AO used ARK"s they were the same exact thing.mutantmagnet said:Could you extrapolate more on what this guide system was like?
EDIT: bleh meant to reply to other post asking why EQ was only game with guides.
AO used ARK"s they were the same exact thing.mutantmagnet said:Could you extrapolate more on what this guide system was like?
There is more to "complete" than just a handful of raid encounters that you can push into a wall to exploit for a free kill.CnCGOD said:Ive played them all, name one in better shape content wise.
While I would love to get a paycheck for posting about games unfortunately I don"t. Besides, the game does well enough at bringing itself down without my help.Gecko said:It wouldn"t surprise me if he worked for another gaming company since his modus operandi is just to overtly and covertly attack AOC.
I was a guide! Still have the guide handbooks, the tests, everything. I"m pretty awesome though so I know you"re not talking about me.James said:It was a flaming pile of shit used and abused by the worst people possible that you could have policing your playerbase. They were uninformed, idealistic, sloppy, disgruntled, angry at life in general, or all of the above. It was a system easily corrupted and implemented even worse. To become a guide, they asked you questions like "What"s the NPC that"s alive for three fractions of a second in the single most unvisited, remote part of the online world of EverQuest" -- and they fucking meant it.
Pretty sure I"d rather get fucked by a donkey than play in another pile of shit guide system.
This is a huge part of the problem. The testing and fixes just never happen. Considering the average zone can be devoured by a dedicated group in less than a day, most of your most glaring bugs should take 1-2 walk throughs of the game to notice and fix. I find broken quests to be utterly ridiculous. Is it really hard to have a comprehensive list of quests and suggest that beta testers walk through them 2x in a day. With AOC u have the whole list of quests, and list of completed quests. Get 18 people into a zone, queue them for all the quests available and at the end of the day check to see if all of them were done by all your testers (internal or beta) If they weren"t guess what, the ones that had 1-2 completions are probably screwed.A lot of those bug and/or patch problems could be fixed, but there always seems to be a chain of people who want things done right and those who are just there for a paycheck who really didn"t care much.
Scott asked my guild to test some raid content for them when in EQ2, and we would find literally game/zone breaking bugs which I would send them info back about which never fucking got fixed. Sometimes the fix was as simple as moving spawns to a new place (hi2ufroglok raid zone) so they wouldn"t get stuck under the world in zone geometry and screw up the entire script and then break the whole zone and lock you out for days (goddamn that was so retarded). Same exact thing happened when we beta tested their Bloodline Chronicles xpac, and in each case it was like a month and a half from when we tested it, *with their devs on hand with us*, to when it got shipped live and was never ever fixed (ie, it was in the same shape as it was when we first tested it out).
It"s infuriating when we would take weekend time (when we didn"t raid) to help them get their shit straight and they would just say "oh well", and ship it broken anyways. Was a complete waste of our time, and it was obvious that Mr. R.U. didn"t give two shits about their raid content and was a complete buffoon (dude tried to say we exploited right in front of his face, on the test server doing them a fucking favor...we had a good laugh about that).
You definitely need people in charge who hold the game to the same standard that say, the lead producer does (if they care like Hartsman did), because you end up with the half polished turds getting sent out the door that we had to deal with. Whoever is in charge of giving the green light for patching/shipping needs to be completely anal about making sure bugs get fixed. I can pretty much guarantee you our experience was somehow a giant clusterfuck of a chain of command getting the bugs sent to the right people, and somewhere along the way it ended up getting swept under the rug.
Pretty much... time and time again we see bugs that get reported on test or in beta that continue through to the Live game. There is a serious lack of communication inside these gaming companies. I keep hoping future companies would learn this but they never do.Fayvren said:This is a huge part of the problem. The testing and fixes just never happen.
Which is exactly why I previously used the example of our Production Control people and building Aircraft Carriers at NGSB-NN in the QA discussion.The insane number of problems that MMOs have in some pretty basic things makes me think that the development process of MMOs may be flawed. I can understand AI code that is weak / faulty network code trying to handle hundreds of users at a time. I can even understand client crashes due to different hardware configurations etc. But some of the other stuff slips through because at some point someone must have said "disregard that for now, we"ll fix it later."
I don"t know that it is lack of communication as much as a bunch of companies that are being run by fawnbois, ECPI level programmers, bloggers, junior execs fresh from business school with all their untested theories, Sports Figures (had to get that dig in there )etc. This is a whole IT sector wide problem anyway.Pretty much... time and time again we see bugs that get reported on test or in beta that continue through to the Live game. There is a serious lack of communication inside these gaming companies. I keep hoping future companies would learn this but they never do
Yes. This. If you"re having someone test it why ignore them? We went through this during bloodlines etc. as well to find most issues weren"t fixed upon launch. That was such an awful period of the game.Genjiro said:Scott asked my guild to test some raid content for them when in EQ2, and we would find literally game/zone breaking bugs which I would send them info back about which never fucking got fixed. Sometimes the fix was as simple as moving spawns to a new place (hi2ufroglok raid zone) so they wouldn"t get stuck under the world in zone geometry and screw up the entire script and then break the whole zone and lock you out for days (goddamn that was so retarded). Same exact thing happened when we beta tested their Bloodline Chronicles xpac, and in each case it was like a month and a half from when we tested it, *with their devs on hand with us*, to when it got shipped live and was never ever fixed (ie, it was in the same shape as it was when we first tested it out).
