A Week of Tweets on 2011-01-30

  • Never call me on speaker phone. Call first, then inform me you are going to put me on speaker. Really, it's safer for both of us. #
  • Tuesday. A day for doing things in pairs, or doing something because someone else is doing it. #
  • Today is going to be too long by far because the RIFT beta is waiting for me at home. #
  • Thanks to the song, I can always spell Mississippi, but there is no song for Masachewsits. #
  • Really need to see about setting up Artemis at Dragon*Con this year. http://artemis.eochu.com/ #
  • Cr-48 showed up at the house yesterday. I can see why many people dislike it, but for a web browser with a full keyboard, it's pretty nifty. #
  • It puts the lotion in the basket. #

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Sneakin’ Around: The Newbie Experience

From the very first moment, the humans asked me to fight.  But I have put aside my weapons, and I turned my back on the abbey and walked away.  This was a very hard decision, because the entire starting area for humans is locked behind that first quest.  Most of the quests, if I recall correctly, involve fighting anyway.  As I left, I was given the quest that pointed me to Goldshire, but everything there is too high level, so I decided to spend some time in the inn to earn exp bonus, that way what little I do manage to find will be used to the fullest.

The inn in Goldshire is a wretched hive of scum and villainy… or rather a wretched hive of people who will ERP scum and villainy with you for the right price.  I was aware of ERP.  I knew it existed.  But on other servers you mainly find people hiding in the tram tunnels speaking sex to each other.  But Goldshire is filled with naked people, or people as naked as the game allows them to get.  Bare chested men and women in bikinis abound, and calls fill the air looking for people of all sorts.  What the hell is a “college RP group”?  Are they teaching people to RP or are they RPing that they are in college?

The following day I decided that perhaps only humans were so demanding of violence and I headed for dwarf town.  Also, some of the ERP chat was creeping me out.  From both the dwarves and gnomes, they expected the same violence.  But like the journey to Goldshire, they provided quests to get to Karanos.  The night elves would be a little more forgiving… or not.  The Draenei?  Ah, yes!  They wanted me to collecting things (that weren’t in the hands of others) and give out medicine.

At some point along the way, I also managed to get mining and herbalism, and sometimes I even earned experience from using them (I suspect there is some powerleveling code in there because at one point I got 50 exp from a plant, then later after I leveled in the same area I got 54 exp).  And once I attained level 5 and got sneak, I was able to even take on some more quests that had finally opened up.

So, it seems my early levels will be filled with travel, not exploration (because I know there is a level floor on those, I wouldn’t get any exp visiting higher level zones), but making a rotation of the starting areas, harvesting and questing.  I’ve made level 7 so far, as it’s actually getting easier.

I also learned I have to be very careful of quests.  Things that appear to be something I can solo sometimes result in the game giving me a “pet” who will kill things.  Sadly, Kaens now has a single kill on his stat sheet because of one of these.  We’ll have to see if I can keep it at one.

Rethinking Tanking

Getting back into traditional fantasy MMOs has of course led me to thinking about their flaws and my desire to correct them.

One of the long standing issues with the genre since EverQuest is the holy trinity of design: damage taking, damage prevention/recovery, damage dealing.  And while games continue to try to include crafting and other non-combat elements, the vast majority of people actually want to kill things, so combat remains, and will remain, at the center of most game design.  In this trinity mold, you end up with a tank, a healer, and then assorted damage dealing classes.  Fighting runs the same, tank taunts to control where the damage goes, the healer heals the tank, and everyone else tries their best to make the tank’s job very very difficult.

Right now, tanking is all about hitting taunt abilities to focus the attention of the target on to the player and keep its damage output in one place where it can be measurably tracked and dealt with.  As games have advanced over the years, taunt abilities have become more varied and interesting, but at their base they are about manipulation of the aggro list (the priority in which an NPC “hates” players) to put the tank at the top.

What I’m considering, and by no means is this a finished idea, but one that needs discussion, so please, discuss, is to replace taunt with a cover system.  If Monster A is attacking Player B, rather than having Tank X target Monster A and click a taunt ability, saying “Hey stupid! Come get me!” (which always just seemed idiotic to me, from the stance of someone who enjoys role playing in games), you instead have Tank X target (or secondary target, or target of target, or whatever) Player B and click one of his new protection abilities, putting himself between Monster A and Player B and taking the damage.

