News    Guild    Options    More
Forums:   Guild,    Games,    Hardware,    Misc
Home 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 Sigil Developer Tracker



The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here. Please remember that these developer posts are taken out of context, so beware of any silky venom being spewed forth.

Color Key:

Green - Sigil Games Online Employee
Pink - Sony Online Entertainment
Gray - Microsoft Game Studios Employee
Orange - Community Member

Thread List Dev List Site List Search


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by forge
I think if we learned anything from wow, it's that people want 20 man raids over the 40 man. While there are plenty of people who like 40 man, most seem to admit they would prefer 20. But what they get are more 40 man zones, and guilds which have since been designed from the beginning of wow to complete on the 40 man level.

The current plan for raid sizes is indeed mostly around the number 25 or so, as mentioned, but the paln also is to have raid areas vary as to how many people are needed. So solo/casual content is for 1-3 players, group content 3-6, and raid content 6-X, where X is a variable. We hope to control X to some extent (to stop people from bringing, say, 40 people to an encounter desinged for 25) using TLC, dynamic threat assessment, and a few other mechanics I can't talk about yet. We're focusing first on group content, then solo/casual, and will implement raid content towards the end of beta, so a lot of this remains theory until tested in a beta environment.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by Fammaden
This is one of the sources of my greatest remaining hopes for the game. That and the somewhat recently posted news that raid group sizes are currently aiming for around 25 or so for the average encounter. Large campaigns, wars, epic battles have their place I suppose, but the essence of RPG's to me are the small group dungeon crawls. I feel like we have gotten away from that over the years. Playing Oblivion has been the most positive RPG experience I have found in a new video game title in years. Instead of racing to level caps and farming the same raid zone for weeks on end, I am talking to NPC's discovering new places, playing my character as a character with personality, and playing my class as I like to play it rather than how the dps/heal/aggro numbers dictate I play it. MMORPG's raiding scenes have really grown into some kind of devilish albatross that dominate every design and play style decision for too many devs and hardcore gamers.

I know there are many people out there like me who crave a return to smaller more intimate grouping styles in an online MMO. I hope VG can bring a game where I don't have to feel like a numbered cog in a big bureaucratic raiding machine just to see the entire game.

Agreed. though certainly easier said than accomplished in an MMOG than in a single player game like Obvlivon (which I too am enjoying and finding quite refresihing). But we're going to give it one heck of a try.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by Kuro
Feign Pulling/Kiting FTW.

Some of this will be possible, but it will depend on the encounter.

Take pulling. Some mobs will be linked, and some won't. So pulling is viable in some encounters, but not all.

Take kiting. Some mobs will have varying leash lengths. Some mobs will pursue you more quickly than others. And again, some may be linked. So sometimes kiting will work, and sometimes it will fail.

This is also true for mez, FD/invis/sneak, etc.

We don't want to eradiate these strategies, some of which we indeed didn't plan for in EQ 1 and were emergent (kiting, FD pulling, etc). Looking back it seems dumb, but we simply didn't realize what players would figure out. 25 people working on a game played by half a million and the odds are the half a million will figure out a lot the 25 didn't plan for. In any case, rather than eradicating these tactics (again, as long as they are not abject exploits, like getting a mob stuck or confused), we want them in the game, just not a tactic that is applicable to all or most encounters. Rather, they should work with some encounters, but not others. This offers more variety when exploring a region or doing a dungeon. It also requires knowledge and exploration and some trial and error, adding to the more abstract yet very real skill in MMOGs that is knowledge of your surroundings and how to tactically do an area/region/zone/whatever.

Like in my previous post, this ties into the situational population of the Vanguard world, where sometimes a class, or a weapon, or a set of gear, or certain counter spells or moves, are important or even essential, again depending on the encounter, region, difficulty level of the area, etc.

Last edited by Aradune Mithara : 03-29-2006 at 09:49 AM.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by The Hiram Key
Like Conquest using the bridge and summon to lower the difficulty of an encounter and in the process getting banned from EQ for "failure to do it the hard way" ? I submit that I agree with you, player ingenuity and resourcefulness are both interesting concepts, but the current generation of MMORPG's managment does not see it that way.

Lame.

No, getting a mob purposely stuck because the pathing was jacked around the bridge is not what I mean by emergent behavior.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by Mkopec1
Thats the biggst faliure in WoW, IMO. The content is not centered and focused around the group, but raid once you hit 60.

