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View Full Version : I want FUN! Now!: Vanguard v The Things That Make MMOs Suck


Therian
12-05-2005, 08:09 PM
813Travel is boring. I pay to play the game, not sit around waiting to play the game. I hate the grind. I've been awake forty hours straight camping the mob I need for my epic and that ****tard just stole it! To any experienced MMO-player, these will be familiar laments, the worst part of the game. So is Vanguard doing anything about fixing the classic MMO issues?


Long travel times? Are you insane??

The world is BIG, believe me.

And in this massive world of Telon (http://wiki.silkyvenom.com/index.php/Category:Vanguard_Atlas), there is no instant travel. No five-minute blimp ride from continent to continent. And certainly no zapping three times round the planet in time for breakfast. So how does Vanguard escape the tedium of running every day along the same route, through the same zones, interrupted by irritating trash mobs, just so you can get to a place worth visiting?

Simple. You don't do it. Vanguard, with its focus on regional hubs with local economies, is designed to encourage players to travel to an area, find or build (http://wiki.silkyvenom.com/index.php/Player_Structures) an outpost (http://wiki.silkyvenom.com/index.php/Outpost) near a desirable adventuring location, and 'move in'. Rich content is placed only a short distance away from these outposts, taking the long haul out of getting to the appropriate xp area for your level. And if you exhaust a region, or just get bored with it, then pack your bags, load the mules, get on your horses and strike out into uncharted territory. If all your guild-mates can't coordinate for the big move, then set up a caravan (http://wiki.silkyvenom.com/index.php/Caravan) and bring them along as cargo.

Travel becomes meaningful because you don't do it every day. Because when you do travel it takes effort, involves challenges, planning, forethought. And, since marauding pirates (http://wiki.silkyvenom.com/index.php/Pirate) are in the offing, danger, derring-do and damsels with cutlasses!

I chose the wrong character class! No-one wants to group with me! And there's never any clerics on!

732The ultimate tank. The best healer. Neither of them are logged on, and if they were they wouldn't group with me anyway, because my dps is nothing compared to thatotherclass. Time to spend four hours with my LFG flag up and nothing better to do than gaze at my navel. I'll just go hit my head against this brick wall, shall I?

Since Vanguard is unequivocally geared toward the group experience, what strategies are in place to allow people to actually PLAY THE GAME!?

The classes of Vanguard (http://wiki.silkyvenom.com/index.php/Character_class) are designed around a 'holy quartet' of jobs, but are deliberately structured so that there is no premier class which is mandatory for an effective party.

All of our classes fill a role in the Job system. Each member of a job (e.g., Rogue and Ranger are both offensive Fighters) fulfils their primary job with the same proficiency as any other member of the same job. Since the Protective Fighter's primary job is tanking, all classes that fall into this category tank with more or less the same proficiency. There may be times when the Warrior tanks better than another protective fighter, but as a general rule, in most cases, if you need a tank for your group any of the protective fighters can fill the role.

The next part is very important to understand. I mentioned primary job in the previous paragraph. This is important to note, because while each class must perform his primary job with the same skill as any other member of his job, the secondary roles of the class can and will vary wildly. This allows us a lot of options when making the classes.

The job system does some wonderful things for group creation. No more looking for that one class that you MUST in order to accomplish your plans. Need an offensive fighter? Grab one. Each one will not only perform his role as damage dealer, but he will also bring his own unique factor to the group's synergistic combat dynamic.

Homogenous classes is an easy pitfall to land in, especially when we are trying to avoid the "best class" scenario. Rest assured that we see the pitfall and we are giving it a wide breadth. The job system is pretty transparent. To use the Rogue and the Ranger as examples: They play so differently that you forget that they are filling the same role.

Additionally, in current beta implementation with a target group size of six to eight players and a hard cap of eight, there is no xp penalty for taking the full eight members to a group encounter. This design not only encourages including more members, it actively promotes a diversity of classes within groups to ensure that the maximum variety of skills is brought to the table.

353Of course, this won't entirely eliminate LFG syndrome. Fortunately, Vanguard offers a wide variety of solo and small-group activity, including fully-developed diplomacy (http://wiki.silkyvenom.com/index.php/Diplomacy) and crafting (http://wiki.silkyvenom.com/index.php/Crafting) content, and small-group (http://wiki.silkyvenom.com/index.php/Solo) (aka casual) adventuring which will allow players to meaningfully progress even while their LFG flag is unanswered.

