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Static Grouping

For those of you who do not use the term, a “static group” is a way of approaching MMOs and similar games where you and your group of friends each have a character set aside strictly for playing together, all of you. For pen-and-paper players, this is just how you did it: you had your group, and you played together. You did not solo and you did not PUG. The Casualties of War have static groups for several games, and I joined the LotRO group once I found out it was on Landroval. Wednesday, 8pm Central, we all log on and run through a quest hub or two, maybe half an epic book.

Over time, you will lose members. It can be hard to fit someone new in except when you switch zones, because they will not be at the same quest point that everyone else is. Active recruiting can be done, and you may want alts who can be moved into the appropriate level range. I am on my third character joining our static group: our first was just who happened to be available and in the level range when Ethic needed another body, the second was my Loremaster, and then I moved to our back-up healer (Rune-Keeper) for when our Minstrel was unavailable. A few others have switched characters as well, as we caught up to old mains or as they decided to play the static group characters more than the once-per-week.

The most critical thing, I think, to keeping this going is also surprisingly easy: double up on key group roles. You want at least two healers and two tanks. If your game has hybrid classes that could fill several roles, great. This is essential because many times someone will be missing, and other times someone will drop out. If you have one healer, and s/he leaves, you no longer have a group. I switched to my Rune-Keeper when we needed that second healer, and I have been the primary healer for twenty or thirty levels now. I say this is surprisingly easy because people lean towards group-friendly classes if they know they will never PUG or solo. We have had a Hunter and a Champion in the group at times, but we have also gone without any primary DPS classes for months. Lots of support, lots of CC: all those roles you might want to play but could be painful to solo. We also lean towards group-friendly specs, and I wonder if I am the only Rune-Keeper leveling up with almost entirely healing traits slotted.

City of Heroes will eventually have its perfect version of this with multi-member leveling pacts. You will be able to bind a group together so that all experience is shared. Even if Bob misses a night, he has the exact same xp total as everyone else. City of Heroes also makes less strict static grouping easier, as all missions are shared instances that everyone gets a bonus for completing. The most flexible version, however, came in City of Heroes/Villains superteams. Someone designs a class template that works well with itself, say have everyone be a Radiation/* Defender or */Radiation Controller. Then your team is whatever 8 people are online at the time. You all have group-friendly builds because you never expect to solo, including all those Leadership toggles that are weak alone but stack nicely. I was fond of Brutal Speed, a villain group with all AE damage Brutes and Kinetics Corruptors. No one took the Fitness pool because triple-Speed Boost makes it irrelevant; everyone took the Leadership pool. Take 5 from group A and 3 from group B, and watch the wrecking ball fly. Superteams add flexibility by making everyone replaceable, so they can keep going long after half the people get bored and wander off.

Lifetime subscription games add one other bonus: if I had a monthly fee, I would not pay to play 2 hours per week. Even if I am bored with LotRO, I can still be interested enough to play 2 hours per week. The lifetime accounts keep people around for the static group that needs more than a year to reach the level cap.

: Zubon

Gloom and Radiance, Dread and Hope

Checking those patch notes, the Dread system is being revised again. I think of it as something that has never worked well, but is again one of those features that someone thinks needs to be made to work. Suzina addressed the issue a few months ago, but the system gets another wrinkle in the expansion. So here we go. Ready?

Gloom and Radiance are now subsets within Dread and Hope. Radiance has no purpose except to counter Gloom. (For the non-LotRO players, this is what we mean by “Radiance-gating”: recent content has thrown massive amounts of Gloom at the players to force them to get Radiance gear to be able to visit those areas.) Un-countered Gloom converts to Dread, which can be countered only by Hope. You can also have Dread independently, which again demands Hope. Radiance gives no benefit beyond countering Gloom, but Hope will continue to give the bonuses that Radiance/Hope did before.

And what does all this do? Suzina’s post has the specifics. Having up to 5 Hope (or, formerly, 50 Radiance) gives you some small bonuses to health and damage. Having any un-countered Dread gives you massive debuffs: small debuffs for inbound damage and healing, moderate debuffs to the damage you deal, large debuffs to your health cap, and then some effective level-lowering starting at moderate Dread. And then you start cowering (effectively stunned) at high levels of Dread.

Major effects of separating Radiance and Hope: Moria Radiance gear no longer gives bonuses in most fights and no longer counters Dread from dying. Encounters that give Gloom are largely unchanged, and Gloom itself seems toned down a bit. Encounters that give Dread are relatively harder, as there is only so much Hope available. Dying in raid fights with Dread is now really really bad, but Minstrels now get group rez sickness clearing. Raid Radiance gating has fewer effects on the rest of the game.

: Zubon

Siege of Mirkwood – Official Notes

The release notes are even longer than they look because they pass some work to the developer diaries, notably the seven-part series on skirmishes. You may also want to review or print the five-page known issues list, which is noted as being not all-inclusive.

: Zubon

Update: in the spirit of The Lord of the Rings Onlineâ„¢ (although not perhaps Tolkien), something for you to watch while you download. There are two similar videos. HT to Woot.

Bug Report: Hall of Mirrors

If you are going to encourage everyone to run through a central Epic quest line, it is important for that line not to be left in a horribly bugged state for months. I know there is the big expansion tomorrow, but if Book 8 does not work, why should I care about Book 9?