This appeals most to me because it eliminates taunt, which from a role play and logic standpoint has always been broken.  Why would a monster ever stop beating on the healer just because the invulnerable turtle is calling him names?  Nope.  Healers first, then those pesky damage dealing people who are killing me and lastly I’ll deal with the invulnerable turtle when he’s a little less invulnerable.  On the other hand, the idea of a monster going after the healer and the invulnerable turtle stepping in between them, now that has merit.  Effectively, we are taking away the roll of tank as we know it, and turning him into a healer type who utilizes shield/rune spells, preventing damage but not recovering it.

The main downside I see with this is the creation of the new role of DPS Tank.  That’s where the player with the highest DPS becomes the defacto tank by virtue of doing the most damage while the healer heals him and the old tank protects him.

Thoughts?

As an aside, this is ironic because over at Big Bear Butt, he recently posted about giving everyone taunt and eliminating healing.  Which just goes to show that this is a problem with many solutions.

A Week of Tweets on 2011-01-23

  • So the wife and I ended up back in WoW and on the Moon Guard server where we spend out time howling at the moon and dodging ERP requests. #
  • Hit me with your list of Must Have WoW Addons. Go! #
  • Is it wrong that the first guild event I'm organizing on my worgen is titled "Scott Howard Memorial Bastketball Tournament"? #teenwolf #
  • Idea: An RP WoW group called The Hand. Pollex, Secundus, Medius, Annularis and Minimus. #
  • I feel old when people say they "grew up listening to" bands of the late 90's and early 00's. #
  • $20 Amazon.com Gift Card for $10: http://bit.ly/i6Tkuh via @addthis #
  • Unpossible! #
  • I trust people to do their jobs, and it bites me in the ass every single time. #peoplesuck #
  • If you try to call me, do not reach me and do not leave me a message, you have failed to pass the buck. The ball is still in your court. #
  • Quicktime took over all wav playing in IE. How do I get it back to using Windows Media Player? #
  • Fingers crossed. #
  • The absurdity of tanking lies in that calling an opponent names in no way would stop them killing the healers and damage dealers. #
  • So, my site's RSS feed just decided to switch from full text to excepts without me changing anything. W.T.F. #
  • Finally relented and took down the tree. Christmas is truly over. 🙁 #

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Changing Education Paradigms

I once received an F on a creative writing assignment because my “scary Halloween story” about kids being killed by the ghosts of fallen soldiers as they crossed an ancient battle field after dark “missed the point of the assignment and the spirit of the subject.”  Sometimes I think I would have done better in school if my school had been better for me.

These are the things I think about when I consider having a child…

The animation is cool, but this is only part of the talk.  The full thing is here.

The Skills of EVE

Eric over at Elder Game put up a good post about why skill based systems are bad (or at least, not to be undertaken lightly or by fledgling designers… like me).  Dig through my archive here and you’ll see me go back and forth on the subject of skills versus classes.

In Eric’s post, he uses EVE as an example, and the game is mentioned in most of the comments there.  And it got me thinking…

EVE looks like a skill based game.  It has all the markers of one.  You have a list of skills and you can train any skill you want, making powerful combinations or gimping yourself by choosing things that don’t work together, as long as you have the prerequisites for that skill.  But, as I’ve noted on a number of occasions, what I like most about the design of EVE is that ultimately your character matters less than your ship.

In EVE, if you have level 5 in Frigates and level 5 in missiles and a slew of other skills, those don’t matter at all if you are currently flying a mining rig outfitted with only mining lasers.  Despite being able to choose and learn any skill, EVE is actually a class based game with talent trees.  Your ship is your class, and the modules you can outfit it with are your talent trees.  Certain ships are designed for certain types of play.  You wouldn’t take a giant hauling/mining rig into a dogfight even if you did load it with weapons because the ship isn’t designed for fighting.  It would be like trying to play a priest as a tank in most MMOs.  Doable?  Sure, with the right items, plan and situation, but it isn’t the best option by far.

At best, EVE is a highly templated skill based game, but if you play the game entirely as skill based without ship considerations it quickly becomes unsustainable from a character stand point as you are gaining skills willy nilly that aren’t improving your ability to either a) fly the ship you have better or b) progress you toward flying a different ship that fits your play style better.

Even after reading follow ups by Ysharros and Psychochild and the comments on all three posts, I still think that EVE’s sort of gear controlled skill based system is the way I would go if I were to make my own MMO, largely because I really dislike permanent decisions in games that force me to create alternate character to experience new play styles.  Rift by Trion is attempting to bridge a gap here by allowing archetypes of warrior, rogue, mage and priest to build and maintain several sets of souls (skills, talents, etc) that actually can radically change the way the archetype plays.  If that works, it might open the door for someone to try fantasy version of EVE where you can have any skills you want but are constrained in what matter by what gear you are wearing when you leave town.  And that’s a game I definitely want to play.

