MMO devs need to be Left 4 Dead

Last night I played through the Left 4 Dead demo again, mostly to make sure I’d given it a fair shot. I still don’t think I want to spend $60 to kill endless hordes of zombies, but I did come to appreciate some other aspects of the game.

During the hype-storm we learned a lot about L4D’s “AI Director” system. This system modulates the game experience in real-time. If you’re getting your arse handed to you, the number of baddies will abate a bit. Conversely, if you’re sailing through effortlessly the AI Directory will spawn more enemies to make the game a little more difficult.

It’s hard to quantify these changes in a game with as many enemies as L4D, and more so in the course of a 2 level demo played twice, but let’s assume this was working as intended. It felt like it was. I performed a lot better during my second try but the game didn’t feel any easier. But what I *can* quantify is that the experience was different in two play-throughs.

For instance in my first session, I ran into what I assumed was a “mini-boss” character in the subway. This massive creature came crashing through the wrecked subway car using the ‘terrain’ intelligently and provided a good challenge and change of pace. If felt like an “Encounter.” The second time through, I approached this intersection carefully, waiting for the boss. And he wasn’t there. In fact I didn’t encounter him at all in the second run through the levels, though I did encounter another “hero zombie” that I hadn’t the first time. Additionally ammo caches showed up in different places and the zombies came from different directions.

Which leads me to the title of this post. How cool would it be if MMO devs could incorporate this system into our favorite online games? Both in terms of scaling the difficulty of an area based on player concentration, but more so in having random bosses roaming around providing “Encounters” at unexpected times? Some games do a little of this: think of resource spawns, or random chests that you might come across out in the world.

I’m imagining an instanced dungeon that could be done by 1 person or 10. Obviously the loot drops would be better when 10 players took it on, but a solo-er could at least go in and have fun and experience the storyline of the dungeon. And every time through could be a little different in order to keep players on their toes.

I’m also imagining random Encounters that are self-contained quests. Your party is out questing when you unexpectedly run into some strong mob. If you can defeat him, you get some quest experience (maybe an NPC runs in to reward you or whatever) and loot, same as if he was a fixed Quest. But he isn’t…the next time you pass through this area, he isn’t there. I’m not suggesting a whole MMO built around this: set-pieces are part of the fun of an MMO. But I’m thinking of these as an addition to what we play now.

I also was once again impressed by the AI of my NPC party members, and it’d be interesting to see more MMO devs follow the Guild Wars example of allowing us to hire some extra muscle to fill out a party. I understand there’s a delicate balance between helping the MMO experience and essentially destroying it by letting everyone just hire NPCs rather than grouping. But wouldn’t it be nice to hire a healer (or tank, or whatever) rather than standing around with 4 friends yelling “Looking for Healer for BigBadInstance!” for half an hour?

Warhammer in my world

I’m going to leave the taxonomy for now. I had a rough evening and morning (had my identity stolen and dealing with banks and such, but oops, banks are closed) so I’m going to be self-indulgent today.

My Warhammer account has a week left before I have to take a break. The downside to the break is, well, not playing. The upside is lots of shiny goodies when I return, I hope. So what are these goodies? I dunno, but I know what I *wish* they’d be. So here’s my list of desired Warhammer changes.

This is a list born of selfishness and I’m sure lots of people will take strong exception to it. I get that, and if I ruled the world, I still might not make these changes because I don’t want to break the game for others. I’ve also not let practicality get in the way of my dreams, as you’ll see.

1) More social mobs. I’m sick of (at low tiers at least) being able to pick off enemies one by one, while their friends stand there and watch them die. I want to (sometimes) face crowds of weaker enemies. Y’know what game does this really well? NCSoft’s freebie, Dungeon Runners. You’re always disappearing under a mass of enemies in that game, only to eventually emerge victorious. Instead of a single even level skeleton, send 6 or 7 of them a couple levels lower, and let me go crazy and send bodies flying in every which way. THAT feels powerful. Similarly, there are very few “skill pulls” in the solo PvE stuff. I’d like to have to rely on my smarts now and then when I need to attack baddies.

2) Shuffle the world!! Twenty-four zones sounds like plenty, right? But to me at least, it feels small, and I think it feels small because we have three nice neat corridors, with an entrance at one end of each zone and an exit at the other. Connections between tiers via teleport (essentially) makes it all seem very disconnected. Let’s change things up, make the world messier and more chaotic.