But levelling up is so DULL!

The grind is cited as one of the worst aspects of an MMO. The tedium of killing the same mob over and over because it's the most efficient method of progress. While it may be possible to find THE best mob for xp grind at your level, Vanguard's system of skill progression will reward the players who spice their levelling with a bit of variety.

[I]f you did find such an area and just sat there and leveled up, you'd not be getting the loot you need, the skill ups, etc. that you would if you were doing a dungeon. Eventually you will screw yourself. The guy who thinks he can just min/max and bypass content is going to be quite surprised when he hits higher levels and finds out that because he found a way to bypass all of that content, that his character, even though it's the right level, isn't prepared for the dungeon he eventually does want to be effective in at the high levels.

Gonna be pretty hard core about this in Vanguard: if you don't experience the content you will be at a disadvantage in several ways. You will not be the studly high level character you thought you would be, ready to hit the end-game content.

Vanguard's other big weapon in the war against levelling tedium is to make the journey as interesting as the destination. How many of the great fantasy novels begin with the epic battle against the dark lord? How much fun would Lord of the Rings be if Frodo knocked off Sauron in the first chapter – then came back to do it every chapter on alternating Fridays? Wasn't it just as interesting when the pig-boy was chased from the farm? Met the shady but charming gentleman in the tavern? Won the key in a contest of riddles? Wrested the sword from the stone? The game does not begin at 50.

OMFG, UberGuild66 takes every good mob before anyone else even sees them and kill-steals everything! I'll never get my epic!!!!

Serendipitously, the absence of insta-travel in Vanguard will provide some protection against the uber-guild that mobilises to take down every Boss moments after it pops. Given the huge amount of content and the sheer size of the world, if there's a guild that can take down every major spawn in Vanguard, chances are there'll be no-one on your server who isn't in it.

[W]e are attempting to mitigate camping. We do not believe we can fully get rid of it. We want to give you reasons not to camp.

As I've also said in other posts in the past, don't expect everything to be as cut and dried concerning the location or spawn conditions of "rare" NPCs

506Although there will be some more 'traditional' camping available for those who love the sheer adrenaline of competing for a spawn, Vanguard's Advanced Encounter System (http://wiki.silkyvenom.com/index.php/Advanced_Encounter_System) will make many desirable spawns part of an interactive adventure which commences after a randomly-dropped trigger is obtained during the course of ordinary adventuring. These Encounter Routes are the closest thing Vanguard will have to instancing for, while players outside your party can witness the progress of your party, they cannot interfere with the events which form part of your Encounter Route. The 'Golden Mobs (http://wiki.silkyvenom.com/index.php/Golden_Mob)' spawned by the AES are the only locked encounters of the game, and specifically address the sheer suckiness of a party clearing the way to a Boss, only to have someone appear from nowhere and take it down.

We feel camping is bad if you are bored sitting in one place waiting for a rare to spawn.

We want people moving around playing the game in their search for rewards.

We have lots of sytems in place and in the works for this, AES, etc.

That said, there are certainly still camps of mobs. I also agree that sometimes it's nice to sit back, kill stuff, talk, etc.

So, there we have it. Four of the worst things in MMOs and a glimpse of how Vanguard intends to tackle them. Will SGO succeed in vanquishing the suck? Beta will tell.

Havelock
12-05-2005, 08:37 PM
This post should be required reading for all new members on the OVF. Great job, Therian. :)

Ominous
12-05-2005, 08:41 PM
This was a refreshing read. I'm glad you posted it. after reading all the vitriol and venom spit out be the posters at Gamergod talking about Brad's "Great Work" (AC1 referrence) on instancing, this made me remember what it is about VG I'm excited about.

nubbins
12-05-2005, 09:12 PM
im glad VG is one of very few mmorpgs that will tackle such common problems seen in virtually every mmorpg out there

developing unique and innovative ways to solve these problems instead of letting them remain outstanding

and thats just one reason my friends why i for one cant wait for VG ! ;)

Labyrrinth
12-05-2005, 09:48 PM
Great read Therian! :)

Darydale
12-06-2005, 12:32 AM
Very nice :)

-Proud to be a Vanguard Fan-

SirOddball
12-06-2005, 03:19 AM
Very nice write up. Thanks. :)

The only thing that concerns me, and this might not be the proper place to point this out, but Brad says that if you skip content then your character will be at a disadvantage when he/she reaches max level. Now I don't have a problem with that whatsoever, I do have a problem if you can't fix the situation you're in. If you're gimped because you decided to simply grind a level or two out, it should not be irreversible. Now I'm probably jumping to conclusions here, and I'm sure there's always a way to improve your character, despite perhaps missing a dungeon at level 25 - 30.

