Dawn of the Dead

I love zombie movies. Ever since I saw the original Night of the Living Dead, I’ve just always liked them. One main reason is that within the span of the movie, a good zombie movie remains internally consistant, and its not hard to be a good zombie movie. Do your zombies run or walk? Are they capable of any speed movements or are they always slow? Do the only attack humans or anything that lives? Is the whole body reanimated or is it just the brain keeping it going? Is anyone who dies capable of being a zombie or do they have to be bitten by one?

Answer those questions, stick to them, and you can have a good zombie flick.

When I went to go see Dawn of the Dead this weekend, I knew alot of what to expect. I had seen the original (though not recently), and knew it was about a bunch of people who wind up in a mall while the world outside spirals into zombie hell.

It was good in that it was scary. It was good in that is was consistant. It was good in that it had funny moments to break the tension, and calm you down as a viewer.

But I didn’t love the movie…

Now, before I continue, let me get something out of the way:

** SPOILER – DO NOT READ UNLESS YOU WANT TO KNOW MORE ABOUT THE MOVIE, INCLUDING HOW IT ENDS – SPOILER **

Okay, now that everyone has been warned, let me talk about why I didn’t love the movie.

Night of the Living Dead is a cornerstone of the zombie genre. At the end, everyone from the house, the story you’ve been watching is dead… but, the human race is winning. Zombies are getting under control and the bodies are being burned. In a way, it has a very War of the Worlds feel to it. We are on the bring of destruction, but as dawn arrives, we start winning.

Return of the Living Dead (and its sequals) are the flip side of the genre. They are pure camp. The zombie say funny things, do funny things. People die in funny ways. There are two actors who are in every movie (they play different people and die in every one of them). And the movies end with total destruction. In fact, more than one I believe ends with us (the Army) nuking the infected town only to further spread the infection in the form of contaminated rain.

The original Dawn of the Dead ends when the people from the mall decide to make a break for the harbor, where they plan to get on a boat and sail off to an uninhabited island or somesuch. The movie literally ends with a shot of the boat sailing away, abandoning the main land. In this end, its similar to both Night and Return… We (the humans) have lost, and have turned over the main land to the undead, but there is also hope because we are sailing to a safe place.

The new Dawn of the Dead ends in the same way. I could feel in myself, and in the sigh of relief in Jodi, and the other members of the audience, a sence of relaxing, and sadness, but also of hope as the boat sails away. Like the original, we lost, but we survived. However, as the credits rolled, snippets of film continued in the form of seconds here and there on a video camera found on the boat. Food on the boat, which had been idle for weeks, is covered in maggots. They run out of gas. The engine catches fire. They find a row boat with a cooler, and in the cooler an undead head (funny, but… ). Snippets, until they pull up to shore at the island. The dog is barking, and runs off. They have guns out and start to move down the dock. Then dozens of undead rush the boat and camera, which drops to the ground and you keep seeing snippets of undead running by, screams, and death. The movie finally ends with total destruction… we lost, and we didn’t survive, and it wasn’t funny enough to laugh it off.

In the end, the new Dawn of the Dead leaves you without hope, and not enough to smile about.

Is it worth seeing? I would say yes, but just make sure you leave when the credits begin to roll.

The World of EverQuest before the Planes of Power

This was originally posted in a thread on the Monkly-Business message board, so forgive the places where it refers to another post:

Before the books, because the world was “larger” and travel time existed, people would go to a zone, and stay there or near there for a while.

I went to Unrest at level 23. Thankfully I had killed enough goblins in my younger days to earn the respect of the dwarves of Kaladim. I fought in Unrest on most days I logged in. Sometimes I would travel out to the Ocean of Tears and play on the islands, but most it was Unrest. There were up to 60 people in that zone in prime time, mostly the same people. We got to know each other, grouped in the various rooms of the house, met on early Sunday mornings to “break” the house. When the Ghost was on the lawn, it was a good day in Unrest. I finally left Unrest for good at level 34.

Like with my fishing trip story above, many of the people I met in Unrest, I still talk to. I show up at a public PoP raid and I’ll get a tell, “Hey man, been back to Unrest lately?”. A couple of us are even going to meet up in the next couple of days and go kill the Fabled version of the Ghost for old times sake.

