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play the new game only to leave in disgust when it turns out not to be a flashback to 1999 c like one or both of the current games and show up primarily on the strength of the brand name but cancel their current subscriptions in the process fragmenting the eq playerbase between a total of three games d show up for the eq brand name but with no preconceived notions and without cannibalizing the existing games subscriptions unless soe can be certain that group d substantially outweighs the other three groups combined they re better off leaving the name eq3 in the wine cellar to age a few more years and going with a new ip at least that s my guess we ll see what happens when they re ready to pop the cork on whatever it is they re brewing up in san diego posted by green armadillo at 7 55 am 6 comments labels business models eq2 wednesday may 20 2009 yet again with the travel timesinks the last time i posted about eq2 crafting loredena suggested that i look into the tradeskill instances added in the most recent expansion this seemed like a nice way to break up the crafting grind so lyriana set off to the moors of ykesha to get started the moors are a level 75 80 zone and lyriana is in her low 50 s this would seem to be a problem and eq2 goes to some lengths to allow level characters to progress to the maximum crafting level so they needed a solution the solution they came up with was to have the npc offer to teleport players on to their next destination corpse hopping is not an option as eq2 players are revived back at the nearest graveyard after death where to begin among my various complaints about this arrangement upon accepting the questgiver s teleport i was sent to the other side of a zone i have never been in before where the next questgiver was located a zone with mobs that one shot me the moment they aggro there is a network of balloon transport npcs who will send you to other stations of course i had no idea what the station for the town that i had started in was called since i had not visited the balloon station before being teleported across the zone after looking it up and watching my character spend several minutes floating there i discovered that the station is located outside the main town of the zone and getting back into town requires that i complete a quest a quest that starts in the town that i was stuck outside of at this point i had to resort to my dirge s evacuate ability which teleported me to the closest graveyard the one inside the town thankfully having gotten the basics of travel around the zone down it was time to actually start working on the quests though the game permits me to accept and complete these quests doing so requires materials harvested from the highest level harvesting zones this is sensible because the moors are such a high level zone unfortunately i cannot harvest in the moors due to my low level this meant that i had to teleport out of the zone to my guild hall and do the crafting in the guild hall using the guild harvest supply box getting back to the moors themselves requires a teleport hope you remembered to touch the blessed shrub in the town before you teleported out or a trip to the sinking sands to wait for an airship once you re there according to the wiki it s necessary to use the cannon to leave town talk to the balloon operator so you can watch your character fly to the main travel hub for the zone and then watch your character fly again from there to whichever travel location your current stage of the quest is located at incidentally the return to guild hall teleport has a 15 minute cooldown i m able to teleport one additional time per hour by recalling to my home city and using a portal i purchased for my room at the inn to get back to the guild hall once both teleports are on cooldown you ll need to wait out the 15 minute timer somewhere along the way i discovered that the wiki is slightly misinformed the original questgiver in the town that i can teleport to will continue to teleport me to the first of the outposts even after i complete the quest in that town this matters because the town in question is the main travel hub if i do not complete this questline i get keep a teleport that allows me to skip 2 3 minutes of boring afk travel time each and every time i arrive in the zone given that the daily tradeskill quests do not contribute experience to my guild i m not entirely convinced that the reward for completing the quest access to the new crafting content is more valuable than the reward for not completing the quest a backwards approach getting to keep the teleport is a somewhat forgiveable offense wow had the same problem with several instant teleport quests which have since been nerfed to stop working for players above a certain level that issue aside this entire experience illustrates how backwards developers view of in game travel actually is what the developers should be doing is making sure i know where i m going and how to get back before they send me out into the wilderness this would be a very good time to send me to the transport npc and make me physically notice what location i am departing from and where the ride is taking me relative to the rest of the zone once you ve done that dance a few times as the quest requires that s the point at which you ve been impressed by the size of the zone and really shouldn t be obligated to take a mandatory bio break in the middle of your gaming session also you have to fly from town to the travel hub and then from the hub to your actual destination and you cannot queue the connecting flight to happen automatically so you actually have to alt tab back into the game midway through putting me through the above ordeal only to turn around and make me choose between additional afk time each and every time i want to use this zone which could be a lot if i were to eventually start running group pve content and advancing a questline is the exact opposite of what they should be doing why must developers continue to insist on using wasted afk travel time as a means of enforcing time sinks in their games posted by green armadillo at 1 41 pm 2 comments labels eq2 pvd travel tuesday may 19 2009 warhammer faction balance finally hits home about a year ago now i predicted that balancing faction populations was going to be the make or break issue for warhammer it turns out that i was only half right first the game needed to fix its general performance and polish issues to get players to stay around long enough to encounter lopsided endgame population balance issues now that the numbers appear to have stabilized in the 300k subscriber range the game is ready to have the problem that i predicted would be its major challenge how is it going let s check keen s blog for his latest observations on dark crag order has our king on farm status we re locked out of the city more than we re allowed to enter these days the situation is so imbalanced that he believes that order will completely dominate the new contested land of the dead zone when it launches when in doubt blame wow in fairness blizzard did their best to steal warhammer s launch thunder i can understand some degree of animosity however there does come a point at which blaming wow for everything even if it s partially true becomes somewhat moot case in point mythic s jeff skalski has an interview with massively in which he blames world of warcraft for the fact that keep flipping happened in their game you see