Pan'Theon: Rise' of th'e Fal'Len - #1 Thread in MMO

popsicledeath

Potato del Grande
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Why doesn't everyone also factor the team involved here as to why there are only 2800 backers. Jacobs doesn't have the albatross of Vanguard latched to him either.
I suppose. At least Brad was kept on the Vanguard team?

Wasn't Jacobs fired? After being unable to even make a game based on a VERY popular IP mediocre enough it lasted on name alone? That game was as technologically shittastic as Vanguard in my experience.
 

Lithose

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Anyways, what were some of the downfalls of eqs death systems as you see them? Since all you seemed to cover was its strengths. I mean the obvious ones are that sometimes it was too harsh of a penalty, too much time was spent on retrieval, etc.. Also it led to some content not being used at all because the risks heavily outweighed the rewards, but thats more of a balance issue IMO.
Well, one of the problems with citing a problem is that in a good MMO, designs tend to overlap. It's why I had to make such long posts about the benefits, too--because sometimes a benefit or problem in one system, is actually a short sighted design decision in another system. As you mention in the post, the Risk vs Reward of some dungeons was imbalanced but that goes beyond the death system, even though it is a symptom of the death system.

Off the top of my head, a quick example of two weaknesses for me...One is that the ultimate price for death (As in losing gear), was too high. Now some people will rightfully say there were SO many ways to get a corpse that the negative never really came up...But I think any death system that has the potential to force a player to effectively lose such a substantial amount that he can rationally (As inafterhe calms down) just quit? Is probably too much. I think the "ultimate" risk could have been lower and still produced the same results; losing a bubble of experience and significant progress time, was enough to feel VERY substantial, enough so that I don't think the threat of total item loss was needed.

Another weakness was arbitrariness of the penalty in regards to melee. You could say this was a design flaw in melee, but meh. For melee, no matter how well they prepared, the run back in a catastrophic loss was often pretty much defined by how close the developers decided to put the bind spot. For casters? This wasn't the case. Casters actually had a CHOICE in how much risk they faced. They could bind close to the dungeon, and therefor be able to be back in the dungeon quickly and face less risk (Time) cost, or they could bind near a city or set of spires: This would give them easier travel options, but it increased their risk if they died. So players got aBENEFITfor assuming more risk (IE easier travel)--that's a big one. Having systems where players make tangible decisions between benefit and risk (Rather than just trying to mitigate risk) gives players a huge feeling of agency in regards to risk. But melee just felt more arbitrary, like "you lost, sit in the time out chair."

Now, on that note: some people will say experience loss is arbitrary too. And it kind of is. I think Dark Souls handles this pretty well. How much experience is vulnerable is a choice you make depending on how much currency you want to carry and having or not having "experience" (Currency) in it's fungible form, it has risks and benefits to it. So the threat of loss of experience? Is actually a product of player control. I'm not sure how this would work in an MMO, but it's an example of how you can take an arbitrary punishment, and instead make it more about a players choices in the game. (And, it might just be me? But "risk" feels a lot more "fair" when I have ways to mitigate it, or advantages for taking more of it.) Of course the above leaves out things like resurrection or evacs--ways to mitigate the loss by planning ahead with group comp. However, I'm more talking about having an advantage for taking more risk in general.

There are more...But like I said, it's really complex to point them out, because sometimes problems you encounter in a system, are actually problems outside the system. (Again, like you brought up, poor risk vs reward balancing making certain dungeons way too risky.)


Also how would you handle death in your mmo?
It depends on a lot of other systems. Instancing, rarity of loot, how dynamic the content could be. I think, for a game? Dark Souls comes VERY close to what I think is good. I'm not sure if it would translate into an MMO, but it hits a lot of the basic concepts I like. Risk is an intrinsic aspect of the aesthetic (IE it gets bigger as you move "deeper" into a dungeon). Risk increases depending on a few choices you can make (Like keeping free exp on you, or humanity so your item find goes up). What you lose for dying hurts, especially within the discreet "sessions" you're playing in now (Because part of recovery is losing progress) BUT it doesn't hurt so bad that leaving it on the table makes you never want to come back. The penalty is also pretty organic depending on how tough the area is, if you are lower level and died under some huge demon's balls; it might be a lot harder to get back and recover your exp/make up the progress you lost in that zone than if you died under a normal skeleton. (This goes back to, like I said earlier, creating that aeshtetic of actual danger. The dungeon with demon's does not just LOOK more dangerous than the Skeleton Dungeon, it alsofeelsmore dangerous because you know recovery is harder.)

