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	<title>Comments on: The Mordred Problem</title>
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	<link>http://brokentoys.org/2009/02/19/the-mordred-problem/</link>
	<description>Random Comments About Games and Tractors</description>
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		<title>By: Martin Schoch</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-23261</link>
		<dc:creator>Martin Schoch</dc:creator>
		<pubDate>Wed, 18 Mar 2009 13:30:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-23261</guid>
		<description>&lt;blockquote cite=&quot;#commentbody-21576&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-21576&quot; rel=&quot;nofollow&quot;&gt;Dan Gray&lt;/a&gt; :&lt;/strong&gt;
I can’t say I agree, Scott. I think there are legions of people out there who could enjoy a PvP oriented MMO, as soon as someone releases one that isn’t terrible.
&lt;/blockquote&gt;
I guess EVE Online qualifies - it has both PvE and PvP, with the most attractive resources in areas where PvP is completely open. Last published subscriber numbers were around 230k, and based on the somewhat higher server populations I guess it is 250k or more today.</description>
		<content:encoded><![CDATA[<blockquote cite="#commentbody-21576"><p>
<strong><a href="#comment-21576" rel="nofollow">Dan Gray</a> :</strong><br />
I can’t say I agree, Scott. I think there are legions of people out there who could enjoy a PvP oriented MMO, as soon as someone releases one that isn’t terrible.
</p></blockquote>
<p>I guess EVE Online qualifies &#8211; it has both PvE and PvP, with the most attractive resources in areas where PvP is completely open. Last published subscriber numbers were around 230k, and based on the somewhat higher server populations I guess it is 250k or more today.</p>
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		<title>By: Dennis Schuette</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-22101</link>
		<dc:creator>Dennis Schuette</dc:creator>
		<pubDate>Mon, 02 Mar 2009 01:42:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-22101</guid>
		<description>Erm, actually Russia &quot;is part of&quot; to Europe and of Asia and isn&#039;t Europe and Asia. Had to correct this before someone else comments on that... :)</description>
		<content:encoded><![CDATA[<p>Erm, actually Russia &#8220;is part of&#8221; to Europe and of Asia and isn&#8217;t Europe and Asia. Had to correct this before someone else comments on that&#8230; <img src='http://brokentoys.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Dennis Schuette</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-22098</link>
		<dc:creator>Dennis Schuette</dc:creator>
		<pubDate>Mon, 02 Mar 2009 01:35:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-22098</guid>
		<description>@Psycle: 

I suppose with PvP in that context Scott did not refer to RvR but exclusively to the DAoC PvP Dred servers, and Camlann in the case of Europe.

I did play on Camlann for nearly a year and my impression was that players left the server mainly because of a combination of issues such as regular camping of teleport spots, regular bashing of low level toons, and probably mostly due to the absence of any remotely meaningful PvP, which on standard DAoC servers would have been the wonderful RvR concept, relic raids included. So yes, (free-for-all) PvP in DAoC was an afterthought and poorly implemented indeed.

Free-for-all PvP is a completely different thing than the consensual PvP you&#039;ve got on DAoC standard servers, or even WoW for that matter.

In NA/Europe there are some MMOs that have a PvP system that do work on a consensual basis, and successful ones it seems. Free-for-all PvP on the other hand so far only seems to work great in Asia and maybe okay in a couple of other countries such as Greece or Russia (which is both, Europe and Asia). 

Shadowbane had other issues than the PvP concept, poor movement options (which the absence of WASD or other keyboard movement options is; in NA/Europe) and major stability issues to say the least. Actually the game needed major improvements on almost every level, so in the case of Shadowbane I couldn&#039;t blame the PvP concept.

Mourning/Realms of Krel/Whatever... was a whole different story anyway.

Dedicated PvP servers in most other modern MMOs are just the same as in DAoC, meaningless afterthoughts.

Fury was a different story, more like Guild Wars and with consensual PvP, but unfortunately it was just... boring, so it failed. 

