lease it out to everyone.

    If there is one idea I could take behind the barn and bury it so the world never sees it again is that of player skill. The reason for this is fairly simple – There is no real skill in playing games. Every time someone mentions player skill it comes down to how quickly they can identify and react to targets. Each one of these can be done better and faster by a machine. How quickly you can decide to attack is the only factor. The rest can be decided and reacted to quicker by a macro. By the time it takes you to see the target, let alone push a button to react to it, a macro will have beaten you to it. For example, lets say that you had to press 1-4 depending on the type of monster. The reaction time of a macro is going to have you beat senseless. More often than not player skill comes down to how many mechanical aides they can run rather than any actual ability on their part. Button mashing isn’t skill and the notion of player skill just needs to go away. Forever.

  15. #15 by Trevor Talbert on August 7th, 2007

    Is this the part where someone spills their glass of water on the floor?

    Ah… good times.

  16. #16 by Sumyung Guy on August 7th, 2007

    on August 7, 2007 at 6:29 pm Trevor Talbert wrote:

    “Is this the part where someone spills their glass of water on the floor?

    Ah… good times”

    I sense an intriguing question, but I don’t understand the reference Trevor.

  17. #17 by Kilmoran on August 8th, 2007

    “1 – Everyone says that but it’s not really true. Most players don’t have “skill” so targeting them as customer base is a questionable tactic. Everyone likes to think they have skill but what they desire and what they are will be two different things. Besides, being able to mash buttons in the right order isn’t really skill. Being able not to lag still isn’t skill. Until we are playing this on the Wii, the skill my character has in swinging an axe isn’t going to match up with my abilities in pressing a button.

    2 – The problem with this one is that once a group obtains a majority of power people join them rather than fight against them. The big group takes them in because they need the numbers and the desire to crush the competition out of existence is a factor. Without the game resetting the advantages, the reasons to fight, every once in a while there is nothing left to fight over because everyone is on the same side or all the advantages are already gained. If they reset then the need to fight over them is also suspect because you will lose them no matter how much power you have ingame. Persistent worlds with persistent advantages aren’t good for the long term health of the game.

    3 – If you power up the weapons and gear needed to kill overpowered monsters you overpower those items that then make it impossible for players to kill each other when one is using overpowered goods and the other is not. Once gear becomes an advantage it becomes an overpowering advantage just on the nature of bonuses. Someone small is still small no matter how large the bonus because the other player has equal opportunity to get exactly the same bonus and usually much, much more. After all, who is going to play a game where starter gear is all you need to beat the best in the game?

    4 – Ain’t enough horses in the world to make that happen. Modern AI can crush most boxes out there today. Even home brewed PC’s still get beat up by modern AI. To do this on a MMORPG scale? Ain’t enough horses in the world.

    5 – That is the hardest thing about PK games. Right now most games out there reward to excess the random PKer. The gank squads and everyone else who PKs because they are on a PK world. Daggerfall, given the nature of the death penalty, does this in spades. Rewarding actions that are PK in nature, defender types, just don’t happen. Games are built on offense, not defense, and the moment I come up with a method to make defending as rewarding as attacking I’m going to patent the idea and lease it out to everyone.

    If there is one idea I could take behind the barn and bury it so the world never sees it again is that of player skill. The reason for this is fairly simple – There is no real skill in playing games. Every time someone mentions player skill it comes down to how quickly they can identify and react to targets. Each one of these can be done better and faster by a machine. How quickly you can decide to attack is the only factor. The rest can be decided and reacted to quicker by a macro. By the time it takes you to see the target, let alone push a button to react to it, a macro will have beaten you to it. For example, lets say that you had to press 1-4 depending on the type of monster. The reaction time of a macro is going to have you beat senseless. More often than not player skill comes down to how many mechanical aides they can run rather than any actual ability on their part. Button mashing isn’t skill and the notion of player skill just needs to go away. Forever.”

    Everyone says that what i want to see in a game is skill? Didn’t know i was popular enough for everyone to know what i say. You mistook my meaning. It was a list of things that i would like to see, but let’s still go with your points.

    1. It’s not pressing the button that makes it “skill based” to me. Obviously pressing a butto ndoesn’t require any skill. However, judging distance and momentum does, and being able to acctually evade an attack does, atleast more so than the battle taking place without you completely. Not everyone is comfortable with this, i understand that, but that’s why this was based on my desires. Still the point remains, this is one aspect, and combat should always have some sort of skill or learning curve, it should have never been automatic to begi nwith in a grahpical game world. In DnD … rolling and stuff is fine, but it should have never been that way in a graphical game.