Another good thing is Dark Souls also lets you get back to the action WITHOUT making returning to action mindless or bland (Rather it's a part of the penalty). That's because if you die, everything repsawns. So you're right back to fighting (And not sitting there pulling your junk) but it's still a significant progress cost (And risk, because you have to get back to recover your experience). And, most of all, it chops up your ability to learn by just throwing yourself at something. Even if you spoiled the fight with videos, executing is more difficult because every failed attempt forces you refocus on your progress again. Discipline and "focus" actually become aspects of learning to defeat bosses--in ADDITION to learning patterns. (So bosses can actually be easier, but still feel harder, because the difficulty is not all focused on pattern recreation it's also about how you handle frustration, progress and other stuff as well). And this is all because of how the death penalty works. (

Like I said though, there are problems with the above. Like for example, I don't like risk you can't mitigate, but the "auto-respawn" is just that, so you could say it's arbitrary BUT I give it a pass here because it's organic in the choice of the dungeon, which creatures you face, in other words? Depend on the dungeon you chose, which makes it less uniform across the whole game..But heck, I could punch a dozen holes in what I said above (The things I like from DS)--the fact is, games are really complex, and death systems, for me to like them? Have to fit into their game well--I just really enjoy holistic design, so the death system has to be an extension of the game itself. (This is why when Blizzard tries to add any kind of risk to PvE? It falls flat. The entire game is set up in a way that just doesn't accommodate it well.)
 

Kirun

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Vanilla EQ was made with 23.
Right and it began development in 1996ish. Gaming systems are a lot more elaborate today than they were almost 20 years ago. Not that I'm saying it's completely impossible, but it would be a daunting task that would likely take a small dev teamyearsto compl.. oh, I get it. Clever girl.

His initial Kickstarter page was just ridiculous. Please send us cash so we can rent office space, pay salaries, and essentually start developing the game you want completely on your dime. I'm amazed he got the level of support he did with that bullshit.
The guy has an ego the size of Montana. It also worked for MS, so I'm not the least bit surprised that he thought he could further fleece the community. In large part he did. He even had a lot of the suckers here on board for a while. With how many are willing to pay forforumaccess and fawning over him like he's MMO Jesus, it appears that Brad is probably set for life. All he has to do is drop in every week, make some vague, pointless update about how "serious and passionate" he is about the project moving forward(more on this to come later), then collect his community funded check.

Lithose_sl said:
(Not because he is in place that is filled with, you know, actual dread to get to...Do you see how risk, consequence and all that jazz can create narratives far deeper than what's capable with one dimensional difficulty design?)
I understand the point you're trying to make. However, you're completely wrong in how "present" they were in EQ. Toward the latter half of Kunark, CRs weren't much more difficult than running back to your corpse is in WoW. You had Call of the Hero, Necro Summon, 96% res, clickies, multiple types of invis, more player power, etc. That risk and consequence you feel was so prevalent? It eroded very rapidly in EQ. Less so if you were mostly a solo player with a friends list 5 deep, but if you were in a relatively powerful guild or a socially active player? CRs became nothing more than a tedious, one dimensional exercise. Not much different than WoW. This is exactly what I'm referring to when I talk about former EQ players having a serious case of negationism.

Lithose_sl said:
Understand? I think you've become so lost in being contradictory with the Rose Colored glass people here, that you can't admit the things EQ gotveryright--even if they just got lucky and even if those things were buried under other poor design choices.
But that's the thing. How do you reproduce luck? You really can't. Now, can you try to examine the design choices that helped make EQ addictive/a positive experience? You can and I definitely hope it's an endeavor that a team will undertake. The problem is, I don't think it's one that is going to come cheaply(not yet, at least), and until it does, we're sort of left out to dry on deeper exploration/exploitation of those mechanics. Also, like I've said all along, there is no way in hell that Brad McQuaid will be the one to lead us down that path.

You want to know why Brad can do this and the average person on the street can't? Simple. He's done it before. SoE wouldn't be a fifteen year success (yes success. Fifteen years of business in this market is success) with out having had Everquest be the success it was for them. WoW wouldn't exist if Everquest had not gotten the green light and ended up a success. A lot of what we take for granted today is in part because of the work that Brad and company did fifteen years ago.
Bzzzzzt! Wrong! 50 DKP minus! Brad would have nothing if it weren't for Smedley. Brad himself has even said so. You need to go join the rest of the nuts on McQuaid ranch, while you all sit around the campfire and worship him.