The rest of the write-up and ideas here sound great. Long, hard, but rewarding travel, AWESOME. No gimp classes, sounds great (easier said than done though, especially after seeing the EQ2 class system)! A mixture of AES and camping, I'm looking forward to seeing how this works. These are just a few of the reasons why I think Vanguard is the next MMO everyone should be playing.

Therian
12-06-2005, 04:00 AM
I do have a problem if you can't fix the situation you're in. If you're gimped because you decided to simply grind a level or two out, it should not be irreversible. Now I'm probably jumping to conclusions here, and I'm sure there's always a way to improve your character, despite perhaps missing a dungeon at level 25 - 30.

Very good point. And also an important issue is the effect of people skipping all the 'skilling up' content to purely gain levels and then returning for the skilling up content once they're max level and can do it very easily. [Why you'd do this I couldn't say, since it seems like deliberately going out of your way to make the game dull, but I'm sure someone will try it.]

So what happens when a max level returns to lower level content to get the skills they missed? Will they be unable to gain those skills at all? Will they be able to gain the skills with laughable ease?

I don't know what solution Vanguard intends for the situation you discuss, but presume there will be some kind of systematic approach. After all, what if you accidentally missed certain skills because you didn't know a particular region/encounter existed?

FFXI had a system which might help. Certain areas and encounters would level cap you. If you were sixty and it was a twenty encounter, it would drop you back to twenty.

Razorwire
12-06-2005, 05:36 AM
Great read and I tell you I can't wait for launch day, well probably a couple of weeks after launch once everything that was broken in the beta to live migration is fixed ;)

As for the skills at 50, I thought the idea was that to learn certain skils you have to either have them used on you or see them used to learn them, so it's probably easier to just learn them on the way up instead of getting to 50 then trying to find that level 10 orc that will fury kick (or what ever) you so that you can learn it.

Here's hoping for a Beta invite.

Zenya
12-06-2005, 11:06 AM
Great write-up, Therian!

I, too, wonder about how the learning of skills will be handled after you've out-levelled the mobs who know the ones you still need. I'm guessing it will be easy once you reach the area in question (your higher perception skill will most likely ensure that), but since travel won't be fast, you might spend quite a bit of time getting those places.

Venerin
12-06-2005, 11:59 AM
Refreshing read. Thanks Therian.

Skarlath
12-06-2005, 12:17 PM
A great collation of the available information. A very good read for anyone wanting to find out a little more about Vanguard!

Thanks Therian!

shiver
12-06-2005, 02:42 PM
that was very well done. Thank you for writing it up so clearly.

Apostle
12-07-2005, 03:28 PM
As I sit here and read articles such as this, then read the articles posted by Brad and some of the other industry developers, I can only look on my own experiences over the past 8-10 years of mmo's and wonder what to expect.

I remember UO opening up my eyes to the possibilities the internet provided to my favorite genre of the fantasy based rpg. Sure, there were programming bugs and issues with pvp, but the idea what could be was there. Then EQ came along and was the realization of what a lot of us had been dreaming and hoping for (this is from my own perspective and those of some of my friends and is by no means an all inclusive description of what is available). After the community and players began to mature and become more organized, we also began to see some of the negative aspects that being massively multi player brought to the game.

As I browse through some of the more frequented forums for mmo's, I can see that one of the biggest points of contention I had as a player is shared by a lot of other players. The ability to turn two or more large groups of people (total strangers in fact) into mortal enemies simply due to a conflict over content left a rather large scar on a large population of gamers. Heck, I was the one IN the uber guild and it felt bad getting in the way of other people's progression, but it was necessary in order to progress ourselves.

I do not think it is fair however to point a finger at a developer and say "You did this to us!" Lets face it, the industry was new. Heck, its STILL new. All we can do is try to enjoy the game provided to us as much as we can in the spirit in which it was created. The devs are just like us. They have a dream and want that dream to become a 'Welcome' reality that is enjoyable and every bit as much fun as the dream itself.

