Hating Some Random Idiot

I rarely see someone hit almost every single thing I hate about idiots on the internet, and yet here it is. The anonymous commenter consistently calling Tobold “tob” is a wonder.

First, the writing style indicates stupidity, a complete indifference to expressing himself coherently, or most likely both. The random capitalization and punctuation, and lack thereof, is especially effective. Sadly, I do not spot a “u,” or better yet: “ur.” Second, he willfully misinterprets the author and then condemns him for the made-up version. Third, bonus, he interprets his lack of reading comprehension as Tobold’s dishonesty. Fourth, “why can’t you just admit I’m right?” Fifth, “I’m not a fanboi, you’re a fanboi, and you’re a hateboi too!” Sixth, the scorn for the VNBoards community is really quite touching given the context. Seventh, the classic “longtime reader, and this is not what I expect from you.” Eighth, repeating the same thing across multiple comments. Ninth, replying to himself twice in a row. Tenth, representative statistics in support of your position are laughable and shameful! lol!

I should stop at a top ten, but his last comment (as I write this) has its beautiful self-defense. Those disagreeing are “tobold fanboi lol.” He objects to being called a troll, calls the other commenters communists and McCarthyites, and ends on some confused notion of democracy and why must all you intolerant communists insult people who disagree with you?

I very rarely need the mod button here, except for spam. I want to be able to ban people on others’ sites. And IRL.

: Zubon

Great Moments in Testing

Back Alley Brawler, City of Heroes animations developer, combines awesome with oops:

When we were testing the invasions on the training room, I logged into Galaxy City while an invasion was going on, flagged the BABs trainer as invisible, stepped into his spot and made myself visible, and then joined in the fight against the Rikti.

After it was all over I went back to the trainer to make him visible again, but being invisible…I couldn’t find him to target him. He was completely invisible, even to me.

A couple of days later we got a bug report through QA about the Invasion causing trainers to disappear.

: Zubon

Filtering

Throwing things away unread is key to internet literacy.

To be able to focus on anything, you must immediately ignore 99+% of the content out there. If you are reading this, you are not currently reading about knitting, extreme kayaking, the history of Cambodia, upcoming metal shows in Berlin, the proper care of camels as pets, or homosexual necrophilia in the mallard duck (actual Wikipedia topic). Once you narrow your interest to MMOs, you have dozens of games (in English), and once you have one game, there are still dozens of sites.

I cannot take it personally if you pass on Kill Ten Rats. There are literally millions of other blogs you do not read either.

: Zubon

Which ToS Have You Violated Today?

Lori Drew convicted. Possible dismissal or appeal to come. Previous discussion.

William Roper: Arrest that man!
Sir Thomas More: On what law?
Margaret More: Father, that man’s bad.
Sir Thomas More: There’s no law against that.
William Roper: There is: God’s law.
Sir Thomas More: Then God can arrest him.
William Roper: So, now you give the Devil the benefit of law!
Sir Thomas More: Yes! What would you do? Cut a great road through the law to get after the Devil?
William Roper: Yes, I’d cut down every law in England to do that!
Sir Thomas More: Oh? And when the last law was down, and the Devil turned ’round on you, where would you hide, Roper, the laws all being flat? This country is planted thick with laws, from coast to coast, Man’s laws, not God’s! And if you cut them down, and you’re just the man to do it, do you really think you could stand upright in the winds that would blow then? Yes, I’d give the Devil benefit of law, for my own safety’s sake!

– Robert Bolt, A Man For All Seasons

: Zubon

Unbearable suffering of being

So I finally got around to completing the Death Knight starting zone that the world and his dog have been raving about. I should be joining in with commending on how good the quests are (they are) and how well designed it is (it is) and what a great, story driven experience the whole thing is but as much as all that really is true, I just can’t bring myself to do anything other than complain.

Nota bene: there will be spoilers and this is fair warning about them. Read on at your own peril if you have yet to roll a Death Knight.
Continue reading Unbearable suffering of being

More of “The Guild”

Episode 1 of The Guild: Season 2 is now available for viewing.

Unless you’ve had your head in a kobold hole for the last year or so, you’ll be aware that The Guild is a web based comedy series that was conceived, written and starred Felicia Day – an actress a gamer who happens to also be a gamer an actress. The show is about a group of people who, unsurprisingly, are all members of an MMO guild. The storyline of the first series centres on them all meeting outside the game for the first time to deal with some, um, personal issues. It’s very funny and well worth the 30 minutes or so of your life it’ll take to watch.

The Guild garnered a lot of critical success and a huge fan following. Deservedly so too. They released the series on DVD and used the profits from that to start funding production of the second series. Felicia and her co-producer Kim Evey have also managed to partner with Xbox and Microsoft and the show is now sponsored. This is most definitely A Good Thing and is very evident in the very amusing second series opener.

I’d like to say that I had an exclusive interview with Ms Day for you about her experience playing MMOs and about writing the Guild but I’m sure she’s a very busy lady and there’s also some trivial matter of a restraining order that means I’m not allowed to make any further contact even over the web which is more than a little annoying but anyway.

So, here’s the link to the official site and a little thought: if you hadn’t have spent the last couple of minutes reading this rubbish then you could have already been watching it. Bet that’s really annoying.