Update: Another voice in the wilderness, Rampant Coyote.

Dealing with your designer

Design in business tends to be a collaborative effort.  Mainly this is because nine times out of ten the person with the idea doesn’t have the ability, and the people with the ability aren’t often focused enough to have the ideas.  Not to offend either set, but creativity and business sense appear to be, in most people, diametrically opposed.  That means the more of one you have the less of the other you have.

So, if you are the idea guy, you take your thoughts to someone else.  You’ve laid out the parameters and explained what you wanted.  The designer has gone off and done what you asked and is showing it to you.

The first thing to remember when entering a design process is that until you’ve actually released, you can change anything.  Even after you release you can probably still change things.  So when your designer brings you the first pass at implementing your idea, the first thing out of your mouth shouldn’t be pointing out how they totally screwed it up.  This is a first draft, this is the collaboration part where the designer is trying to understand what you want, in his medium, and you help him.  Until you learn to literally project your thoughts into someone else’s head, you have to realize that what you dreamed up and what you put on paper as specifications are not remotely identical, and the translation from your brain to paper and then from paper to the designer’s brain is going to cause variation.  That’s why the two of you need to work together.

Don’t put your designer on the defensive and lead with criticism.  Look at the work and begin by talking about what you like.  What elements appear to be going in the right direction.  And then, when you are done, begin being critical, however, remain constructive.  If you don’t like the format of something, don’t just say, “I hate that. It’s ugly.”  Try instead something like, “The words are right like I specified, but I’m not loving the font you chose. Can you show me a few others?”  If you don’t understand something, ask — the designer is likely happy to explain where he started and how he got there, and if he’s off the mark you should correct the error in his path and help him get to where you want.  Of course, that doesn’t mean you sit in the designer’s work space and tell him how to do his job.

Just keep in mind how you would react if someone came along and told you how stupid your idea was versus them telling you it’s a good idea, promising, but there are these one or two details you might want to reconsider before you get in too deep.  In other words, the Golden Rule.

Zombie Me

I’ve been a big fan of No More Kings from the moment I heard Sweep the Leg.  Even bigger once I’d seen them live and listened to the entire first album.  Then bigger still after getting my copy of their second album and listening through that.  Both albums are always on my MP3 player and I love every song.  That’s pretty rare, to love every song by a band.  Even some of the “best bands in the world” like U2 or The Rolling Stones have a few songs I can’t tolerate.  But No More Kings has joined Better Than Ezra and Seven Mary Three in the short list of “can do no wrong” for me.

They don’t have a new album out (though I’m hoping for one), I haven’t seen them live recently, nor do they appear to be coming to town anytime soon.  So why am I talking about them?

Because it’s Zombie Wednesday here at Aim for the Head, I didn’t have any other zombie news to post, and I love this song (not the video so much, it’s not done by the band, but it lets me hear the song, so it has that going for it):

All of their stuff, in my opinion, is worth a listen.  Many of his songs are just awesome as I’ve written about before.  And for just $16 you can get both albums.

Sneakin’ Around

Kaens
Kaens, human rogue

Years ago I tried an experiment that I originally titled “Sneaking Sixty” and then after the Burning Crusade released was retitled “Sneaking Seventy“.  I had to give it up because exploration exp got killed at some point so that you couldn’t walk a low level character into a high level area and get gobs of exp for surviving the journey, and there just weren’t enough quests to get the job done.

However, with the release of Cataclysm (actually I believe it was in one of the patches leading up to it), they’ve added experience to mining and herbalism.  So, since “Sneaking Eighty-five” sounds less cool that the two previous incarnations and because I’m certain the level cap will continue to increase, I’m reviving this experiment as “Sneakin’ Around”.

On the Moon Guard server, Kaens, a human rogue, will endeavor to make his way through the World of Warcraft without killing anything.  He’ll ferry documents, deliver messages, fish, mine ore, pick wild flowers and explore the world, all without a weapon in his hand.

Of course, upon logging in, I am faced with a dilemma: the very first quest is to kill things.  So now I must decide, can I just forgo the entire newbie area or will I need someone to “assist” me through a few quests to get me on my way?  The answer… next time.