3) Eliminate scenarios. *ducks and runs away*

4) More “fluff”. Non-combat pets, housing, social gear (take the trophies and make them more obvious, maybe?). Just stuff to futz around with when you don’t feel like fighting but do feel like being in-game to hang out with your guild.

5) More PvE Quests. There’s enough now, but barely. Some Epic PvE quests would be fun…long term collection stuff, maybe. Put some of the objectives in the RvR Lakes, to get people out there now and then. Some “lever” quests (I just made up that term). What’s a lever quest? It’s a quest where one step “pulls a lever” to set something in motion that will impact other players. DAoC had some quests that caused mobs to attack a town. Everyone would have to stop their buying and selling and fight off the attack. WoW has stuff like Stitches. Actions that indirectly involve other players remind us all that we *aren’t* in a single player game. Beating back these attacks tend to bind players together. Common cause and all that.

6) More open RvR at all levels. Right now you can totally skip the RvR Lakes. My assumption is that the game is built that way so that PvE players can play and not engage in Open RvR. But really, as a PvE Only game Warhammer isn’t incredibly compelling. I do think that it needs better PvE for long-term success, but until then, RvR is the big hook that makes Warhammer stand out. So dammit, force people to cross those RvR Lakes now and then. Have the Lakes stretch clear across a zone, with a few chokepoints where players will naturally congregate. Put moving quest rewards out there (static rewards would get camped by the enemy, probably). Do something to get people (including me, frankly… I haven’t done any RvR since before Witching Night) out there.

7) More bag space, please. If we have to pay for it, that’s fine. But as someone who hates to leave corpses laying around causing lag (that’s old school, huh?) I get really sick and tired of spending as much time futzing with inventory as I do playing the game. If not more bag space, then fewer types of crafting resources.

8) Add a third realm. Hey, I don’t ask for much, do I? LOL

9) Give me a Lifetime Membership option

10) Reader’s choice!

Yeah, I’m not coming up with a #10, so I’ll leave it to others to add to the list. I told you it was selfish. I get 9 and you get 1.

Visiting Altdorf

I have to confess it’s been quite some time since I last visited Altdorf, but after Jobildo shared the location of my two favorite Warhammer characters, Gotrek & Felix, I knew I had to meet them before my time expired.

Turns out, Altdorf is a pretty happening place these days. But I get ahead of myself. I was far from a Flight Master when I made this decision, and rather than go backwards, I forged ahead into the next tier. Along the way I met this guy, Horst Ohersten, a Healer. I couldn’t help but chuckle. Would you trust this guy, with all those examples of his handiwork cooling in the snow?

Anyway the trip was scary and thrilling as there were plenty of beasties that could’ve had me for lunch, but I got to see another zone and I did eventually make it safely to the next warcamp and flight master. So off I went to Altdorf.

I found my way to Gotrek and Felix. Gotrek was as grouchy as I’d expect, but Felix had work for me in the Bright College. While inside, one of the wizards there asked me to run an errand. And outside I met a peasant with some crazy tale of man-sized rats…which turned out to be true! As I was prowling the streets looking for barrels doing a jig, I wandered past the Blow Hole and got involved in a PQ there. Won first place and got a nice cloak that won’t be wearable until 21. Something to look forward to when I get back.

I’m not sure if these quests scale or what, but all the mobs I had to fight were standard level 20 mobs: perfect sized for a level 17 Witch Hunter to brawl with. Decent kill experience, too. I made about half a level just pottering around in Altdorf, and there’s still more to do in there. This came at a perfect time as manageable solo empire quests were getting pretty thin back in Tier 2.

So don’t forget about Altdorf if you’re out there looking for PvE fun in Warhammer!

Cleaning up

Haven’t done a ton of gaming so far this weekend so haven’t had a lot to post about. I did fiddle around with Nile Online a lot yesterday, but that meant checking in on my city every couple of hours. I’m still enjoying that game quite a bit.

One of my PS3 hard drives was getting pretty full so I spent some time cleaning that up. I watched episodes three through six of Qore, the online magazine on the Playstation Network. It’s an entertaining product, but I’m still unconvinced its worth the price, *unless* you’re all about getting into betas. If it gets you into one beta you’re really jazzed about, then the ~$25/year is probably worth it. (My math there is that the product itself is probably worth $15/year and getting into a beta you really really want to get into is probably worth $10 to you.)