    2. I have personally never seen a game that has no competition in it what so ever if it is a competative game .There are people who enjoy being the uderdog (Even entire guilds dedicated to this style of play) as well as just people who don’t care aobut what everyone else is doing. You are stereotyping way too broadly if you think there will be no way to maintain a reason to fight in a game. There are plenty of games that have reasons to fight that have endured for long periods of time.

    3. I don’t know where you got “powering u pthe weapons” from my post, but i never said that. I said that better gear is an advantage (steel is better than copper) but it shouldn’t come down to just what your wearing, but how you use it too. Starter gear vs top teir gear is a loss no contest. Veteran warrior in starter gear vs complete novice in top teir gear should NOT be a no contest situation. That was my point. It shouldn’t be EASY for the veteran to win against that, but he should have a chance, and a fairly good one, depending o nhow the fight goes. Even if it takes the veteran 50 hits to kil lthe novice, and the novice 5 hits to kil lthe veteran, the point remains that the veteran CAN still win, based on his knowledge of the game and how to fight, and not based on his gear. Same with a novice in novice gear, they have a CHANCE, but not a guarantee to win.

    4. I assume WoW is not modern AI because i have never felt threatened that my “box” would be “crushed” by WoW AI. Give an example of “modern AI” if you would.

    5. Defense is a type of fighting…. you missed the point here. I’m talknig about a meaningful existence without combat. Hardcore crafters are one of the types of players who’d enjoy this, RPers are another type. All i’m talking about isthe world being mroe than jsut a battle field. This is nto hard to impliment, it just is considered a waste of time to bother implimenting it by most companies. Arguably, depending on who you are, it is, but having more robustness toyuor game, if possible, can’t hurt as long as it doesn’t tax the game. If it isn’t used, then dont’ develope it further, if it is used, then make it grow, jsut like everything else. There is a reason crafting and such is popular, and it’s not completely based on competative intentions. Some people just enjoy it (Alot of people from SWG loved that aspect of the game, combat oriented gear or not). Having content that is meant for you to not necessarily have to fight to enjoy is easily something i’m sure devs have found to be popular, after all, that’s one of the main diferences between a “hardcore PVP” game and a “standard MMO” the difference here is i’m suggesting it also be placed in a game considered “hardcore pvp”.

    As far as your feelnig aobut “player skill” you have a very skewed view i believe. Consider this…. the whole point of letting the players react for themselves.. is so that they can acctually test their own reactions ISNTEAD OF having the computer do it for them. You yourself was talking aobut how AI is “crushing” computers… mechanical “brain” may react faster than me, but it’s also FAR more limited than i am. I can bet you that if there was a way that i could have free from combat (Even if it jsut is evade and click combat) vs the computer playing your character for you, i would win. The reason why i assume this isn’t because of some baddassness ihave up my sleeve, it’s because the computer is set to think in a very limtied way, where as i can do something “foolish” to the computers ability and gain the advantage. For instance, i could do something crazy like… HIDE (and i mean really hide, nto inviso hide) and the computer would msot likely have no idea how to find me. Then i could , if we were near a high ledge, PUSH (a DFO related command btw) you off said cliff…what would the computer do? You could say it’s programmed to reacted to being pushed off a cliff, but you know, that’s a big stretch.

    My example is not fair, and it’s not meant to be. The whole point of it is to point out 2 simpel actions “hiding and pushing someone in a proper situation” is nto something you wil lsee a computer do for you, it is something you will do yourself. That is the essense of “player skill”, it’s your choices and actions and reactions that set the pace of the battle as well as, for the most part, the conclusion of it. If the computer is handling all of the important parts… then there is no point in you playing at all. If that was the case, i could just program WoW to do everything for me (that’s what gold farmers do) and be content. That is nto my nature, i want my actions to have consequences (my mistakes, my triumphs, my slowness, my quickness) not to be predetermined by a statistical variable roll.

  18. #18 by Kilmoran on August 8th, 2007

    Sorry about the spelling by the way… really wish there was a way to edit after a post (preview doesn’t count)

  19. #19 by KodiakAsh on August 8th, 2007

    What you are looking for is the holy grail.

    I am looking for anything at this point but have preferences that if are not met I simply (and others) will not continue to pay for such services. PvP has become such an after-thought in games today that it is unbearable at best.

    You want to find it. You believe you need it. You believe it exists. That doesn’t make it so.

    I am a gamer, same as everyone else. I am here to have fun. If a game ceases to be fun, or a game ceases to deliver what I want, or never delivered it all in the first place, I will stop playing it. It’s very simple really. Everyone likes to come up with half-cocked, over-thought reasons why PvPers leave FFA games and servers. However, that too is very simple. The game simply isn’t fun because it doesn’t deliver what they want. No one is going to continue pay for a service (entertainment) if it ceases to function (no longer entertaining).