My first visit to the Hall of Mirrors had a group problem. Hall of Mirrors depends on clearing corruptions, and we had two Hunters and a DPS-traited Loremaster (no crowd control) who either could not or would not remove corruptions. Hunters cannot remove corruptions on enemies with more than half health. The corruption in question gives a massive AE HoT. You can see why we never got through that. Hey, thanks for making corruption-removal essential and then ensuring that my class cannot do it. Hunters get the bonus of being able to remove three corruptions at once when they finally can, at the cost of most of their focus, which I have found useful perhaps twice in all of Moria. Very few enemies stack corruptions. This is not strictly about Hall of Mirrors, just a game design failure that becomes important there.

I visited this weekend, and the second boss-type encounter (Morroval Task-Mistress) failed in three different ways. The first was probably our fault: the fight started before we were all in the room. Continue reading Bug Report: Hall of Mirrors

Duty to Tweet

In our continuing, sporadic monitoring of Web 2.0, we note a news story with Eugene Volokh’s comments on an arrest for failure to Tweet.

“We asked for his help in getting the crowd to go away by sending out a Twitter message,” [Det. Lt.] Smith said. “By not cooperating with us we feel he put lives in danger and the public at risk.”

I must confess that I too, having no Twitter account, did nothing to stop the problem. I apologize to anyone who has been damaged by my lack of 140-character updates. Ethic, however, is Tweeting.

: Zubon

Content Managers

While I am enthusiastic about consumer choice, I am displeased with the number of competing game management programs out there and their assorted exclusive deals with various games. I am not quite to the point at which I will skip buying a game because it is not available through a given distribution network, but I am tempted, especially when some have online multi-player only through some other service, which may not be the one I used to buy it. I don’t need more log-ins, and I don’t need more networks sending me e-mails and pop-ups to suggest buying more things from them.

As our cell phone using outside the US know, interoperability is not a strong point here. We finally have it with most instant messaging and text services. Come on, team, let’s get our game networks linked up.

: Zubon

Updating Best Practices

Comments on the other post reminded me of how patching can be done well: City of Heroes, yet again leading the industry from five years ago. Patches pre-load, with this being an automatic option when you log off in the week before a major patch. This does not help much if you are returning to see the new stuff, but current players have it pre-loaded. (Again, yay for Steam for doing that on upcoming releases.) That frees up bandwidth for those returning players.

Note two different parts: automatically updating without more clicks, and it does this as an option when you log off. It does not keep you from playing right now, which is what we all want. I believe the PlayNC updater will do something similar to what I like with Steam’s automatic updates, but I do not keep it running because I rarely have multiple NCSoft games active at once.

: Zubon

One-Click Update

Auto-update is a wonderful feature for content management systems. Steam will update my games while I am not paying attention. Several other producers have similar updaters. These are great. If I need to plan ahead or budget time, I am less likely to play. PC games will benefit to the extent that they resemble console games: push the button and it works.

An absolutely necessary feature is that the game can update itself without my babysitting it. Give me an “Update now?” button and otherwise leave me alone. If I need to manually re-start the program several times, I am going to get bored and wander off half-way through; that other company over there has games that work when I click them, and I only have so much time to wait today.

The worst version of this comes from games that update patches successively, instead of automatically bringing you to the latest edition. As they say on the internet, FAIL. Update, apply, update, apply, update, apply… This can be acceptable if it is one-click, so I can let it run when I go to bed. This will not be acceptable if it goes through a lengthy version of that when I want to play.

The worst offender I have seen is a game still in beta. I appreciate that they have frequent updates, but it updates one patch at a time, and each needs me to click, “Yes, download”; “Yes, install”; “Yes, finish.” It might also ask me to manually re-start the game after each “finish,” but I don’t remember because I stopped thinking about those clicks one day when I tried to get through about 10 patches. I have spent far more time downloading and updating that game than playing, and if just getting the game on my computer is that tedious, my hopes for the game itself are low. I understand that different guys program different things, so one system does not reflect another, but if your game is already not fun before I even play, that is a bad sign in the same way that a lousy, non-skippable tutorial is.

: Zubon

Goodbye To You

Since no one is reading on Thanksgiving anyway, let’s serve up one of those song posts that no one cares about. As is often the case, this is a break-up song. We have relationships with these games, their communities, and our guilds, sometimes far more emotionally involved and dramatic than our romantic entanglements.

This one goes out to all of you in on-again, off-again relationships with your game of choice. You just keep going back to him, don’t you, no matter how abusive the relationship may be? At some point, you have to accept that the dream has died and move on, no matter how much time you have invested. That investment is never going to pay off. Don’t worry; you’ll find a new infatuation to keep you company, and here is Michelle Branch to sympathize while you’re on the rebound.

I’ve been searching deep down in my soul
Words that I’m hearing are starting to get old
It feels like I’m starting all over again
The last three years were just pretend
And I said

Goodbye to you
Goodbye to everything that I knew
You were the one I loved
The one thing that I tried to hold onto

Buffy fans may recognize this from the end of “Tabula Rasa,” an entirely appropriate use of the song.

: Zubon

“Zubon, don’t be so hard on yourself about the song posts. No one cares about the other posts, either.”

Context

“Cat-people get +5 Agility.” It is a simple sentence, something you could expect from a dozen YAFMMORPGs. If your game has yet to release, how can you express it without being meaningless or getting into an endless cascade of information? (Or perhaps the endless cascade is a good thing for promoting your game, and you can turn this one thing into months of web site content.) Continue reading Context