I still see plenty of room for a well done PvP centric MMO, but it has to be done right, and with goals to go for (just like in any successful FPS). Some interesting PvE options would definitely come beneficial in an MMO as well. Maybe in such a game even character death could be made fun or satisfying in some way (think high score lists or TF2 death screenies!).</description>
		<content:encoded><![CDATA[<p>@Psycle: </p>
<p>I suppose with PvP in that context Scott did not refer to RvR but exclusively to the DAoC PvP Dred servers, and Camlann in the case of Europe.</p>
<p>I did play on Camlann for nearly a year and my impression was that players left the server mainly because of a combination of issues such as regular camping of teleport spots, regular bashing of low level toons, and probably mostly due to the absence of any remotely meaningful PvP, which on standard DAoC servers would have been the wonderful RvR concept, relic raids included. So yes, (free-for-all) PvP in DAoC was an afterthought and poorly implemented indeed.</p>
<p>Free-for-all PvP is a completely different thing than the consensual PvP you&#8217;ve got on DAoC standard servers, or even WoW for that matter.</p>
<p>In NA/Europe there are some MMOs that have a PvP system that do work on a consensual basis, and successful ones it seems. Free-for-all PvP on the other hand so far only seems to work great in Asia and maybe okay in a couple of other countries such as Greece or Russia (which is both, Europe and Asia). </p>
<p>Shadowbane had other issues than the PvP concept, poor movement options (which the absence of WASD or other keyboard movement options is; in NA/Europe) and major stability issues to say the least. Actually the game needed major improvements on almost every level, so in the case of Shadowbane I couldn&#8217;t blame the PvP concept.</p>
<p>Mourning/Realms of Krel/Whatever&#8230; was a whole different story anyway.</p>
<p>Dedicated PvP servers in most other modern MMOs are just the same as in DAoC, meaningless afterthoughts.</p>
<p>Fury was a different story, more like Guild Wars and with consensual PvP, but unfortunately it was just&#8230; boring, so it failed. </p>
<p>I still see plenty of room for a well done PvP centric MMO, but it has to be done right, and with goals to go for (just like in any successful FPS). Some interesting PvE options would definitely come beneficial in an MMO as well. Maybe in such a game even character death could be made fun or satisfying in some way (think high score lists or TF2 death screenies!).</p>
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		<title>By: Siege</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-21949</link>
		<dc:creator>Siege</dc:creator>
		<pubDate>Fri, 27 Feb 2009 23:44:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-21949</guid>
		<description>Gotta agree with Scott....most people think they want the kind of hardcore ruleset Darkfall represents but reality sets in pretty quickly once they&#039;re actually playing it. And the reality is...most people aren&#039;t going to pay $15 a month to be subjected to abuse.

I&#039;ll always have a special fondness for UO but the age of innocence in which it first appeared is long since past. Many who played recall it fondly but they also swear never again. 

I think PvP centric games can be made to work but developers are still experimenting with the rulesets and trying to find that elusive combination that has broad appeal and makes for a great game. There have been games with some interesting ideas but none have hit the mark yet the way World of Warcraft hit the PvE mark. Someday a developer will stumble upon that magic combination but I doubt anarchistic free for all pvp games will be it.</description>
		<content:encoded><![CDATA[<p>Gotta agree with Scott&#8230;.most people think they want the kind of hardcore ruleset Darkfall represents but reality sets in pretty quickly once they&#8217;re actually playing it. And the reality is&#8230;most people aren&#8217;t going to pay $15 a month to be subjected to abuse.</p>
<p>I&#8217;ll always have a special fondness for UO but the age of innocence in which it first appeared is long since past. Many who played recall it fondly but they also swear never again. </p>
<p>I think PvP centric games can be made to work but developers are still experimenting with the rulesets and trying to find that elusive combination that has broad appeal and makes for a great game. There have been games with some interesting ideas but none have hit the mark yet the way World of Warcraft hit the PvE mark. Someday a developer will stumble upon that magic combination but I doubt anarchistic free for all pvp games will be it.</p>
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		<title>By: chimp</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-21863</link>
		<dc:creator>chimp</dc:creator>
		<pubDate>Fri, 27 Feb 2009 10:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-21863</guid>
		<description>3 months until DF implodes on itself? Pretty sweeping statement. I bet a lot of people will play the game and realise it isnt to their tastes. But there are a lot of people out there who do enjoy the game.