I'm a huge, Brad cum guzzling obsessed fan.
So is your wife, apparently. Do you guys ever snowball?

Some people would argue that a horse ride is much more exciting than any experience a modern car could produce.
False consciousness.

So you have two old school developers EQ/DAOC who have had some screwups later on VG/WAR , and now are trying this route.

Compare the two and it's a study in how to do it right , and how to fuck it up from the very start in every possible way.
Which just further shows how little of EQ's success can be attributed to Brad. You had Smedley and a huge, heaping dose of "right place, right product, right time". He's proved it with Vanguard and now he's simply reaffirming it with this entire KS campaign.

No, that is incorrect. The further away you get from the core principles of the game the easier is it to add/drop different mechanics to make the game more accessible toeveryone, which is what we want to avoid. I thought Vanguard was done very well and its certainly not a direct clone of Everquest. I simply want the core mechanics to remain in place and work around those ideals. The minute you start adding maps, and dungeon finders, and alters to get your corpse back it creates a snowball effect next thing ya know its fucking Rift or GW2, trying to be everything to everyone.
It's just like those pesky gays! Once you start letting them get married, soon it'll be people marrying their dogs, their cats, and whatever else they can get their hands on! It'll be pandemonium I tell ya! Your "slippery slope" argument is rife with hyperbole and falsehoods.
 

Lithose

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I understand the point you're trying to make. However, you're completely wrong in how "present" they were in EQ. Toward the latter half of Kunark, CRs weren't much more difficult than running back to your corpse is in WoW. You had Call of the Hero, Necro Summon, 96% res, clickies, multiple types of invis, more player power, etc. That risk and consequence you feel was so prevalent? It eroded very rapidly in EQ. Less so if you were mostly a solo player with a friends list 5 deep, but if you were in a relatively powerful guild or a socially active player? CRs became nothing more than a tedious, one dimensional exercise. Not much different than WoW. This is exactly what I'm referring to when I talk about former EQ players having a serious case of negationism.
Yeah, I admitted the design didn't translate well into "raid scenes" (Or became obtuse and clunky for other reasons, like how the one way mechanic affected casters vs melee heh). But the main point was it was attempted, the primitive outlines of these things were there. It sometimes got lost in translation or could be exploited away.. But then again? Most of the systems WoW refined a copied from EQ the same things could be said about. That's why you need to go in, pull it apart and put together something new based on how it would work in a modern game with better technical execution on the ideas. (Get the Xcom overhaul).


But that's the thing. How do you reproduce luck? You really can't. Now, can you try to examine the design choices that helped make EQ addictive/a positive experience? You can and I definitely hope it's an endeavor that a team will undertake. The problem is, I don't think it's one that is going to come cheaply(not yet, at least), and until it does, we're sort of left out to dry on deeper exploration/exploitation of those mechanics. Also, like I've said all along, there is no way in hell that Brad McQuaid will be the one to lead us down that path.
Yeah, I agree with you that it's an endeavor people will need to take. You're not going to "get lucky" twice. A good team, with a strong background in Strategy or "Rogue Like" RPG systems would have to sit down, pull everything apart and find out why some of these strokes of luck exist. Reading a thread like this, they'd have to examine each statement, and brush away the nostalgia and focus instead on the small nugget of goodness buried under the BS that created that nostalgia. Like CR's: Reading this board, on the surface, you might assume half these guys jerk off with cheese graters because they liked such a masochistic mechanic...But if you go look at the deeper stories of what they (we) talk about? You can sift through the bad stuff (Nostalgia) and find the seeds of what they really enjoyed (The actual aspects of the mechanics that were great. Like the depth that the risk aesthetic created.)

But yeah, it's going to take someone with Blizzard's competence level, who is willing to design in a different direction than action: That's a tall order, sure. I'm not holding my breath...But the "hope" of that happening is why I don't think it's a great idea to dismiss the mechanics that died out like the use of the Model T.

Also--yes. Brad is not going to lead everyone to the promised land. Even if he did have a clear concept of what ACTUALLY made those systems in EQ work (I'm not sure he does): His lack of focus and technical ability to execute would prevent him from ever achieving the proficiency to do what Blizzard did for the action side of the genre.
 

Quineloe

Ahn'Qiraj Raider
6,978
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So the big death penalty is... exp loss?

So basically, the death penalty goes away at the level cap again while being the harshest in the early - mid levels?