Having said that, I do think its important to be aware of the desire for every group of players to want to participate in the content provided. Just having content is not enough. There needs to exist enough 'DESIRED' content to go around. If VG can do this, I think it will be a wonderful thing indeed. Having an uber guild 'move in' to your neighborhood and temporarily take over the local resident dungeon systems of the local geographic area is definitely better than having them take over every point of progression on the server. As I said, we will see exactly how well it will work out. Im eagerly awaiting any opportunity to pick the game apart from the inside via beta just like countless others are

This also brings up what I think is the most underlying aspect to the biggest contention of some of the things Brad said. Its not instancing in and of itself. Its the issue of whether paying to play a game instantly entitles you to be able to experience everything the game has to offer. Call it single player game mentality or whatever you want. I will be honest with myself as well as others: If I pay to play a game, I want to be able to experience everything it has to offer. Period! Yes, Im a hardcore gamer. I can devote 20-60 hours a week just playing, and that is during a week I work 40-50 hours at my job. Don't even get me started how much I played when I was in college :) (cant believe I got a degree) I don't think I am alone. There will always be a new batch up of and coming college gamers, and they are going to feel the same way.

Having said that, Im a fence sitter simply as a result of my experiences. I VERY much want VG to live up to the hype. I also am rather skeptical that there really can exist enough of a 'world' to provide us all with enough to be fulfilled while at the same time not over indulging us so that everyone has everything and its not that big of a deal that we got it in the first place. I play wow right now and I think a lot of people like the ability to do whatever they want when they want. There is something to be said for having that silver platter just handed to you even if everything is on easy mode. However, if the current top level instances were not instanced, I can only shudder at the flashbacks such contention would inspire.

Here is to crossing your fingers. (hmm quite a bit longer than I had planned on)


Apostle

Therian
12-07-2005, 03:36 PM
Having said that, I do think its important to be aware of the desire for every group of players to want to participate in the content provided. Just having content is not enough. There needs to exist enough 'DESIRED' content to go around.

I think you're very right that a lot of the Vanguard design hinges on whether or not they succeed in putting sufficient interesting content in to go with everything else.

Aradune _has_ stated that there is no entitlement to content in the game, but I think in more of a "you must actually put in the hours playing" kind of way, rather than a "you all have to sit and wait your turn". Because of the random nature of (most?) AES triggers, I doubt you could guarantee you'd experience every encounter route, though you'd probably hit most of them with a 40+ hour adventuring input (so long as you didn't sit and grind).

Korsal
12-08-2005, 11:02 AM
Man that truely summed it up. Having been a long time player of online games. And a EQ player that intially was not entitled to the upper echelon of the game. And very frustrated when they brought out the bazaar and suddenly people were running around with gear way above their means as a player I worked very hard on my characters. My final character a Vah Shir beastlord was my favorite character of all time. It answered my need to solo when I couldn't find the time to group, group when I could and finally to join an uber raiding guild to see the content that I finally felt I had earned the right to see. Sadly by this time GoD had released and Time was no longer the reward it was, my guild was gearing alts with the loot from Time. By the time GoD had released I was the number 2 beastlord on my server, those AA's were truely over the top for a beastlord. My poor pet could win more often then not against our top tank.

But I moved on to EQ2 with the hopes to have a better time from the begining. And for the first 10 months I have to say I truely enjoyed all that that game had to offer. I was ranked in the top 20 questers on my server. I enjoyed gaining my Keeper of the Relics title, man was that a pain in the ass. I enjoyed raiding with the top guilds on the server, the guild I was part of wasn't up to raiding but I was good friends with many of the top ranked players on the server and was for a time considered one of the top tanks on the server even though I wasn't outfitted in fabled gear. They had it right for a while, I was a guardian having a great time, then alas patch 13 hit and it all pretty much ended for me. Not being able to hold agro, getting my ass handed to me by greens over and over. It lost most of its fun for me, it wasn't that I felt we got hit by the nerf stick and others got boosted, just the whole balance the game out thing just soured it for me. The mentality of todays player of online games, not all but an awful lot, really bothers me. Just because you pay for a game doesn't mean you should have all that the game has to offer without working for it. There are always going to be those that have and those that have not and thats just a reflection of life. I hope that Vanguard can strike a true balance in the game for the casual and hard core gamer alike. And not bow to the pressure of making everything available to all...

I anxiously await the release of Vanguard. Ahh the adventures we will have!

Korsal

Severoth
12-14-2005, 01:34 AM
Bravo, Therian! Encore! :D

Seriously, though, any old EQ'er can perfectly related to everything you said. And you display Vanguard's answer to these problems right there. Very nice. A "must-read" for anyone checking out Vanguard.