Speaking from beta experience, the game is awesome sauce. Everything has a sense of achievement and reward due to the ease of which it can be lost - but its not a 24/7 gank fest. The world is huge, and there are lengthy runs to get to various interest zones, which spreads players out.</description>
		<content:encoded><![CDATA[<p>3 months until DF implodes on itself? Pretty sweeping statement. I bet a lot of people will play the game and realise it isnt to their tastes. But there are a lot of people out there who do enjoy the game.</p>
<p>Speaking from beta experience, the game is awesome sauce. Everything has a sense of achievement and reward due to the ease of which it can be lost &#8211; but its not a 24/7 gank fest. The world is huge, and there are lengthy runs to get to various interest zones, which spreads players out.</p>
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		<title>By: Rekuul</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-21713</link>
		<dc:creator>Rekuul</dc:creator>
		<pubDate>Thu, 26 Feb 2009 01:45:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-21713</guid>
		<description>Hit the brakes. Back up. Lets try not to look at Mordred/Andred&#039;s initial popularity as though everyone was sporting rose colored glasses. A lot of people understood that DAoC was in *no way* designed to be an FFA game. On top of this, nearly everyone understood that there were vast class imbalances and even more significant level advantages that would come into play on an FFA ruleset server. 

Sure, people gave it a shot because it *might* have been cool, but anyone who paused to think about it should have realized that grinding levels in an FFA PvP in a game where levels meant everything was going to be a hellacious experience for anyone who wasn&#039;t rolling deep 24/7. The fact is the hardcore community has been so desperate for a game catered to us that we will take nearly anything offered, and that includes abortions like DAoC Mordred. 

The comparison you&#039;re making, while not entirely misguided, has flaws as at a very basic level. There will always be those that can&#039;t handle losing loot or having their e-progress otherwise halted; but with the options that exist in the market today their needs are almost entirely sated by titles like WoW. 

On the other side of the fence Eve has very substantial penalties for death and they have continued to grow slowly but surely, year after year. Will there be some initial Darkfall bloat and fall-off? Definitely. But the ability of the devs to address major issues is what long term success will hinge on, just like any other game.

Short Version: Don&#039;t confuse what hardcore players are willing to try for what they&#039;ve been looking for all along.</description>
		<content:encoded><![CDATA[<p>Hit the brakes. Back up. Lets try not to look at Mordred/Andred&#8217;s initial popularity as though everyone was sporting rose colored glasses. A lot of people understood that DAoC was in *no way* designed to be an FFA game. On top of this, nearly everyone understood that there were vast class imbalances and even more significant level advantages that would come into play on an FFA ruleset server. </p>
<p>Sure, people gave it a shot because it *might* have been cool, but anyone who paused to think about it should have realized that grinding levels in an FFA PvP in a game where levels meant everything was going to be a hellacious experience for anyone who wasn&#8217;t rolling deep 24/7. The fact is the hardcore community has been so desperate for a game catered to us that we will take nearly anything offered, and that includes abortions like DAoC Mordred. </p>
<p>The comparison you&#8217;re making, while not entirely misguided, has flaws as at a very basic level. There will always be those that can&#8217;t handle losing loot or having their e-progress otherwise halted; but with the options that exist in the market today their needs are almost entirely sated by titles like WoW. </p>
<p>On the other side of the fence Eve has very substantial penalties for death and they have continued to grow slowly but surely, year after year. Will there be some initial Darkfall bloat and fall-off? Definitely. But the ability of the devs to address major issues is what long term success will hinge on, just like any other game.</p>
<p>Short Version: Don&#8217;t confuse what hardcore players are willing to try for what they&#8217;ve been looking for all along.</p>
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		<title>By: JuJutsu</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-21694</link>
		<dc:creator>JuJutsu</dc:creator>
		<pubDate>Wed, 25 Feb 2009 21:03:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-21694</guid>
		<description>@Hawken