In Warhammer, I put all my characters except my Witch Hunter to bed, mentally. I cleaned out their mailboxes, organized their inventory. In the case of my Shadow Warrior I pushed him to the next Rank so he could wear a cloak I’d sent him from another character. That way he’ll look a bit snazzier when I come back to him in a month or two. Everyone is in a camp now, drinking ale and waiting for my return. Everyone, that is, except my CoW character, who I’ll continue to play right up to the cut-off day, though honestly knowing the account is going to expire soon makes that feel a little sad. At the same time I’m already a little excited about the improvements that will be in the game when I come back to it.

Probably next weekend I’ll fire up the EQ2 account so I can get re-familiarized with things before the expansion lands on the doorstep. Hmm, actually that doesn’t bode well for playing Warhammer next weekend, so maybe this will be the last week for my Witch Hunter.

I played some of The Witcher last night. I bought this game a year or so ago and it wasn’t too good, but they released an “Enhanced Edition” a couple months back and offered a free “upgrade” mega-patch to all registered users of the game. I started a fresh game just before the Fall tsunami of new game releases hit. I’m not very far into it but my conscience has been nagging at me not to lose track of it. I started playing it once on release, then restarted for this enhanced version. I know myself enough to realize that if I totally lose touch with the game and have to restart a third time, I never will.

And it seems like a pretty good game now. It feels a little like a cross between Fable 2 and an MMO, actually. It has a skill-based progression (though with ‘generic’ experience so you don’t sculpt your character via actions like you do in Fable 2), action-ish combat (left click to melee, right click to fire a spell, melee chains via timed button presses) like Fable 2, an alchemy crafting system similar to what you’d find in an MMO (with you getting components from foes you slay), NPCs offering side quests and an apparently huge, MMO-sized world. Anyway, we’ll see. I need to get back to Fable 2 today!

So what’s everyone else been up to this weekend?

What can MMO devs learn from Fable 2?

As a comment to yesterday’s post, DM Osbon of Construed asked if Fable 2 had anything to teach console MMO developers.

I thought this was a great question and worth a post of its own. I don’t have any answers, just ruminations. But I do like to ruminate, so without further ado…

Let’s start with character development. Fable 2 is not class based. It has three ‘schools’ of combat: melee, ranged and magic. There are 4 kinds of experience: one for each of the schools and then some “generic” experience that you can apply as you see fit. Using a school of combat to defeat an enemy causes that enemy to give more experience in that school of combat. So if you prefer slicing and dicing with a sword, you’ll get more melee experience than ranged or magic experience.

Fable 2 is not level based. (Incidentally, Syncaine just posted a good essay on the topic of levels: How important are levels in our MMOs?. Ironically, I argue for them.) Instead, you spend experience points to buy skills to better your ability to perform a particular school of combat. There are three ‘branches’ of skills in each school: these could easily be expanded for longer-term play.

In Fable 2, your actions have consequences. This, I think, is a big one. You have a Good/Evil and a Purity/Corruption rating, and those ratings change depending on your actions in the game. In turn, these ratings impact how others treat you and what opportunities are open to you. Some MMOs have tried to embrace this kind of system, but the problem is you can’t code player behavior. So if my character is evil and corrupt, but I, the player, am a genuinely nice guy chatting with you… is YOUR character going to react to mine as an evil and corrupt entity, or are you going to react to me by having your character treat mine as if mine was nice. Erm… does that make sense?

Fable 2 has business ownership. This is an interesting ‘sub-game’ in Fable 2, and one I enjoy, but I’m not sure how you’d implement it in an MMO. So you have a coin purse bulging with gold, you see a nice house, and you buy it. The people that live in it become your tenants and pay you rent. Or you buy a business and get profits from it. You can tweak prices and so forth, which can impact your Good/Evil and Purity/Corrupt ratings.

This works well for Fable 2 as a single player game, but most MMO’s struggle to put in gold sinks, not gold fountains. Plus, cities would have to be huge in order for everyone to get a chance to buy a few businesses. Otherwise players joining the game months after launch would have nothing to purchase.

