Forest, Trees, Burn

Hey Hex fans! Great news! Cory and the team at Crypto know how disappointed all you PvE cats are that its been nearly two years and you still can’t create a character, equip them with a bunch of gear, level them up, and take on dungeons with your friends like they promised.

So they are going to make it up to you! Yes, to make the hurt go away, they are going to allow your free PvP draft tickets to stay active another six months. They can’t imagine why you haven’t used them in the last two years, and they want to give you a nice present.

“Seriously, ha ha, have you tried out PvP drafts they are *SO* much fun, go ahead and head over there, you have lots more time.

No?

Okay, okay, 18 more months! 18 more months, ha ha, there ya go. We are generous and magnanimous in our graciousness.”

***

I can’t remember the last time I was rooting for Wizards of the Coast this hard. Either they win the lawsuit, Hex gets hammered, and the thick-headed PvP guys who absolutely gloat over the failure to provide PvE will be tasting a dose of their own medicine. Or, Hex manages to finally implement PvE to make the trial an open and shut loss for WotC.

Either way its better than the purgatory we are in right now.

#hextcg, #broken promises, #pve, #pvp, #wotc, #lawsuit, #mmotcg. #fail

Does Winning Matter?

Warning: this is a long post. If you want the TL;DR version, skipped to the bolded text at the end.

So this isn’t one of my originally scheduled posts, but I have been pondering this for awhile, and something came up today that kind of tied it all together.

A player in the “ask a developer” thread for World of Tanks, asked it was really necessary in keeping count of statistics, to track player’s winrates. SerB, aka the head honcho/big cheese of WoT, had a response for him in his typical trolling fashion (h/t FTR):

A: “I will meditate on that… no, I don’t even know what to say, I have no words. Young man, understand that winrate is just the amount of your victories, divided by the amount of your battles in general and multiplied by 100. To remove this indicator is possible only if we reset the battle count to zero (and in your case, use the free time to train your mental abilities).”

This is not a shocking answer, given that SerB and WG staff in general have always been clear that they feel that overall win rate is the only real indicator of a player’s skill. The argument is that though you may encounter a bad team (ie, be surrounded by assholes), if you are good, your contributions will occasionally tip the scales in your team’s favor, and that over the course of thousands of battles, this means a better winrate.

Of course, there are problems with this, but still, its generally accepted to be one of the big indicators of skill. As I posted a few days ago, my winrate in Warplanes hovers around 63-64%, which is considered great, but not elite (its easier to “carry” a bad team in warplanes, and grouped players can have significant impact on an outcome). In tanks, my win rate is closing in on 53%, which is above good but not great.

But the funny thing is, in the PvP games I do play, win rate is really only a big deal in the WG titles. In Battlefield, its more about your Kill/Death ratio. While Win/Loss is tracked, its not talked about a lot. Meanwhile, whether through the fact that they are a floundering title that appears to have no idea what they are doing, or because they are just on some anti-stat crusade, Mechwarrior Online doesn’t bother charting any of your stats. (The really skill-intensive clans have to play some matches with applicants and observe them in combat – which probably isn’t a bad thing). EVE Online seems to be about how many kill mails you get on, though there is some secondary thought to how many ships/pods you lose (and how you lose them).

So I wonder about getting hung up on win rate. I certainly do. I have been very careful about how and when I play and who I play with and what planes I play with. I want to maintain that win rate (and in the case of tanks, grow it). I get grumpy if I log off at night and I’ve lost more than I’ve won.

As with all things in life, I think balance is the key. So I’ve been spending some nights away from my PvP endeavors, enjoying some other ventures. TERA is still fun, and I’ve been working through a couple of nostalgia titles in my Steam library. There has to be a place in there some where that winning feels good but losing doesn’t feel bad. Where you can play a game for the fun of the game and not be constantly setting goals and achievements for yourself.

And here comes the TL;DR of it all: I really don’t think I’ve found that in an online game yet. Everything is about leveling up, or winning, or gathering, or achieving. In other words – its all about progress. And in some ways, I kinda find that sad.

The closest I can come to finding this has, I think, been in Star Trek Online. I got on last week to play the Season 8 Featured Episode, originally for the cool ship that came with it. But I got sucked in by the storytelling and really had a good time. I could only do that though, because I was at level cap. In fact, I made a point of capping both my KDF and STF characters and only now am I going back and doing the storyline missions. I’m not worried about if my gear is good enough, or if I have the right ship, and the difficulty that scales to your level is just enough to make it interesting.

What if there were an MMO that was not about progress or gear. Just about making the character you wanted and taking them on adventures. Maybe one day, we can hope, winning won’t matter in some games, some of the time. That would be enough for me. Because the rest of the time, in planes and tanks and on battlefields…you’re going down.

An MMO Without Raids?!

Say it ain’t so!

 

I recently read that there are no raids in ESO. Is that true? Does the dev team have a plan to keep those hardcore PvE players interested in end-game content with something that will take the place of a raid? – By Ernesto Eusebio

The problem here is the definition of the word “raid,” which means different things to different people. When we said we won’t have “raids,” we meant that we won’t have raids in the traditional sense of the word—we’ll have our own way to get large groups together. There will absolutely be large-group PvE activity in the game, but we’re not ready to talk about those systems yet. We have mentioned adventure zones in the past, but we won’t go into details until those systems are finalized.

 

The MMO world may well cave in on itself.  What’s next, a game with no PvP?!