Good post about how today games do not allow for "immergent gameplay". EQ1 allowed for it because everyone was learning what this new type of game was all about.Jait said:It"s more than that kcxiv, but you"re right.
The fact is if you can release a game that"s so perfect it doesn"t need patching, it"s going to be a closed game with completely linear progression that becomes stale faster than you can say "Tic-tac-toe". We"re not talking about single-player games here, this is the MMO forum. And MMO"s are never, ever perfect. No one plays a single-player game (no matter how perfect) 40 hours a week for 9 years.
Build open systems. This is why EQ was great. They gave us tools, we the players turned it into techniques. Kiting, FD pulling, Chain-pets, AE groups, you name it. This was only possible from an "open system". Today, most Devs mitigate this by forcing us into "closed abilities" which can"t be used beyond their original purpose. You want "perfect"? There"s always Chess, Checkers, etc..
I want a game that patches. I want a game that makes mistakes. I want a team who understands this and appropriately adjusts to the situation. Otherwise you"re just cloning shit that"s already been done, and we have enough of that already. There"s absolutely no way to make a game with fresh mechanics that can be fully tested in alpha/beta phase. Even a year later people will figure out things you never could"ve anticipated. This is what makes a good system, and eventually a good game. Anyone who says otherwise needs to get the fuck out of their Ivory Tower and start releasing games to prove it.
I wholeheartedly agree with this sentiment. The freedom and flexibility of gameplay was what was so exhilarating and attractive in EQ1. Fan websites about strategy and guides popped up all over the internet from rabidly enthusiastic players, just because of the sheer possibilities in the world of Norrath and its dozen or so classes. The obvious tradeoff is more headache from the devs as they react and tune in response to player behavior, but that is what keeps the game alive, breathing, organic.Noah EQ2 said:Good post about how today games do not allow for "immergent gameplay". EQ1 allowed for it because everyone was learning what this new type of game was all about.
Giving some freedom back to the players would be great. Tweeking and adjusting to how your MMO grows is better than trying to force it into the square peg it was "originally" planned to go.
WoW has been somewhat flexible. Who thought Druids would be great tanks? Paladins great healers? Priests upper end dps? This happened because they let the game grow vs trying keep it what they initially intended. Eq did this with kiting, FD pulls, etc etc.
The next great game will embrace "live developement" and not try to force the game into the planned direction but play off its strengths that show up after launch.
With the aircraft carrier you do have some senior engineers that oversee the entire ship"s construction and know how X works with Y and how Z works with both of those. These are the guys that run around constantly making sure that all of the people building their smaller pieces are doing so correctly so that those smaller pieces fit with the larger picture. Of course those senior engineers spent a LONG time planning the construction of the ship, testing the stresses and other issues in simulations and with cold hard math, and they spent ages drawing up detailed blueprints which those smaller groups use to build their components.gnomad said:Which is exactly why I previously used the example of our Production Control people and building Aircraft Carriers at NGSB-NN in the QA discussion.
When you break it down there really isn"t much difference. You have an extremely complex system with many, many , many parts and systems that have to function as a whole. We have numerous checks and balances in place along with a plethora of metrics to track production. Of course we are spending a cool $6 Billion or so but the parallels are there.
The only way to fix the problems as I see it are to either outsource or hire in some people that are Production oriented and are anal about their attention to detail.
Very slippery slope. The vast majority of "freedom" to expand in EQ was due to bugs and exploits. While I agree that players should be given tools and told "Go nuts" it should be because you"re creatively using the rope arrow from the last might and magic game or something, not because you discovered that if you spam a /sit hotkey you can warp across the map without anything being able to hit you.Noah EQ2 said:Good post ..
I was 3 boxing up alts in some Velious zone I can"t recall the name of, hunting the walrus, and this douchebag druid came along to tie up half of the spawn with his quad kiting. I moved since he was being a dick, I didn"t have the time to win my spot, and there was plenty of shit to kill, but I wanted to hunt the damn walrus. From that moment forth I despised quad kiting. Much better was them using charmed animals in Tactics or wherever they could. Much <3 for charm killing.Zehn - Vhex said:Quad-kiting was fine in EQ because honestly, who were you hurting? The other wizard that wanted to quad-kite maybe? The vagina of all the rogues who couldn"t solo?