Did they use their own money or someone elses money? If it&#039;s someone elses money then what the designers want becomes secondary to what the owners want. Owners are generally interested in making money.</description>
		<content:encoded><![CDATA[<p>@Hawken</p>
<p>Did they use their own money or someone elses money? If it&#8217;s someone elses money then what the designers want becomes secondary to what the owners want. Owners are generally interested in making money.</p>
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		<title>By: Hawken</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-21682</link>
		<dc:creator>Hawken</dc:creator>
		<pubDate>Wed, 25 Feb 2009 16:02:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-21682</guid>
		<description>I knew the minute this game was about to come out and I haven&#039;t said a word about it even though I have been testing it for 2 years now, is that it would be quite hysterical.

I am not a spokesman for the company, or the game. What I can tell you is that none of the feedback or what people think about the game will EVER matter to the people who designed it. This is how they want it, they don&#039;t want 8 million users. They were a bunch of old time UO scrappers.(man there was a lot of euro-programmers that played uo, the only ones I ever remembered that hated dying so much were the Germans)

This game has been made for the people who enjoyed watching and looking over there shoulders in UO, enjoyed the heart pounding, no rules, lose your stuff, lose your house, start over, get some friends come back and kill, vigilante style, open world, fuck you pvp.

Many of us will play it, many will try it, many will whine about it, many will try and change it. But seriously no one gives a shit what you think. And the funny thing is the game is more stable and has been more stable for a year now than Warhammer has been after almost a year.

Pretty sad considering the budgets of the 2 games.

Its ALOT easier to build and add to a stable engine, then to some daoc2 clone that can barely handle 60 on 60 battles in this day and age when EQ could put a hundred in a zone a decade ago and have the same lag.</description>
		<content:encoded><![CDATA[<p>I knew the minute this game was about to come out and I haven&#8217;t said a word about it even though I have been testing it for 2 years now, is that it would be quite hysterical.</p>
<p>I am not a spokesman for the company, or the game. What I can tell you is that none of the feedback or what people think about the game will EVER matter to the people who designed it. This is how they want it, they don&#8217;t want 8 million users. They were a bunch of old time UO scrappers.(man there was a lot of euro-programmers that played uo, the only ones I ever remembered that hated dying so much were the Germans)</p>
<p>This game has been made for the people who enjoyed watching and looking over there shoulders in UO, enjoyed the heart pounding, no rules, lose your stuff, lose your house, start over, get some friends come back and kill, vigilante style, open world, fuck you pvp.</p>
<p>Many of us will play it, many will try it, many will whine about it, many will try and change it. But seriously no one gives a shit what you think. And the funny thing is the game is more stable and has been more stable for a year now than Warhammer has been after almost a year.</p>
<p>Pretty sad considering the budgets of the 2 games.</p>
<p>Its ALOT easier to build and add to a stable engine, then to some daoc2 clone that can barely handle 60 on 60 battles in this day and age when EQ could put a hundred in a zone a decade ago and have the same lag.</p>
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		<title>By: Hatch</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-21679</link>
		<dc:creator>Hatch</dc:creator>
		<pubDate>Wed, 25 Feb 2009 14:52:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-21679</guid>
		<description>&lt;blockquote cite=&quot;#commentbody-21585&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-21585&quot; rel=&quot;nofollow&quot;&gt;Todd Ogrin&lt;/a&gt; :&lt;/strong&gt;
It’s something of a shame that, for many MMO PVPers, good old-fashioned “losing” is no longer a consequence severe enough to be considered worthy of their attention.  Losers must not only lose, but also suffer in some tangible, “meaningful” way.  Thank you, persistent world!
&lt;/blockquote&gt;


You do need something more, otherwise you are just playing halflife. In which case why are you paying $15/month?