wow players aren t like players of real mmorpg s they don t know what eq was like they don t know what uo was like they don t know what muds are so they don t have this broad concept they just want stuff now and they want to get out quickly they want instant gratification and they want to be constantly patted on the back with an enthusiastic good job good job what was the effect of having literally hundreds of thousands of these instant gratification obsessed wow kiddies paying mythic 50 a piece to try out their carefully designed incentive structure what ended up happening was the players began taking the path of least resistance players even went to lengths to avoid one another and that really confused us we thought they had bought our game to rvr but they re avoiding enemies then we had things like keep trading and round robin keeps going on after all no player of any game before world of warcraft ever looked for shortcuts in the incentive curve also it makes perfect sense for someone trying to design the next great pvp mmorpg never to play a single match of alterac valley what can be done sniping at wow aside skalski says that the goal of the new land of the dead is not to replace the game s premiere city sieges this is a mistake as keen notes the underpopulated realm on any given server loses access to the basic pve instances that they need access to in order to obtain gear on paper that sounded like a good plan players should really care about losing their city the problem is that in a non instanced world there isn t very much the players can do about losing their city see my comment on a loading screen tip to the effect of what are you waiting for go get your keep back from the month when i played the game mythic stated that they did not want to create a situation where the losing side does not have any incentive to log in while their city is under enemy control but that appears to be precisely what has happened all of which gets back to the land of the dead as devs including mythic apparently learn to their peril players go where the incentives are the solution then is to put the best loot in the contested land of the dead this would encourage the victorious side to focus their efforts on that zone with the primary focus shifted elsewhere mythic would be free to make the process of actually laying siege to a city far more difficult players would still do it occasionally for prestige much as players attack wow s faction leaders today but there wouldn t be as much of a reason to permanently occupy the enemy s city this in turn would allow the outnumbered side less restricted access to the city dungeons where they can actually gain the gear to compete during an occasional forray into contested territory also use of a contested instance lessens the odd contradiction where the overall point of the rvr endgame is to gain access to a pve king instance encounter does this defeat the purpose of the whole impact pvp city siege model partially yes but so does having the best players like keen flee their servers until the game is left with a bunch of one sided zergfests if you do not provide players with something more entertaining to do than being slaughtered mercilessly by a larger better geared force they will quit even if we accept the absurd proposition that this situation is blizzard s fault fixing it is now mythic s problem posted by green armadillo at 1 49 pm 9 comments labels pvd pvp warhammer monday may 18 2009 the spectral tiger versus the station cash store things have been really busy for me offline so i haven t had much time for brainstorming and researching new post topics fortunately my readers have obliged with heated discussion of soe s latest rmt effort stabs raises the example of the wow trading card game tcg as a subtle form of real money transactions though there certainly are some similarities between the tcg and traditional rmt item stores such as eq2 s station cash store there are some significant differences which i think are worth collecting in one place for future reference rarity and convenience the purpose of the in game items associated with wow s tcg is to sell cards this has an important impact on both the rarity and the quality of the items attached to the game you re not going to sell very many cards if there s a spectral tiger in every single pack people who want one will buy a single pack and never give upper deck another dime instead the rewards must be very distinctive and very rare to encourage players who are willing to spend the money to spend lots of money the result places the mount out of the price range that most players are going to be willing to spend both in cash and in time and convenience buying a box of booster packs opening them all and hoping for a tiger again this is alright the mount is intended to be a rare commodity not a mass market seller on the other hand when the developer makes items easily accessible via an in game sales interfaces priced at a level that the market will bear the purpose of the in game items is actually to sell in game items wider distribution means a much wider potential impact on the game balance issues aside blizzard isn t going to sell many additional spectral tigers if the tigers were 5 faster than other mounts so they re not going to feel much pressure to make that change happen by contrast a 105 mount that costs 20 is going to be much more popular than a 100 mount that costs 20 meanwhile the items are going to be more common in game due to convenient access allowing their presence to affect a larger proportion of the playerbase cosmetics and function probably the biggest question that needs an answer when you re talking about rmt is whether the benefits are purely cosmetic or have a function in a game like free realms which is financed heavily by rmt it s more acceptable to see rmt items that outshine the best player crafted items as tobold reports in a subscription based game with more of a time investment grind on the other hand players are less happy to discover that they must buy their way to the top for the most part blizzard has stayed away from items that have an in game function in their tcg technically having a tcg exclusive mount or non combat pet counts towards collection achievements but i think we can agree that 2 progress towards a 100 mount achievement is not going to drive that many multiple hundred dollar transactions on its own likewise eq2 has avoided the sale of things like gear and healing potions to date as i wrote previously they blurred the line by adding rmt furniture an otherwise cosmetic feature that becomes a gameplay issue because there is a player carpenter class likewise i m told that eq2 s own tcg they had one well before the current station cash store offers some things that have minor benefits like wings that give a temporary slowfall effect or a large rent free apartment the place where soe has really decided to push the envelope in eq2 is with mass market rmt experience boosts the evolution of rmt exp wow s recruit a friend program some form of which appears to have become industry standard does allow players to gain faster experience from levels 1 60 by purchasing an additional account and 2 boxing eq2 s raf system has largely the same features this is technically rmt however this process has a few limitations that i would argue keep it from being a mass market product the raf bonus experience is limited to pre expansion levels which 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