Oh well, not that important.
 

Vandyn

Blackwing Lair Raider
3,656
1,382
So the big death penalty is... exp loss?

So basically, the death penalty goes away at the level cap again while being the harshest in the early - mid levels?

Oh well, not that important.
Interesting point. If you are max level and pray to the god to get your body back, do you lose max level at that point?
 

TragedyAnn_sl

shitlord
222
1
I just honestly am curious how giving him a fucking dime to his private site isn't 100% guaranteed throwing your money away with all the current examples we have of how he handles things ?
That's my thought here. The KS would have given him a lump sum all at once. So, in theory, he coulda paid his team and set up their office, etc and they could start work on Pantheon. But with donationstricklingin via paypal, it's going to be a lot harder to "save" up and actually get a game made. I suppose they could say it's all going into a special bank account that they can't touch until they reach $X, but does anyone believe that? All I can think is "oh x-team member needs to pay his mortgage and x-team member needs to pay his electric bill" and the account is consistently drained. Meanwhile, nothing actually goes towards game development. "We'll work on the game when we get an investor! It's all good!"

I pledged to the KS but I can't donate via their website. You cynics have soiled me! I've joined the "if the game ever comes out, I'll buy it" team.

On another note, does this mean I don't get the cloth map and bag-o-swag?! Cuz I DEFINITELY feel like one of the fallen! haha
 

OneofOne

Silver Baronet of the Realm
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Ya'll keep talking about them collecting unemployment and paying their mortgage with this shit and yadda yadda, but didn't Brad say early on that all these guys are currently employed and working on this on the side?
 

BoozeCube

The Wokest
<Prior Amod>
54,544
324,157
Ya'll keep talking about them collecting unemployment and paying their mortgage with this shit and yadda yadda, but didn't Brad say early on that all these guys are currently employed and working on this on the side?
Brad has said a lot of shit, but nobody has a fucking clue what's true and whats bullshit anymore. If you wanna send them cash then by all means do so. If they all have jobs and just do this on the side or if they are working on it full time really doesn't fucking matter to us. If they have something worth money then I'll spend it, until then I don't need to subsidize shitty work.
 

Big Flex

Fitness Fascist
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Ya'll keep talking about them collecting unemployment and paying their mortgage with this shit and yadda yadda, but didn't Brad say early on that all these guys are currently employed and working on this on the side?
no. brad and everyone else are unemployed refugees from layoffs at various southern california gaming studios.

what brad has said is that his team has been working pro bono and he wants to back pay them an industry standard rate for their work thus far.
 

OneofOne

Silver Baronet of the Realm
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Brad has said a lot of shit, but nobody has a fucking clue what's true and whats bullshit anymore. If you wanna send them cash then by all means do so. If they all have jobs and just do this on the side or if they are working on it full time really doesn't fucking matter to us. If they have something worth money then I'll spend it, until then I don't need to subsidize shitty work.
Thanks for your post which has zero to do with what I said. Think you need to relax dude and step back a bit - Brad didn't come over and kick your dog a few times.

This is made especially funny since I'm not a funder, which you'd know if you actually read this thread and weren't just looking to hurf and blurf at every opportunity.
 

etchazz

Trakanon Raider
2,707
1,056
So the big death penalty is... exp loss?

So basically, the death penalty goes away at the level cap again while being the harshest in the early - mid levels?

Oh well, not that important.
completely wrong. there was also a time factor involved in EQ for death. if your guild wiped on a raid, it could take upwards of almost an hour to get everyone rezed, rebuffed, and ready to go again. meanwhile, if you were competing with a rival guild for a spawn, that was time for them to make a move to KS from you. there was always a penalty in EQ for dying, even a max level, and that penalty wasn't just the exp loss, if you wiped even in a group setting like say in seb, another group could take your spot. in WoW (and every other game since WoW) dying means absolutely nothing. you turn into a ghost, run back to your instance, repop once inside, and start over in less than 5 minutes. there was no penalty for dying whatsoever. dying no longer means anything in MMO's, which is why a bunch of retarded monkeys can now play games like WoW and see everything in the game there is to see.
 

Dahkoht_sl

shitlord
1,658
0
Wonder if they will have a public ticker on the private site to show the amount of funding they get once the Kickstarter ends next Sat.

If so wonder how much padding it will have to shine it up for potential "angel investors" perusing gaming sites to drop 4-8 million on randomly.

(that's how it works isn't it ?)