But speaking of gold… creatures in Fable 2 don’t drop loot when you kill them. You get experience and that’s all. Doing quests gets you renown and impacts your Good/Evil rating. Gold comes from Treasures you find, gifts that people give you, jobs (blacksmith, wood cutter, bartender, bounty hunter, etc) you can take, and goodies you dig up. Most gear comes from vendors. This is far different from the lotto-corpse system of most MMOs. I’m not sure how well MMO players would take to such a radical change, honestly. Oddly, this has been pretty transparent to me so far… I had to stop and think about whether I’ve gotten any gold or gear rewards from doing quests in Fable 2. I assumed I had…but then couldn’t think of any. So I guess I haven’t!

I wanted to add story here, because I while I am very confident that Fable 2 has a really interesting story but I have to be honest: I haven’t seen it yet. I’ve been having so much fun just being “immersed” in the world that I’ve been very slow in following the main quest/storyline. But it’s hard to put a good story into an MMO without instancing the game into a single party experience.

/end rumination

But getting back to Fable 2 as the game I’m playing now, and story progression…

WHOA. Some stuff happened last night that I can’t really talk about yet, because I was forced to stop playing right in the middle of it. Suffice to say that so far the game has been pretty upbeat in tone, even with all the bad things happening. It’s felt “light.” Last night…that changed. I felt it in my heart, not in my head. Which I found pretty freaking astounding for a video game. The only analogy that springs to mind is the feeling I had when reading about Sam & Frodo’s journey into Mordor. Tolkein wrote such heaviness into those pages that I felt their struggle and it seemed like the very pages of the book I was reading were getting hard to turn. (And no, I’m not comparing Molyneaux to Tolkein.) And maybe it was just my mood or how tired I was or something. But events in the game really hit me in a pretty emotional way, and when I shut down the console to head to bed, I felt dazed by the experience.

I can’t wait to get home and get some closure to this situation and see what happens next!

New Headgear

So I think I’ve found the secret to Warhammer. Log in with absolutely no expectations.

Last night I had an hour or so before bed so I logged in just to bash about a bit, knock off some solo PvE quests or whatever. And I did that, then headed to Bohsenfels to turn in my assorted heads, books, reports and bobs… that’s when, out of the corner of my eye, I saw something unusual.

There’s a little bit of farmland north-east of town, and spectral figures were floating around in it, I thought. But I looked again and they were gone. I decided to investigate and a moment later they were back. Sure enough, I’d stumbled on one part of the Witching Hour event.

After reading Ysharros’ post about the event, I’d pretty much written it off as being an event only for hardcore players that put 40+ hours/week into the game. And to complete the whole thing, it might be. But 15-20 minutes of beating down restless spirits (they’re all of level 2!) is enough to complete the first phase, so now I too have a mask! Important Note: The mask was found on the corpse of the 50th restless spirit I killed. I’m just assuming that wasn’t coincidence and that it was Mythic’s way of delivering the quest goodies for that phase of the live event. All the other spirits I killed had like 3 brass coins and nothing else; I’m glad I’m anal enough that I was still checking them when I hit #50!

I was encouraged by the amount of chat going on in /region, and that a lot of it had to do with RvR, and not just the Witching Hour quests. Keeps were being attacked and defended and the realm was coming together to fight the good fight. I looked at the clock and muttered a curse at myself for waiting until so late to log in (damn you, LittleBigPlanet!!!). But hopefully this level of involvement will continue throughout the event and beyond.

Since I still didn’t have one of those jaunty Witch Hunter hats, I figured I’d just run around with a Goblin Mask on until I found one. I’m all about style! But I realized I still hadn’t turned in the quests I’d finished. And what do you think one of my rewards was? Uh-huh, that’s right: jaunty hat FTW. I just need to get to a vendor who can dye items now. The quests were also enough to push me into Rank 17…one more rank and I can tag along with CoWs in Tier 3!

Tonight will be devoted to the 8 hour Ghost Hunters Live Event on Sci-Fi, but I’m looking forward to jumping back into Warhammer tomorrow. Maybe I can find one of these cauldrons and get part 2 of the event done as well.

Happy Samhain to all my readers! Don’t like the ghoulies get you when you’re out enjoying the holiday!