Unrest isn’t a special place though… I have friends from my days in the Oasis as well… and the people I met in Frontier Mountains… and the Dreadlands. The reason we grouped so often was because travel time was non-trivial. People stuck around an area longer.

And most importantly though, there are people who were levelling up at the same time I was that I never met, because they chose a different path… they chose different zones to hang around in. Some of the oldest uber guilds on most servers were born out of Lower Guk and SolB and the times people spent together day after day, and the stories they share…

I feel for the people who only started EQ after PoP… they may enjoy the game, they may love it, but in the game we have now, its just not possible to have the same find of experience that people had before PoP. Travel is bordering trivial… its so easy to get to so many places, any zone not within 2 or 3 of a PoK book is empty… People don’t hang around a zone anymore… zip zip, they are off to the other side of the world… the guys you group with today are gone tomorrow… You can follow them, but its just not the same.

LDoN is bringing a little of that back… not the travel, but with people wanting to adventure in the same places over and over, you can meet the same folks again and again… there is a warrior I met doing Tak dungeons… 4 or 5 times he happened to be LFG when I was making a Tak group… since then we’ve done 30 or so adventures together, I’ve taken him with me to BoT groups and other places… and there are others as well… the spirit of the old dungeons is there… but it is a ghost.. a shadow of its former self.

This is what I want in Vanguard… I want a world thats big, where travel is non-trivial, where you stay in the places you know, and every now and then adventure off to the places you don’t… The world of EQ was different a long time ago. And every game that has come out since has in one way or another tried to “improve” on it by making things less non-trivial, easier. As much as people complain about the grind in EQ, people come back because most other games are so non-grinding that there is no real sense of accomplishment. In EQ, going through 59 was a trial by fire… it took forever… when you got 60, everyone in the zone cheered! Other games don’t have that, and that’s why EQ stays so popular.

Nothing worthwhile is ever easy.

Anyway… enough of a ramble from me… I’m sure the people who don’t get it, won’t read it anyway…

And then…

Its a typical pattern, I find something cool in EQ, and then I’m reminded about all the stupid stuff.

Xegony was a fun, great fight… Lord Mithaniel Marr was just stupid. The hardest part was getting him into the corner… then with the tank standing the corner, LMM in front/on top of him, the rest of the raid stood at maximum melee range behind him and basically went AFK for the fight.

*sigh* I guess all wins can’t be glorious.

A Glimmer of Hope.

Last night I was able to participate in a unique (in my experience) raid in EverQuest: Xegony in the Plane of Air.

Normal raids in EQ run a simple pattern. 1) Clear guards. 2) Set up, buff, etc. 3) Pull boss. 4) Tanks in front, complete heal chain, everyone else to the sides and back. 5) Pound on it until its dead.

The Xegony raid is different.

We set up beside some rocks on an island in the Plane of Air. The Main Tank, Secondary Tank and Third Tank, along with their complete heal chain compatriots, set up behind us. Xegony was pulled to there and the Tank set in. At 90% health, a wave of other spawns “woke up” and started to move toward her. The rest of the raid charged to meet them. We fought, a named spawn and 5 guards. Meanwhile, the Main Tank is “soloing” Xegony. Every 15% of her health, another wave would wake up, and we’d charge, north or south depending on the call, to meet and stop them. Xegony actually died while we were stilling fighting the last wave… the raid never fully engaged her.

It was a blast! Most raids are mind numbingly boring, turn attack on, mash a special attack key every now and then, with your biggest concern being if you are standing in the right place and making sure you aren’t stealling aggro from the tank. This was just so much more. It was a much needed breath of fresh air (pardon the pun) in EverQuest.

I think I’m ready to keep going now… and while my faith in SOE’s customer service and some of their design decisions (berserkers?? fu!) hasn’t been turned around, I’m at least happy to know that there might still be a few folks in there who actually understand what is fun in gaming.

A Work In Progress…

I’m not really looking for work. The company I work for is doing okay… and by okay I mean that on any given day we could either go bankrupt or close the deal on a project that would leave us all set for life. But that doesn’t mean I’m not looking. I’m always looking, its the nature of the IT beast.

So here is my resume. I recently reworked it because I needed to send a copy off to a posted position, so I figured I’d slap it in a news bit as well.