Interview with ArenaNet’s Linsey Murdock

Linsey Murdock is the game designer for the Guild Wars® Live Team. She works exclusively on Guild Wars Live issues, bugs, added content, and general maintenance. The latest big addition to Guild Wars was an update to rebalance how players acquire some of the titles in game, and Linsey graciously took time out of her busy schedule to answer a few questions about this major update.

What change in this update are you most proud of?

It’s hard to pick one thing from such a large build, but I suppose it would have to be the Storybooks. Condensing the entire storyline of the game into single-paragraph segments was pretty tough, but I think we pulled it off. Plus, I think bringing the book system into the other three games will really help revitalize those areas and reward players for repeating that content, much in the same way that the introduction of Hard Mode did.

Were any of the changes hard to implement or suggest because of the fact that prior design choices were going to be overwritten?

Not really. We are all interested in the game being as good as it can be, and so we recognize that as the game grows, previous design decisions may no longer be practical and/or could stand to be updated.

What change are you most curious as to how players will respond or change their play-styles in lieu of that change?

I am hoping that the reward updates to Challenge Missions and Jade Quarry/Fort Aspenwood will be enough to bring players back into those areas.

Were any of the changes made with Guild Wars 2 “achievement systems” in mind?

No, my work on Guild Wars® is completely independent of Guild Wars 2.

Was there a change that required major out-of-the-box thinking where ideas were pulled from really weird places?

We mostly just looked at each title we wanted to address and assessed the areas in which it could be improved. We didn’t borrow from other MMOs…I also don’t feel the changes we made were necessarily “out of the box.” They seemed much more like common sense to me.

With much of ArenaNet working on the upcoming Guild Wars 2, how much interest do those employees take in the Guild Wars Live Team, especially with this update?

Though they’re focused on GW2, there are still tons of people at ArenaNet who are extremely passionate about Guild Wars. We even have folks who stay late to put in overtime on Guild Wars after a full shift at their “day job” working on GW2.

Can you give us a short walkthrough of the design process you took for changing one of the titles?

We started with the Luxon/Kurzick title tracks, as we felt those were in the most dire need of adjustment. I took a look at the ways in which players currently gain faction, particularly the FFF (fast faction farming), and calculated a per-hour faction gain number to use as a base. I outlined my first impressions of how we should adjust the existing ways of gaining faction to bring them in line with the FFF, as well as how we should fix the issue of botting. I then ran my outline past a few people for feedback.

That initial assessment got the ball rolling, so from there I started doing detailed research on all the ways that players currently gain faction, as well as all the ways we felt they should be gaining faction. I went back and played through many areas of the game that we felt needed better rewards, in order to get a fresh picture in my head of how they played. I put together a number of spreadsheets to crunch the numbers and find the right balance.

I ran my ideas past a few different people to see if we were on the mark, and then tweaked the numbers according to their feedback. I built a design document with all the changes we wanted to make, and then sent it out to even more people for feedback—I particularly wanted to hear from Joe Kimmes, who would actually be programming the changes. Then I sent the design document to James Phinney for final approval. Once he signed off on the changes, I sent it to the rest of the designers to make absolutely sure that there weren’t any remaining issues.

Next I handed the document off to Joe for implementation while I went to work writing text for all of the Storybooks and designing a reward structure for them. Joe began implementation, and I continued to review the changes being made to make sure there weren’t any holes. We also added a few things here and there, and when implementation was complete we moved into the testing phase to make sure it all worked as intended. We kept on making tweaks and bug fixes as we got closer to build day.

Once everything was integrated over to our staging servers, another round of testing and bug-fixing began. After QA signed off on that, we were free to push it all up to the Live servers and run the build. And that’s pretty much it.

Veruca Salt

From a dear friend at Mystic Worlds:

I do not envy Mythic right now in trying to fix Warhammer Online. Mark Jacobs issued a statement to the community to shed some light on upcoming improvements, mostly related to encouraging Open RVR (oRVR). It appears to have been met with mixed reactions. A portion of players who wanted a game dominated by oRVR, want it NOW. They don’t want to wait the potential months it’s going to take to execute the full vision.

That’s me. And not just open RvR either: I want everything fixed, and I want it now. No, that’s not true, I am perfectly happy to wait months. I want it before I will pay. Mark Jacobs issued a page of promises the last time monthly fees were due. I expect he will issue another in time for the next subscription fees. I have a dozen companies that will happily take my money in exchange for the promise that they will fix things Real Soon Now. Call me when you get around to that.

: Zubon

Read the full post for other good thoughts. That’s just my point.

Because of Different Departments

Long have I believed that Warhammer Online’s Public Quests were a “duh” moment of pure genius… especially on paper. If the hyper-efficient population scattering mechanics were not at work, Warhammer Online could have been the premiere casual PvE game. The premise is simple: get people to play in an area (Chapters) and as they keep running in to each other have a shared goal where it is beneficial (and exciting) for all to play. No quest sharing. No party forming. Just play. This nearly works even soloing as long as you draw in that critical mass.  So how did Mythic’s developer groups diverge? Continue reading Because of Different Departments