Character Transfers incoming to Warhammer

Everyone else has blogged about this too, but when I was getting ready to write my daily lunch-hour post I was drawing a complete blank. So I’m taking the easy way out.

We are pleased to announce that in the coming days we will be offering Free Character Transfers from our servers with lower populations to a set of servers with higher populations. To help you better prepare for these transfers we have provided additional details below.

http://herald.warhammeronline.com/warherald/NewsArticle.war?id=416

Casualties of War’s Destruction side is on one of the servers that is currently tagged as a ‘Source’ server, so they need to decide if they’re going to move. My Destruction characters are on one of the servers tagged as a “Destination” server, so that’s good news for me. More warm bodies to wreak havoc with. CoW won’t be moving to ‘my’ server though as they’re on a Core Server and I’m on an RP one.

I’m glad they’re not letting people cross server-type lines in the transfer. There actually is RP on my RP server…not big elaborate stuff, but on a small, on-going scale, and its fun.

I’m still on the fence about what to do at the end of this Warhammer Month (the 18th of November, iirc). I enjoy the game when I play it lightly. When I start playing it a lot, the frustration builds. But do I want to spend $15/month for an MMO I’m going to play lightly? On the other hand, I still am somewhat confident that Mythic will continue to improve things (slightly less so after results I’m hearing about this Witching Hour event). And on the third hand, I don’t want to break my ties with CoW.

A perfect solution for me would be a Lifetime Subscription offer. That I’d snap up and then be able to relax and enjoy Warhammer when I’m in the mood for it without that nagging feeling of “I *should* be playing this game more since I’m paying for it.” That’s the route I took with LOTRO and I’m really, really content with that decision.

I’ve got a few weeks to decide what to do. But I have both LOTRO and EQ2 expansions pre-ordered. Maybe I’ll let Moria languish for a while and play EQ2 and WAR together for a month or two, then dive into Moria.

Improving PvE in Warhammer

Rick and I have been having a bit of a (civil) brawl over at his blog. The topic is PvE in Warhammer. The nice thing about a back and forth with a smart, lucid guy like Rick is that it gets you to thinking.

My basic “problem” with PvE right now is basically lack of population doing it. Running the solo quests isn’t a problem, but doing group-based quests (essentially, Public Quests) can be really hit or miss insofar as finding other people interested in joining forces.

Anyway, jumping right in, and I don’t claim any of these as original ideas; I’m sure other, smarter people have already considered them.

1) Summoning Stones and a PQ Queue: Scenarios are popular (in part) because they’re convenient. What if Mythic put in a PQ Queue? You click a button to enter a queue for some or all PQs in your level range, then you go about your business. Once there are enough people in queue for a PQ, everyone gets teleported to a Summoning Stone near that PQ area, already grouped up and ready to fight. PQ’s wouldn’t be instanced; you could still get to them the old-fashioned way. This would just be an alternate and convenient method of getting into a PQ group without having to run back and forth across the world looking for groups.

2) Checking Open Groups from the map: How would it be if you could open the map, hover over a region and get a list of all the Open Groups active in that region? You could then join one of those groups and head to them. One of the frustrations now is that you might be in Region A, lonely and unloved, while there’s a Warband pwning PQs in Region B and you’d never know about it. This idea would require more Flight Masters though. As it is now, by the time you get to another region the Open Group might have broken up. (This idea could also help LakeRvR.)

3) Checking for Open Groups while in a group: So you’ve been there. You’re in a group, you’ve run a PQ a few times. You want to go to another PQ. But is anyone doing it? How do you check? You can’t. You have to quit the group you’re in, look, then if you come up empty, rejoin the group and keep grinding the current PQ. This idea is more a convenience than anything, but when three or four people want to do another PQ it’d be nice if you could just say, in the current Open Group, “Hey, I see there’s a group of 5 doing the next PQ over. We could switch over to that.”

So there you have it, my contribution to the idea gene pool. Rick’s point is that the only thing wrong with PvE is that people aren’t organized. I agree with him to a certain extent. Presumably people *are* out there somewhere doing it. They’re just not responding in /region chat and they’re in Open Groups that I can’t see from where I am.