Eurotrip

I went.

I saw.

I wet my pants.

Seriously, this movie was hilarious. I was literally howling in laughter throughout most of it.

And to boot, it has some catchy tunes. "Scotty doesn’t know!"

50 First Dates

On Valentine’s Day, Jodi and I went out to see 50 First Dates, the new Adam Sandler movie.

The story is that Adam plays a guy who lives in Hawaii and dates only tourists so that he doesn’t have to commit. Drew Barymore plays a woman who was in an accident and has problems with her short term memory, she forgets the day when she sleeps. Adam meets Drew and they fall in love. Then every day Adam has to get her to fall in love with him again.

Its funny, really funny. And it cute, and romantic. Its a good movie. Two thumbs up.

Let`s talk about aggro.

Okay, I know this topic is supposed to be for issues moving toward fixing and balancing EverQuest, but the monks over at Monkly-Business managed to get my hackles up and I need to vent.

I have, in all the time I have been playing a monk in EverQuest (since September 1999), read many many guides and theories about how the game of EverQuest, and aggro in particular, works.

Focusing on the aggro guides, it is my opinion and observation that every single one of them is lacking, is flawed. Every guide can have a hole poked in it by providing a situation where their explanation fails. And their failing is all, just about every one of them, in the same place: the view the player character as an inactive participant in game mechanics.

Lets begin with the simple theory that most guides follow: monster aggression radius. Every monster in the game has a radius that it is aggressive within. If a player enters that radius, the monster becomes active or aggro. Most of these guide believe that all aggression is assigned to the monster, and that it is a series of concentric circles (although sometimes a single circle is used), with the outter circles being the lowest level and the inner circles the highest. They believe this because if you have a monster who is level 40, he will attack a level 1 immediately upon entering any aggression circle, but a level 40 player has to get closer to aggro, and a level 65 player might be unable to aggro it at all (the single circle theory applies to monsters like the undead who in many cases will attack a level 65 player as quick as it will attack a level 1 player, even when the undead is level 1). Much of the game appears to subscribe to this theory, and this is why it has become popular.

Much, not all.

Enter ‘sneak’. Sneak is a skill that allows a player to appear indifferent when it is within the back arc of a monster. See, a monster isn’t just a circle of aggression, he faces a direction as well. With sneak, you can stand inches from a monster without aggro as long as you are behind it. How does this break the circles theory of aggro? A player using sneak will be able to approach a monster much closer from the front as well. Now, it doesn’t work as well as from behind, however, you will be able to get closer (sometimes almost imperceptibly closer) to the monster using sneak than without.

In an attempt to explain this, the aggro guides state than sneak reduces the effective aggro radius on the monster. Now, from a programming stand point, this is beyond idiocy. The amount of coding and server processing that would be required for all monsters to maintain an aggro radius for sneaking and non-sneaking characters and to keep track of which circle to apply to a character would be horrendous. Its just not feasable to code players as inactive and foist all the load of nuance onto the server.

Now on to what I believe and in practice has shown to be true.

Player characters are active participants in the game. If you view the game as a monster having an aggro radius and the player having an aggro radius, all the flaws of the other aggro guides disappear.

First, instead of having an inactive player enter the active monster’s radius, you have two radii, and aggro occurs when the two overlap. As a player levels, his natural radius gets smaller, allowing him to get closer to monsters. The radius of the monster and of the player have properties that also interact to decide if the monster will attack at all. To a level 65, some level 40 monsters will ignore you, others will attack if you hang around too long or too close.

Seconds, this accounts for sneak. Sneak has two effects, reduction of the player’s radius, and indifferent faction when in the back arc of a mob’s vision (which incidentally extends infinitely – or at least to the edge of the zone). From behind the mob, the player is indifferent, so his radius doesn’t matter. From the front, his radius is smaller, thus allowing him to get closer to the monster before it reacts to him.