    An unhackable game doesn’t exist.

    There’s a difference between a game being unhackable and a company doing nothing about the hacks. You almost never hear of the situations that went down in Shadowbane, where you had regular players hacking into the server farm in order to cause crashes or otherwise in most other games. It’s rediculous to think that anyone would continue to pay for such things. Is your credit card information safe? Is your personal information safe? It’s ludicrous if you expect ANYONE to put up with that…

    Something to fight over, resources or whatever, does long term harm to the game because people who don’t have that resource and can’t get that resource and need that resource will quit.

    This is an assumption of what will happen rather than what actually does happen. To draw a parallel to what you are trying to say imagine a PvE server with too few mobs. Say one mob every five minutes and you have 20 people trying to go after the mob. How many of those 20 will play the game very long if they have to level up to level 50 trying to fight for this one mob?

    Ironically you make my point for me here. Bad games will not be played by anyone. If you put resources to be fought over in a game, there better be enough of them for people to fight over and not give a game breaking advantage. Take for example AC1. A lot of guilds held and controlled access to dungeons within the game. This didn’t stop people from leveling or advancing their character, instead it merely limited away a section of the world that they could not enter without there being a fight. It’s a healthy balance of owning a resource (an XP dungeon) while not breaking the game.

    Very few want to play on a slanted playing field going uphill. Even fewer are willing to pay for it. Even fewer are willing to pay for it very long.

    This too is another wild claim that has little to no actual facts behind it. As already noted by others, every major FFA project swells at release like a balloon and then deflates. You assume it’s because of an uphill battle, when in fact it usually has to deal with the quality of the game and what it offers in the form of entertainment for those playing it.

    You claim that you don’t hold people in contempt because of the way they play and this is disproven by the entire tone and nature of your response. You do hold people in contempt when you call their analysis insane. You label their analysis of the continual failure of a PVP game to be some sort of mental defect.

    Yes, I believe people who really believe the blatant lies, falsehoods, and assumptions taken as fact as real they are mentally defective. Just the same, if they want to play PvE servers thumbs up. One of my co-workers (who refuses to play PvP) has found this discussion wholly amusing in fact that anyone would want to tell anyone else what they should and should not enjoy.

    …because of the alternatives such as WoW or any number of FPS games.

    The alternatives do not provide the services we desire. FPS games also easily fall short because they do not have the lasting meaning to them and are little more than glorified, meaningless bloodshed for the sake of bloodshed. While certainly amusing, they simply are found lacking.

    Unfortunately what you fail to mention in your little “alternatives” is that no MMO can really be compared to one another. You could try, but you will almost invariably come up with lacking variables to be compared that simply can not be compared. That one little kink in your analysis is what will get you every time. If a new game comes out and charges $20 a month, I am not going to go “Well WOW offers me a game for $15 a month…” I quit WOW. I do not like WOW. I wouldn’t be in the market for a new game if I did still like WOW.

    PVP isn’t special.

    And yet it is. By your arguement, PvP should have been phased out or forgotten about long ago, yet it’s still the vibrant topic it is today that it has been for the last 10 years. The first great game gave us a taste of what we wanted. To expect us to simply settle for anything less is simply not going to happen.

    And yet for such a non-special topic the next generation of MMOs coming out sure do seem to be focused on it so. Besides Darkfall you have the infamous Age of Conan and even more widely known (and anticipated) Warhammer Age of Reckoning. Games where PvP is not only so strongly encouraged within the basic system of leveling itself (faster to level in PvP than PvE in WAR so they claim) that the only resistance is that of the other little gaming niche…those who refuse to PvP at all!

    Faction PvP honestly does not interest me much, however. I find it makes people mindlessly slaughter one another in mock competition where the great rule of “If you’re red, you’re dead” rules high. I prefer a more refined environment where your actions have consequences. Thankfully, I’ll have that option with Darkfall (or perhaps even all three!).

    Ironic, isn’t it? After all these 10 years of flame wars and heated discussion that vaunted arguement about how “PvErs always outnumber the PvPers” is slowly becoming more and more the opposite. Enjoy it while it lasts. Remember to keep telling yourself in a few years when every game is featuring PvP in some form or another that…

    …PvP is nothing special ;)

  20. #20 by JJC on August 8th, 2007

    When the services you offer are an ill-defined list of features that are wholly unrealistic it’s not surprising that you can’t find an alternative that makes you happy. It’s funny that you claim that people aren’t willing to pay to play a game where they are the sheep while stating that you aren’t willing to pay for a game that you no longer find fun. My proof to the former is your response to the latter.