Look at all the other PvE focused mmos and you will find that 70% or more of the content is meant for the group, rather than for the raid.

Even EQ in 2006 focuses most of their content on the single group, rather than raid. Why? Because this is where the majority of the playerbase is focused on, grouping, not raiding.

Its silly for WoW devs to assume that once their average player hits 60 they will auto join a raiding guild and do raids. IMO they are really fucking over their bread and butter, the casual, and "core" gamer which could give 2 shits about raiding for 5 hours 5 days a week.

Well said and hence our plan of making sure the majority of our content is geared towards the group experience we feel our primary target audience (the 'core' gamer), with casual/solo content as well as raid content, while still important, secondary in terms of where most of our effort in terms of population and encounters is allocated.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by Lhon
I don't think it's all to appease forum whiners. I posted this on another thread, but I think a lot of it is devs trying to fix the problems with previous games. The thing is they're fixing the problems from a developer's perspective, not a player's perspective. Kiting, Crowd-control, and AOE groups were not problems for players, they were problems for developers because they enabled the players to do things the developers didn't want. Developers have gotten so focused in on rate-of-advancement and balance, that they've lost track of the most important thing: fun.

Agreed. As long as certain tactics don't offer a subset of players a significantly quicker way to advance, leaving those who don't participate in such behavior left behind, I'm all for emergent and organic tactics that inevitiblly appear in these games -- in fact, I think they are one of the most exciting aspects of MMOGs, that there are so many variables that players come up with ways to deal with encounters and challenges the developers never thought of.

And I also agree that in recent times and with some recent MMOGs developers have gotten so hung up with game balance and making alternate ways to deal with encounters impossible or at least inefficient has been a big problem. We've talked about this quite a bit recently, and also looked hard at games that we feel went too far in this direction and have backed off on trying to force players into dealing with encounters in only the way we originally attended. In other words, many of our 'holy cows' are now dead.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by Kolle
If Brad is reading this...please don't make boss fights 30 minute marathons because they have millions of health, thanks. Raids lasting 8 hours because of too much trash and too much hps isn't fun.

I agree this can be taken too far, and has been, but at the same time a few encounters like that can be cool too. It's all about moderation and variety in terms of encounters, how they are set up, etc.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by Etadanik
I'm fine with this complaint. If a NPC wants you to do something, it should tell you exactly what it needs (or, if the NPC doesn't know what it exactly needs, it should give you enough hints to figure things out - ie for a diamond "I want the hardest gemstone you can find" or have a flexible satisfaction criteria - ie "I want something round and shiny" => can be fulfilled with a pearl, a waxed shield, a cannon ball, etc.). But that doesn't mean leading you by the hands to exactly where and how you can get it.

Of course, part of the necessity for detailed instructions rise from inflexible game design. For example, if a NPC wants "bear skin" for a winter pelt, why the hell must I hunt young_cave_bear as opposed to mature_cave_bear, and why can't I get bear skin from bears on the other side of the world? Shouldn't the NPC be happier that I got him cold-resistant bear skin from the Coldpaw Bear of the Frozen Valley?

"Hey, I got you this ultra high quality magic bear skin instead!"

"Uh... No. I only want poor quality bear skins. GTFO."

I think the problem lies in the way the quest system is designed, frankly. MMORPG quest design has been traditionally - and this is a result of both influences from MUD (in EQ's case) and from RTS/action RPG games (in WoW's case) - linear and inflexible, when really it should be made more like Baldur's Gate or Fallout with multiple-decision trees, involved gameplay, and flexible qualifications.

EDIT: WoW is filled with quests of poor design of the type I mentioned above (EQ was worse, it goes without saying). I recall one time during beta when I tried to do a quest without thottbot. The NPC told me to collect spider silk (or it might've been guts, I forget) from forest spiders, so there I went to the nearest spot and started fighting them. Not knowing the drop rate of the silk and thinking it might've just been a roll of the dice, I sat there fighting them for thirty minutes before becoming frustrated. So I went off to thottbot and, what do you know - the damn spiders I'm supposed to be fighting are the next area over. *This* sort of crappy design, folks, is what really makes WoW-style leading-by-the-nose quest texts necessary. What's worse, they encourage the use of spoiler sites because what makes sense != what the quest giver wants, so if you don't use spoiler sites you're basically screwing yourself. Get rid of this inflexibility and guess what, you can get rid of the leading-by-the-nose as well.