 

Also, is it just me, or is ESO shaping up to be Rift 2.0?

 

So began the grand scheme of Molag Bal, Daedric Prince of domination and enslavement. His Dark Anchors, vortexes of evil magic, weaken the barrier between worlds, threatening to merge Nirn and Oblivion into a single, nightmarish hellscape.

 

Welcome to Telara…err…Tamriel!

Sandbox Vistas I: Visiting Istaria

So, at the urging of Ben and Flosch, I am undertaking an odyssey to explore some obscure sandbox games.  First up on the list is one that I’ve been curious about for some time, a game called Istaria.  Istaria has just recently (last December) celebrated its 9th year in existence.  That in and of itself is nothing to sneeze about.  Originally entitled “Horizons” the game had an ambitious development goal of a fully PvE game with an automated AI enemy that would actively oppose players and player settlements in a never ending conflict.  As you can imagine, this was difficult to implement, so it was scaled back to something more static in nature.

Currently the game is rolling along nicely with a standard and RP server, though I gather from the forums that the population of the RP server is fractured and at times contentious, in addition to being lower than the one on the regular server.  So naturally, I signed up there.

The two week trial account allows three character slots among any of the diverse races, though after some time delving in the outdated wiki and in the community, I decided to start with a human character and try a dragon character later down the line.  And boy am I glad I did.   Why?

Truth.

I kid you not.  You can not swing a dead rat in this game without hitting five dragons.  The moment I exited the mystic portal from the tutorial island onto the live server itself, I was awash in dragons.  I’ve seen perhaps twenty or thirty players in the game thus far, and all but two of them have been dragons.

In fact, it occurred to me that, had I been really role-playing, my poor little character would have seen the dragons all lying around the starter village, screamed, turned around, ran right back into the mystic portal, and lived out his immortal life in the relative peace and quiet of that great utopia.

No idea who this guy is. Google image search ftw.

So, I’ve been spending a lot of time outside the village itself.  Where I’m alone with the baby pigs, and hatchling spiders, tiny grass beetles, skeletal warriors, aand OH MY GOD GIANT WOLVES AND MUMMIFIED REANIMATORS.

Yeah, basically there are two types of mobs thus far.  Those that you can kill, albeit with a large investment of time but little worry.  And there are creatures that will kick your ass into the ground without a second thought.  And telling them apart is almost impossible.   I was a level 8, and I was grinding level 5 and 6 skeletons (and boy was it a grind…) when a level 9 mummy thing wandered into the fight.   This guy is on a wide loop for his AI path, and I hadn’t seen him before.  But he was only a bit ahead of me, so I didn’t worry about it.  Until his first shot took 15% of my health.   And his second, another 15%.  And meanwhile, I was doing 3% a shot off of his.  It got ugly fast.  Fortunately, death is about as inconsequential in Istaria as any MMO, albeit they have cooler and more interactive ways to remove the death penalty, which I like.

You may think so far that I have not liked Istaria, but that’s not quite true.  I have enjoyed it a lot, and intend to keep at it for the remaining week or so of my two week trial at least.  The class/school system is great, keeping a familiar vibe going on in character creation and building, while allowing you to tweak your character in a way normally reserved to skill based systems.  The crafting is deep and gets deeper the more you get into it.    Harvesting is a bit of a chore, but there’s enough RP channels out there to keep you entertained, and on top of that, as an older game, Istaria runs fine in windowed mode, allowing you to browse and harvest at the same time.

Anyway, we’ll see where this takes us.  I may do another post on Istaria, or I may move on to some of the other options out there, like Wurm Online (which looks…complicated) or Xyson (where technology is rare or nonexistent…yet there is a screenshot with a car sitting in it…).   And hopefully Dawntide will come back up in the interim as well.   So my posting will be kinda…sandbox.  Heh.

The PvE Sandbox; or how PvP is ruining my MMO’s one by one.

Does it exist?  And if so where can I find it?  That mythical game with no PvP.

 

I am reading over at The Ancient Gaming Noob about how Rift is now traveling invariably down the same path that crashed Warhammer and Fallen Earth.  That is, turning your MMORPG into an a  competitive 3rd person whack-a-skill-watch-the-dps-meter-and-create-some-macros paradise.  Granted, Rift is not there yet, because they haven’t, say…changed their entire damage and armor mechanic because it wasn’t good for PvP, or scaled their XP progression primarily around how many matches it would take to cap level.  But its the beginnings of those paths.

 

I’m beginning to wonder if its a foregone conclusion for any MMO that decides to saddle itself with the burden of PvP.  Its like a cancer that eats away at the heart of the game.  I wonder how many developer hours are wasted on balancing and fine tuning classes/skills/macros/3rd party support that could instead be used to generate new content.

 

Don’t get me wrong, I’m not anti-PvP, or World of Tanks would not loom large in my life.  Nor would I have spent as long as I did in EVE.  But the games I play for PvE content always seemed to be subjugated for some bizarre PvP dominance, as it that were the lifeblood of the games players.   And perhaps it is, which leads me, for yet another reason, to ask the question about the PvE sandbox.  Even TOR does not seem immune to its effects, as the earliest indications of patch 1.1.2 indicate.

 

Just for once, I’d like to see some PvP players crying a developer said “no” to their desired changes on the reasoning that it would disrupt the rest of the game world who are playing (::gasp::) an MMO.