    If you find “red is dead” boring you are going to be so gloriously disillusioned with Daggerfall that words fail when it comes to predicting it. Most of the people supporting it on the forums see this ideal as the way it should be. It’s far less refined PvP than faction based. You will also find that “actions have consequences” usually runs one way. It’s usually “actions have consequences for the other guy but not me.” This shows up when discussing death rules. They always talk about what they are going to get when they loot someone else. Never the realities of the other way around. In fact, the death rules serve more to protect the powerful than it does to help the little guy.

    So you found 3 games that focus on PvP, each with a different standard for PvP. WAR is faction v. faction which you don’t like so we can skip it. Conan has a single player mode in which you can level up which precludes PvP with consequences since they can escape to single player mode to re-equip. It’s also a Vista title. Daggerfall which should come out sometime before the second coming, they hope. If these are your champions for PvP they seem poorly equipped to meet your standards.

    Every game that has come out in the past 10 years has included some level of PvP. Every game that has come out in the last 10,000 years has included some level of PvP. This is what I mean by it not being special. It’s nothing new and to treat it like it’s new and some sort of secret is disingenuous to say the least. Perhaps I’ll write one that treats the fact that people like to play games against each other, or in factions called teams, and call the book “The Secret” unless that name is already taken.

    1 – Judging distance, shaking off an attacker by pushing buttons are all things done faster and better by macros and bots.

    2 – Eve Online is quickly headed down that route. While there is a dedicated bunch of greifers, even they know they are losing the war and it’s not going to last long. Think about that for a minute too. The only group that stands a chance of fending off an overwhelming majority is a bunch of griefers. Everyone else folds into BoB or quits.

    3 – If a Vet in starter gear can beat a newbie in uber gear, in a full loot game, he has uber gear and a tactical advantage for the next newbie he fights. There is an old DnD adage that goes “what do you get when you have a fighter with a ring of regeneration going up against 50 orcs each with a vorpal sword? A fighter with 50 vorpal swords.”

    4 – You don’t find modern AI in online games because modern online games don’t use it. Gal Civ 2 can stress equipment fairly well. All AI decisions must come from the servers. Lets say that I’m wrong and modern AI single player game only uses 10% of a PC total power. This means that you are going to need 1 CPU for every 10 customers just to handle the AI. This doesn’t factor in the tracking of multiple AI’s, tracking of anything for that matter, which goes up exponentially. Modern AI means alot of processing power and trying to do that for tens of thousands of people at the same time is just a lag inducing nightmare. With a real time twitch based combat system? It’s just deadly. Something that predicts behavior and reacts to it? Doesn’t happen in offline games that I know about.

    5 – Defense is a type of fighting but it isn’t reward in the same manner as attacking. As for making a system that rewards crafting as it would reward PvP, well, that won’t happen. People who pride themselves in PvP wouldn’t stand to be outleveled by a crafter. Crafters aren’t going to put up with gank squads and won’t live in a world that isn’t completely safe.

    It’s not about letting the AI fight for you. It’s about letting the AI do all of the grunt work such as aiming and trying to figure out distance. The computer already knows how far apart X is from Y because it needs to know this to show it graphically. While you are guessing how far apart those two objects are and trying to figure out the proper firing position my bot would have already done that and you would feel the effects of my fire long before you fired your first shot. There is a reason that Aimbots in FPS are banned. Because player “skill” can’t beat it. Same truth in online games. Anything that requires the twitch skill can be done better and faster by a bot than a player. The reason that the game AI doesn’t take advantage of this is back to the horses. I’ve got more free resources.

    The pushing off a cliff example favors the bot. Who is going to have a faster reaction time, you or the bot? If stopping that action comes down to how fast commands can be issued the human is going to lose. You aren’t playing against a bot either, you are playing against a bot aided human. So not only is he going to be as sneaky as you his reaction times are going to be better. Not to mention your hiding is something he is going to know about because he might forget where you last were, the bot is not. It’s going to know where you were last and if you left that area because, again, the player might miss the visual but the bot is going to know about it because the computer is going to know about it. You might be able to hide behind a rock or a tree and the player won’t see you. But he will know the last time you were seen by the computer was near that tree or rock. This is the burden faced by game makers. What works in real life doesn’t work in games because most of real life situations like these depends on incomplete knowledge. The speed and range of the target, last location, and just human error. All of those things don’t exist online. Until you are doing the actions that your avatar is undertaking, there is no such thing as player skill in any meaningful context.

  21. #21 by Scott Jennings on August 8th, 2007

    OK, at this point everyone has had their say, and I think I’ve been tolerant enough of the Invasion of the Darkfall Forums.

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