Agree. If the content/quests are too vague, even those who don't prefer to go to spoiler sites often have no choice (other than wasting a bunch of time, like in the example your mentioned). We MMOG developers need to do a better job here.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by Etadanik
The rest of your post I pretty much agree with. However, these two statements just strike me as being the entire problem with the game industry today. I know you call yourself the mouthpiece of the casual, but the more I read these two statements the more retarded they appear.

What's the point of playing a game if you just want to be led by the nose? What's the point of playing a game if you want exploration, discovery, independent thinking, and challenge all replaced by the equivalent of a developer-made spoiler guide telling you exactly what to do next, how to do it, and where to do it?

Games shouldn't be passive, follow-the-carrot activities. Ever since the beginning, with games like Chess, games were made with the idea that they were hard to master. This challenge is fundamental to gaming, and few great games have survived that do not possess both depth and challenge. Understand this: you're not forced to play a game. We're talking about a voluntary activity that humans designed to challenge each other, to compete within an arbitrary ruleset, to "beat." The gameplay was the process of beating it - the difficulty was *the point*. How would the gameplay ever be fun if all you had to do was click "Go" and the game beat itself, like so many large budget games do these days?

This is the problem with modern gaming: it's gone from an active, interactive medium to the equivalent of click-and-play movies. I have nothing against movies, but they're not games, and if the future of the industry is to mimick movies then I really wonder whether the gaming industry has a future at all. Maybe the genre peaked back in the 1990's, and the only direction now is down.

Well said -- I feel very similarly. Now, if a bunch of gamers want more 'click and play movies' as you described it, that's great -- if there's a demand, they'll be made. But I'm confident there are plenty of other players who want what you describe and what has been (temporarily) lost to some degree as of late.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".


0 Vanguard March Beta Newsletter F I R E S    O F    H E A V E N
Dec 31, 1969 - 07:00 PM - by Aradune Mithara
Quote:
Originally Posted by Brodda Thep
It would be interesting to know where you thought this happened. ie when did content focus on end game prematurely? I have always wondered what percentages of subscribers never actually make it to the end game, and thus never run out of things to do.


Some of it happened during my watch, and we've learned from that. Some of it happened later, but I'm not here to criticize others. That EQ is still going strong after 7 years speaks for itself, no matter how one feels about it now.

I don't have the exact percentages handy, but we did look at those numbers closely. About 7-10% raided primarily. A lot of people played to a certain level, then started over with an alt (sometimes it was in the 20s, and then other times in the late 40s or early 50s, when being part of a larger guild became more essential, and so they re-started as they prefered being party of a smaller guild of close friends), typically in a different area and with a different race and/or class. A lot of people took 6-12 months to hit max. Many others never hit max and started over when the heavy raiding part of the game begain, either on the same server or just as often moving to a new server where everything started fresh (their motivations differed -- some were just tired of their server, some wanted to experience a newer less MUDlfated economy, some thought they would have a better chance of acheiving 'uber' status (I assume they failed in their eyes on the previous server) by moving to a new server.

Over time, the level range of the bulk of players slowly moved towards the top, which of course influeced our decisions in terms of how much content in any given expansion should be focused at what level range. This is natural the older a game gets, and also relative to how well or not well the rate of MUDflation is controlled as well as how easy or difficult the game's mechanics made powerleveling (for example, not scaling buffs and allowing high level players to not only twink (which was somewhat controlled with EQ's soft level limits) but also use buffs to make that new player far too powerful and therefore able to advance quickly to join the 'end game'.

Overall, while the above is inevitiable to a degree, I think it happened to fast with EQ. Lessons hopefully learned, I think we've built a better mouse trap with Vanguard. We were noobs then in terms of MMOG developers, and while we still have tons to learn and will undoubtedly make our share of mistakes (hopefully more new mistakes than repeating screw-ups of the past).

Last edited by Aradune Mithara : 03-22-2006 at 03:12 AM.
reply to this post Find all posts by Aradune Mithara.
Find all posts in "Vanguard March Beta Newsletter".




All times are GMT -4. The time now is 08:54 PM.



©2005-2011 Silky Venom
Hosted by...
Uberguilds Network