My original theory was purely based on single radius player vs single radius monster. Over time however I learned that monsters appear to have two radii: active and passive. And it stands to reason that players might have them as well, although I have not been able to test this. On a monster, the active aggro radius is something it cannot ignore. When a player enters it, it will attack (faction permitting). The passive radius however, allows for the player to pass in and out without aggression. My assumption and experience has shown me that when you enter the passive radius you are assigned a position on the monster’s “watch” list. The longer you stay, the higher your count on the watch list. When you exceed a certain count, the monster becomes active at attacks. This is evident in that sometimes you can stand near a mob for several server ticks and then suddenly it will attack.

Monsters also have two assist radii: general and help. The general assist radius applies to any monster within it. If you aggro a monster, all monsters within its general radius will aggro as well. The help radius is larger, and is triggered when a monster is not passively aggro’d. For example, if you shoot an arrow or throw a dagger at the monster and cause damage it will “yell” for help. All monsters in the help radius will assist. This theory is clear when you can passively aggro (standing too close) a monster and get him alone, but throwing a dagger at him will get you all his friends.

There are also coding errors evident in EverQuest that support this. Places where a monster appears to have a large general assist radius, but have a zero range help radius, where you can use an arrow to single pull one target out of a group, but getting close to him will get you all of them.

This leads into lull. Lull reduces the aggression radii and all assist radii to zero (actually to a number just slightly above zero since standing on top of it or pulling another monster directly through it will cause agro).

This all leads into assists and chains. Some theories would have you believe that there is primary aggro and secondary aggro, and that monsters will only assist another monster that has primary aggro, and further that monsters will not assist a monster with secondary aggro. Thus far, I have not found any evidence of this. Every example I have seen can be explained some other way. The best example people have is that you can root a monster next to a target you want to pull, then what you want has secondary aggro and can be dragged through other monsters and they will not assist. However, most examples of this also state that the person uses invis after gaining aggro. When a player is invisible, any monster that tries to assist an aggro monster will get an ‘invalid target’ and not assist, not because of what level of aggro, but because it cannot see what its trying to assist on, so it fails. There is one, and I want to emphasize that it is a single solitary example, where a monk pulls a named monster in EQ through a building of other monsters and no monsters assist without using invis. Since this is the only example of this and cannot be repeated elsewhere, it is an anomoly, and likely a bug in the coding of that named monster, a case where his assist radii are coded badly and cause this behavior.

Anyway, enough ranting out of me. It all boils down to one simple thing, everything in EverQuest makes more sense when you view a player as an active participant in the game.

Sony is retarded.

Normally I would refrain from insulting multi-national mega corporations, but in this case, at least from the perspective of the Sony Online Entertainment division that is over EverQuest, its a fact.

Go read the websites for the warriors, rogues and monks over the past year. Look at every idea they posted on how to bring melees back into balance.

Done?

Okay, warriors got new taunt skills. With the splitting of disciplines, all melees got a method to more often boost their damage through their use. Monks are getting (if it ever makes it off the test server) an essentially single target lull to assist in splitting spawns.

Now, do you remember all the other stuff you read? Ranged damage, group auras, directed attacks, etc, etc… SOE is implementing all that stuff too, only not for the people who need it. Instead, they are making a new class, the Berserker.

I mean, why enhance the classes you have when you can add a new one? Why make three classes better and more desirable to play when you can make yet another addition to the already overcrowded loot pool on raids?

When beastlords were introduced, they were nice. You could play in groups and you could solo. But in groups they really weren’t needed. Anyone can DPS, shaman have better buffs… so what to do? Why, give beastlords a unique skill! Lets give them a mana and hit points regen buff that stacks with just about everything. Give them a buff that works as a mass group buff heal. Basically, you see, they introduced a new class, then that class complained that they weren’t wanted on raids, so SOE made them desired for raids. So now we will get Berserkers, and then they will complain that they don’t have a role.. so SOE will find a way to give them one.

But most important to keep in mind about the berserker class, it is designed to do one thing.. attract new customers. At some point, there is an accountant at Sony who doesn’t care what is good for the game, nor what is good for its players, he only knows that a new player shells out $60 for a copy of the game with all the expansions, and that equals 3 or 4 months of an active account. So they want sales, and lots of them, because high sales means they financially buy 3 to 4 months to keep thinking of a way to keep the players playing, to keep them subscribed.

Mark my words. Gates of Discord will be released, and within 3 months, Berserkers will be tweaked, and the other melees will be told “With the expansion behind us, we can now address your concerns.”