Last night I logged in to find a Warband of 2 full groups doing a PQ. I quickly joined them, finished the current ‘run’ and then we did another. And then the group dissolved. Where’d they all go? Unknown. Three of us moved to another PQ in the same chapter and the rest of the night was spent calling out over /region for helpers, and not getting any bites. Maybe everyone had gone to another Pairing? Maybe everyone had logged off? There’s just no easy way to tell, given the tools we currently have.

Witching Night begins tonight, which is gonna mix PvE with LakeRvR, and I’m excited to see what impact that has on doing pure PvE PQs.

Feel free to add to the GroupThink by listing your ideas to help PvE in the comments below.

The Warhammer Worm Turns

So yesterday, not 12 hours after I posted a long, whiny, whinge-filled post, I logged back into Warhammer, and had a blast. Somewhat paradoxically, this only confirms the points I made earlier in the day. The game hadn’t changed in 12 hours. I hadn’t changed. What changed was the server population.

After 4 or 5 sessions of logging in, grinding Chapter 7 Influence with nothing to show for it but that little bar filling up ever so slowly, I finally found not just a group, but a couple of groups doing Chapter 7. We eventually formed a Warband and ran through the Plague Trolls PQ a few times, which finally got my influence capped, and got Gillain to level 16. It’s not a particularly inspired PQ but I was just happy to be out of there.

Finally free of the area, I traveled up the road a bit to the next quest hub. All the while it sounded like there was some pretty decent OpenRvR going on, but I was still licking those wounds a bit so I ignored it. The new quest hub offered a bunch of quests and I quickly knocked out several of them. I stumbled on a small Open group doing a Chapter 8 PQ with the aid of a high level White Lion, and tagged along completing that a couple of times and getting some nice new armor for the trouble (some blue witch hunter gloves dropped and I was the only witch hunter there).

So to recap: prior 4-5 sessions I gained Influence, a little XP, a little coin.

Last night in one session I gained: capped Chapter 7 influence, made rank 16, another half-level of experience, about a third of the influence I need for Chapter 8, explored a new area, read some interesting new quest lore, got sweet new gloves, a new sword, and some gold.

Clearly last night is the kind of gaming I’m paying to enjoy. So what can I do to maximize this kind of gaming session?

  • Play in Prime Time. I think I’ll Just Say No to playing during the day on weekends. I have plenty of other things to do that are more rewarding than drifting around an empty world.
  • Be willing to give up. If I log in and after ten minutes or so can’t find a group or something interesting to do, I’ll just log off and do something else. Being stubborn and forcing myself to stay and grind just makes me unpleasant
  • Stop being anal. Sharing a Tier 2 PQ with a level 30 White Lion was kind of a wake up call that its OK to leave content behind for now. I’m an A-B-C-D person. If I read a magazine, I start at the front cover and read through to the back. When I’m playing an MMO I feel driven to complete an earlier section before moving on to the next. I’m only hurting myself by doing this. The content isn’t going anywhere.
  • I’ll put this one in for Ysh: Ask. I’m part of a guild and I really need to get over my hesitation about asking for help from them. This has been a struggle for me. I don’t really think most of the guild even know who I am, and certainly they don’t know who my character is. That’s my fault, not theirs. If I never say anything and avoid Vent whenever possible, how are they supposed to get to know me?

If anyone has suggestions to add to this list, *please* leave a comment. I’m not alone in this “Warhammer is a good game when it isn’t sucking” kind of opinion. Maybe we can help each other to help ourselves to maximize the good times and minimize the sucking times.

Warhammer Bullet Points

Since my last post was exceptionally whiny even for me, and a typical Pete Wall Of Text, I figured I’d summarize:

  • Warhammer is primarily an RvR game
  • When the game is firing on all cylinders, it is amazingly fun
  • Whether or not it is firing on all cylinders is totally up to the players *on both sides*
  • Warhammer fun cannot be scheduled. Every log in is a roll of the dice; you might have an awesome time and you might be bored to tears
  • The only consistent way to more-or-less control the experience is playing scenarios

Most of this is based on Averheim. On Ostermark (an RP server) things feel somewhat different.

What I realized from summarizing these points is that maybe people don’t grind scenarios because they’re the most efficient way to level. Maybe they grind them because they’re a more controlled play experience.

Point 3 is a biggie. For as much trouble as it can be forming a group in a PvE game, you have twice as much trouble in an RvR game. You need a group on each side that is interested in doing RvR. And of course you can’t LFG on the other side.