In DAOC I didn&#039;t enjoy destroying new or bad players unless the odds were ridiculous. 8v50+ was about the minimum before I would enjoy destroying a zerg of bad players, and I would chalk up the challenge to the &quot;look how many people they had&quot; thing. The embarrassment of them having the entire zerg killed by our 2 or 3 DPSers was enough. When it came to good players I could collect more points for them (because they were higher rank and died less). 

Honestly, nothing ever replaced a good old fashioned looting like we had in UO. I miss the days of finding a small guild down in a really tough dungeon and helping them out by dragging the worst monsters in the dungeon to them. Actually, looting accomplished two things... it made sure you were fighting a person and not his gear (hello WOW!) and it also made sure there was a risk/reward. Too many games out there have none of this.</description>
		<content:encoded><![CDATA[<blockquote cite="#commentbody-21585"><p>
<strong><a href="#comment-21585" rel="nofollow">Todd Ogrin</a> :</strong><br />
It’s something of a shame that, for many MMO PVPers, good old-fashioned “losing” is no longer a consequence severe enough to be considered worthy of their attention.  Losers must not only lose, but also suffer in some tangible, “meaningful” way.  Thank you, persistent world!
</p></blockquote>
<p>You do need something more, otherwise you are just playing halflife. In which case why are you paying $15/month?</p>
<p>In DAOC I didn&#8217;t enjoy destroying new or bad players unless the odds were ridiculous. 8v50+ was about the minimum before I would enjoy destroying a zerg of bad players, and I would chalk up the challenge to the &#8220;look how many people they had&#8221; thing. The embarrassment of them having the entire zerg killed by our 2 or 3 DPSers was enough. When it came to good players I could collect more points for them (because they were higher rank and died less). </p>
<p>Honestly, nothing ever replaced a good old fashioned looting like we had in UO. I miss the days of finding a small guild down in a really tough dungeon and helping them out by dragging the worst monsters in the dungeon to them. Actually, looting accomplished two things&#8230; it made sure you were fighting a person and not his gear (hello WOW!) and it also made sure there was a risk/reward. Too many games out there have none of this.</p>
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		<title>By: Viz</title>
		<link>http://brokentoys.org/2009/02/19/the-mordred-problem/comment-page-3/#comment-21676</link>
		<dc:creator>Viz</dc:creator>
		<pubDate>Wed, 25 Feb 2009 13:12:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.brokentoys.org/?p=3460#comment-21676</guid>
		<description>&lt;a href=&quot;#comment-21576&quot; rel=&quot;nofollow&quot;&gt;@Dan Gray &lt;/a&gt; 
Except that I bought Guild Wars when it first came out, and it most certainly did not let you roll a max level character with any skills.  Either playing the PVE parts or tons of grinding was required to obtain skills a la carte.  You could enter battles with a skill kit designed by some very good PVPers, but the trouble was that those kits were designed to work with specific partners, with the result being that you got randomly matched with people who invariably did not have complementary skill sets, and there was nothing you could do (short of playing from level 1 or the aforementioned massive amount of PVP grinding) to make a more &quot;neutral&quot; build that would work satisfactorily with some unknown teammate.</description>
		<content:encoded><![CDATA[<p><a href="#comment-21576" rel="nofollow">@Dan Gray </a><br />
Except that I bought Guild Wars when it first came out, and it most certainly did not let you roll a max level character with any skills.  Either playing the PVE parts or tons of grinding was required to obtain skills a la carte.  You could enter battles with a skill kit designed by some very good PVPers, but the trouble was that those kits were designed to work with specific partners, with the result being that you got randomly matched with people who invariably did not have complementary skill sets, and there was nothing you could do (short of playing from level 1 or the aforementioned massive amount of PVP grinding) to make a more &#8220;neutral&#8221; build that would work satisfactorily with some unknown teammate.</p>
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